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//::///////////////////////////////////////////////
//:: 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
}