Initial upload
Initial upload
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49
_module/nss/nw_g0_confuse2.nss
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49
_module/nss/nw_g0_confuse2.nss
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//::///////////////////////////////////////////////
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//:: Confusion Heartbeat Support Script
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//:: NW_G0_Confuse
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This heartbeat script runs on any creature
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that has been hit with the confusion effect.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Sept 27, 2001
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//:://////////////////////////////////////////////
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void main()
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{
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//Make sure the creature is commandable for the round
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AssignCommand(OBJECT_SELF, SetCommandable(TRUE));
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//Clear all previous actions.
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AssignCommand(OBJECT_SELF, ClearAllActions());
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int nRandom = d10();
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//Roll a random int to determine this rounds effects
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if(nRandom == 1)
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{
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object enemy = GetFactionWorstAC(OBJECT_SELF, TRUE);
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if (enemy == OBJECT_INVALID) {
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GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE,OBJECT_SELF);
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}
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AssignCommand(OBJECT_SELF, ActionAttack(enemy));
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}
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else if (nRandom >= 2 && nRandom <= 6)
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{
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object enemy = GetFactionWeakestMember(OBJECT_SELF, TRUE);
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if (enemy == OBJECT_INVALID) {
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GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE,OBJECT_SELF);
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}
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AssignCommand(OBJECT_SELF, ActionAttack(enemy));
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}
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else if(nRandom >= 7 && nRandom <= 10)
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{
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object enemy = GetFactionMostDamagedMember(OBJECT_SELF, TRUE);
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if (enemy == OBJECT_INVALID) {
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GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE,OBJECT_SELF);
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}
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AssignCommand(OBJECT_SELF, ActionAttack(enemy));
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}
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DelayCommand(0.1, AssignCommand(OBJECT_SELF, SetCommandable(FALSE)));
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}
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