Added PEPS AI
Added PEPS AI. Full compile. Reorganized repository.
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111
src/module/nss/at_lucephdie.nss
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111
src/module/nss/at_lucephdie.nss
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#include "nw_i0_generic"
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void main()
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{
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ExecuteScript("nw_c2_default7", OBJECT_SELF);
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ExecuteScript("tab_xp_multi",OBJECT_SELF);
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object oPC = GetLastKiller();
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if (!GetIsPC(oPC)) return;
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object oTarget;
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object oSpawn;
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location lTarget;
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oTarget = GetWaypointByTag("wp_liron_01");
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lTarget = GetLocation(oTarget);
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "serf", lTarget);
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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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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
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oTarget = GetWaypointByTag("wp_liron_02");
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lTarget = GetLocation(oTarget);
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "serf", lTarget);
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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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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
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oTarget = GetWaypointByTag("wp_liron_03");
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lTarget = GetLocation(oTarget);
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "serf", lTarget);
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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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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
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oTarget = GetWaypointByTag("wp_liron_04");
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lTarget = GetLocation(oTarget);
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "serf", lTarget);
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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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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));
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}
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