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51
_module/nss/nw_c2_defaulte.nss
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51
_module/nss/nw_c2_defaulte.nss
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//::///////////////////////////////////////////////
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//:: Default On Blocked
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//:: NW_C2_DEFAULTE
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This will cause blocked creatures to open
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or smash down doors depending on int and
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str.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 23, 2001
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//:://////////////////////////////////////////////
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void main()
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{
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ExecuteScript("prc_npc_blocked", OBJECT_SELF);
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object oDoor = GetBlockingDoor();
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if (GetObjectType(oDoor) == OBJECT_TYPE_CREATURE)
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{
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// * Increment number of times blocked
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/*SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED", GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") + 1);
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if (GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") > 3)
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{
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SpeakString("Blocked by creature");
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SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED",0);
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ClearAllActions();
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object oEnemy = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
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if (GetIsObjectValid(oEnemy) == TRUE)
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{
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ActionEquipMostDamagingRanged(oEnemy);
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ActionAttack(oEnemy);
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}
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return;
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} */
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return;
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}
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if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5)
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{
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if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 7 )
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{
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DoDoorAction(oDoor, DOOR_ACTION_OPEN);
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}
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else if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_BASH))
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{
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DoDoorAction(oDoor, DOOR_ACTION_BASH);
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}
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}
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}
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