hopefully fixed the no death panel problem
The rest were creature and area changes I got around to doing
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@@ -18,8 +18,6 @@ SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 74, oPlayer);
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}
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else
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{
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AssignCommand(GetLastPlayerDying(), ClearAllActions());
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AssignCommand(GetLastPlayerDying(),SpeakString( "I Dying"));
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PopUpGUIPanel(GetLastPlayerDying(),GUI_PANEL_PLAYER_DEATH);
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DelayCommand(5.0, PopUpGUIPanel(oPlayer,GUI_PANEL_PLAYER_DEATH));
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}
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}
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@@ -9,5 +9,5 @@
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void main()
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{
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ExecuteScript("prc_ondeath", OBJECT_SELF);
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//ExecuteScript("_ondeath", OBJECT_SELF);
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ExecuteScript("_ondeath", OBJECT_SELF);
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}
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34
_module/nss/npc2npcconvo.nss
Normal file
34
_module/nss/npc2npcconvo.nss
Normal file
@@ -0,0 +1,34 @@
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/*
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* Script generated by LS Script Generator, v.TK.0
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*
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* For download info, please visit:
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* http://nwvault.ign.com/View.php?view=Other.Detail&id=1502
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*/
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// Put this script OnPerceived (of a creature).
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void main()
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{
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// We are only interested in "seen" events.
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if ( !GetLastPerceptionSeen() )
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return;
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// Get the creature who triggered this event.
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object oPC = GetLastPerceived();
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// Only fire for (real) PCs.
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if ( GetIsDMPossessed(oPC) )
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return;
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// Abort if failed a 1% chance.
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if ( Random(100) >= 1 )
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return;
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// If the local int is more than 0.
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if ( GetLocalInt(oPC, "NPCTalk") > 0 )
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{
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// Have us strike up a conversation with the PC.
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ActionStartConversation(oPC, "convohere", FALSE, FALSE);
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}
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}
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