generated from Jaysyn/ModuleTemplate
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115
_module/nss/oai_default4.nss
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115
_module/nss/oai_default4.nss
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////////////////////////////////////////////////////////////////////////////////
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//
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// Olander's AI
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// nw_c2_default4
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// by Don Anderson
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// dandersonru@msn.com
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//
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// OnConversation
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// Original script by Bioware
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//
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////////////////////////////////////////////////////////////////////////////////
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#include "oai_inc_ai"
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void main()
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{
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// * if petrified, jump out
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if (GetHasEffect(EFFECT_TYPE_PETRIFY, OBJECT_SELF) == TRUE) return;
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// * If dead, exit directly.
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if (GetIsDead(OBJECT_SELF) == TRUE) return;
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int nMatch = GetListenPatternNumber();
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object oShouter = GetLastSpeaker();
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//DMFI CODE ADDITIONS BEGIN HERE
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if(GetIsPC(oShouter)) ExecuteScript("dmfi_voice_exe", OBJECT_SELF);
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if(nMatch == -1 && GetIsPC(oShouter) &&(GetLocalInt(GetModule(), "dmfi_AllMute") || GetLocalInt(OBJECT_SELF, "dmfi_Mute")))
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{
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SendMessageToAllDMs(GetName(oShouter) + " is trying to speak to a muted NPC, " + GetName(OBJECT_SELF) + ", in area " + GetName(GetArea(OBJECT_SELF)));
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SendMessageToPC(oShouter, "This NPC is muted. A DM will be here shortly.");
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return;
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}
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//DMFI CODE ADDITIONS END HERE
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if (nMatch == -1)
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{
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// Not a match -- start an ordinary conversation
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if (GetCommandable(OBJECT_SELF))
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{
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ClearActions(CLEAR_NW_C2_DEFAULT4_29);
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BeginConversation();
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}
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else
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// * July 31 2004
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// * If only charmed then allow conversation
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// * so you can have a better chance of convincing
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// * people of lowering prices
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if (GetHasEffect(EFFECT_TYPE_CHARMED) == TRUE)
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{
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ClearActions(CLEAR_NW_C2_DEFAULT4_29);
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BeginConversation();
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}
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}
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// Respond to shouts from friendly non-PCs only
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else if (GetIsObjectValid(oShouter)
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&& !GetIsPC(oShouter)
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&& GetIsFriend(oShouter))
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{
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object oIntruder = OBJECT_INVALID;
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// Determine the intruder if any
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if(nMatch == 4)
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{
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oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER");
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}
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else if(nMatch == 3)
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{
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if(GetStatusCondition(OAI_I_CAN_RAISE_DEAD)) SetLocalObject(OBJECT_SELF, "OAI_RAISE_TARGET", oShouter);
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}
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else if (nMatch == 5)
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{
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oIntruder = GetLastHostileActor(oShouter);
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if(!GetIsObjectValid(oIntruder))
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{
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oIntruder = GetAttemptedAttackTarget();
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if(!GetIsObjectValid(oIntruder))
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{
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oIntruder = GetAttemptedSpellTarget();
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if(!GetIsObjectValid(oIntruder))
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{
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oIntruder = OBJECT_INVALID;
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}
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}
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}
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}
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else if (nMatch == 5000)
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{
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SetLocalInt(OBJECT_SELF,"HEARD_THE_CALL",1);
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FOF_Execute();
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return;
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}
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else if (nMatch == 5001)
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{
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object oTarget = GetLastHostileActor(oShouter);
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int nCheck = GetLocalInt(OBJECT_SELF,"RETREATED");
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if (nCheck != 1)
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{
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ClearAllActions();
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OAI_DetermineCombatRound(oTarget);
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return;
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}
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}
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// Actually respond to the shout
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RespondToShout(oShouter, nMatch, oIntruder);
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}
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// Send the user-defined event if appropriate
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if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1004));
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}
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}
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