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Initial commit [1.18]
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41
_module/nss/quest_fight_a.nss
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41
_module/nss/quest_fight_a.nss
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//::///////////////////////////////////////////////
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//:: FileName quest_rang_a
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Created By: Script Wizard
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//:: Created On: 2003-10-01 5:59:38 PM
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//:://////////////////////////////////////////////
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#include "nw_i0_tool"
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#include "prc_inc_spells"
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int StartingConditional()
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{
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object oPC = GetPCSpeaker();
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int iWarrior = GetLevelByClass(CLASS_TYPE_FIGHTER, oPC)
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+ GetLevelByClass(CLASS_TYPE_CW_SAMURAI, oPC)
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+ GetLevelByClass(CLASS_TYPE_KNIGHT, oPC)
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+ GetLevelByClass(CLASS_TYPE_MARSHAL, oPC)
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+ GetLevelByClass(CLASS_TYPE_SAMURAI, oPC)
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+ GetLevelByClass(CLASS_TYPE_SOULKNIFE, oPC)
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+ GetLevelByClass(CLASS_TYPE_SCOUT, oPC)
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+ GetLevelByClass(CLASS_TYPE_INCARNATE, oPC)
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+ GetLevelByClass(CLASS_TYPE_HEXBLADE, oPC)
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+ GetLevelByClass(CLASS_TYPE_DUSKBLADE, oPC)
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+ GetLevelByClass(CLASS_TYPE_PSYWAR, oPC)
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+ GetLevelByClass(CLASS_TYPE_SWASHBUCKLER, oPC)
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+ GetLevelByClass(CLASS_TYPE_WARBLADE, oPC);
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// Restrict based on the player's class
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int iPassed = 0;
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if(iWarrior >= 1)
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iPassed = 1;
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if(iPassed == 0)
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return FALSE;
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// Make sure the PC speaker has these items in their inventory
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if((!HasItem(GetPCSpeaker(), "RHUN_RECALL_3")) == FALSE)
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return FALSE;
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return TRUE;
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}
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