//:://///////////////////////////////////////////// //:: FileName npc_attack_spkr //::////////////////////////////////////////////// //::////////////////////////////////////////////// //:: Created By: Oddbod //:: Created On: 7/01/2002 //::////////////////////////////////////////////// //: Include a generic behavior script Bioware gave us. //: In this script it's just for the final command, //: DetermineCombatRound void main() { //: Set objects for speaker and NPC object oPC = GetPCSpeaker(); object oNPC = OBJECT_SELF; //: If you would like the animosity to affect the NPC's entire faction, set the //: next value to TRUE. If you want only the NPC to change, leave it FALSE int nFactionChange = FALSE; //: Set the following line to TRUE if you want the animosity to wear off //: This is only if entire faction is NOT changing int nDecay = FALSE; //: Set how long it takes for the effect to wear off (if above is true) float fDecayTime = 10.0; //: Check for entire Faction Change flag if (nFactionChange){ SetPlotFlag(oNPC, FALSE); //: Required before changing faction of a plot NPC AdjustReputation(oPC, oNPC, -100); //: If you would like the NPC to remain vulerable once the attack starts, //: comment out the next line SetPlotFlag(oNPC, TRUE); } else{ SetIsTemporaryEnemy(oPC,oNPC,nDecay,fDecayTime); } //: And finally, force initiating combat mode }