Initial upload
Initial upload
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114
_module/nss/monk_attack.nss
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114
_module/nss/monk_attack.nss
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#include "nw_i0_generic"
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/* Script generated by
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Lilac Soul's NWN Script Generator, v. 1.2
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For download info, please visit:
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http://www.angelfire.com/space/lilacsoul */
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//Put this on action taken in the conversation editor
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void main()
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{
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object oPC = GetPCSpeaker();
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object oTarget;
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oTarget = GetObjectByTag("gong_guard");
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AssignCommand(oTarget, ClearAllActions());
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oTarget = GetObjectByTag("gong_guard");
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AssignCommand(oTarget, ActionMoveToObject(GetObjectByTag("WP_gong")));
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oTarget = GetObjectByTag("gong_guard");
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(GetObjectByTag("gong")));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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object oSpawn;
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oTarget = GetWaypointByTag("WP_monk1");
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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oTarget = oSpawn;
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
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oTarget = oPC;
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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oTarget = oSpawn;
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
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oTarget = GetWaypointByTag("WP_monk2");
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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oTarget = GetWaypointByTag("WP_monk3");
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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oTarget = oSpawn;
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
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oTarget = OBJECT_SELF;
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AdjustReputation(oPC, oTarget, -100);
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SetPlotFlag(oTarget, FALSE); // CS change so players don't attack...
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oTarget = OBJECT_SELF;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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oTarget = GetObjectByTag("gong_guard");
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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AssignCommand(oTarget, DetermineCombatRound(oPC));
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}
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