Shargast_PRC8/_module/Chapter 1/nss/mm_onpercieve_wt.nss
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//::///////////////////////////////////////////////
//:: Default On Percieve
//:: MM_OnPercieve_Walkto
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Checks to see if the perceived target is an
enemy and if so fires the Determine Combat
Round function
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
void main()
{
object oPC = GetLastPerceived();
if (!GetIsPC(oPC)) return;
if (!GetLastPerceptionSeen()) return;
object oTarget;
oTarget = GetObjectByTag("NW_DEATH_CLERIC_01");
AssignCommand(oTarget, ActionMoveToObject(GetObjectByTag("hub_1968")));
oTarget = OBJECT_SELF;
//Visual effects can't be applied to waypoints, so if it is a WP
//the VFX will be applied to the WP's location instead
int nInt;
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget));
}