2025/07/18 Update
Added PEPS. Full compile.
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45
_module/nss/nw_ch_ac4.nss
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45
_module/nss/nw_ch_ac4.nss
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/*//////////////////////////////////////////////////////////////////////////////
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Script: nw_ch_ac4
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Associate(Summons, Familiar, Companion) OnDialoge event script;
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Fires when oCreature has been clicked on for conversation.
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Fires when oCreature hears a shout from another creature.
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If SetListening is FALSE then oCreature will not "hear" anything.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_associates"
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#include "nw_inc_gff"
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void main()
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{
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object oCreature = OBJECT_SELF;
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int nMatch = GetListenPatternNumber();
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if(AI_DEBUG) ai_Debug("nw_ch_ac4", "16", GetName(oCreature) + " listens " +
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IntToString(nMatch) + " to " + GetName(GetLastSpeaker()) + ".");
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// Skip ASSOCIATE_COMMAND_MASTERUNDERATTACK(11) since it fires for
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// every physical attack made on our master. This fires alot!
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if(nMatch == ASSOCIATE_COMMAND_MASTERUNDERATTACK) return;
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// If we are disabled then we can't listen or talk, Busy is checked in ai_SelectAssociateCommand().
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if(ai_Disabled(oCreature)) return;
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object oLastSpeaker = GetLastSpeaker();
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// Some commands override being busy so we check in ai_SelectAssociateCommand.
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if(nMatch != -1)
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{
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if(GetFactionEqual(oLastSpeaker, oCreature)) ai_SelectAssociateCommand(oCreature, oLastSpeaker, nMatch);
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}
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else
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{
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if (!ai_GetIsBusy(oCreature))
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{
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ai_ClearCreatureActions();
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if(GetAssociateType(oCreature) == ASSOCIATE_TYPE_HENCHMAN) BeginConversation("oc_ai_henchmen", oLastSpeaker);
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else
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{
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json jHenchman = ObjectToJson(oCreature);
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string sConversation = JsonGetString(GffGetResRef(jHenchman, "Conversation"));
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if(sConversation == "") BeginConversation("oc_ai_henchmen", oLastSpeaker);
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BeginConversation();
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}
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}
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}
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}
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