Tweaked several areas, mobs, and added
the codi ai to some mobs.
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32
_module/nss/no_ai_dth.nss
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32
_module/nss/no_ai_dth.nss
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//::///////////////////////////////////////////////
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//:: On Death
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//::
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//:://////////////////////////////////////////////
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/*
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Shouts to allies that they have been killed
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*/
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//:://////////////////////////////////////////////
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#include "no_lib_data"
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#include "no_inc"
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void main()
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{
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//float fDieDelay = GetLocalFloat( OBJECT_SELF, "#DECAYDELAY" );
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//corpse decay deactivated for Murray module
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float fDieDelay = 10.0;
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ClearAllActions();
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//broadcast death
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SpeakString( "BC_DEAD", TALKVOLUME_SILENT_TALK );
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//PrintString( GetName( OBJECT_SELF ) + " killed by " + GetName( GetLastKiller() ) );
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if ( GetName( GetItemInSlot( INVENTORY_SLOT_CARMOUR, OBJECT_SELF ) ) == "Balor Properties" )
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{
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ExecuteScript( "nw_s3_balordeth", OBJECT_SELF );
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}
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DelayCommand( fDieDelay, ExecuteScript( "no_scr_cleanvars", OBJECT_SELF ) );
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DelayCommand( fDieDelay + 0.5, ExecuteScript( "no_scr_excorpse", OBJECT_SELF ) );
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//signal death to userdef
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SignalEvent( OBJECT_SELF, EventUserDefined( 1007 ) );
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}
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