Added NWN Dark Sun module contents
Added NWN Dark Sun module contents.
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58
nwnds_module/zep_stocksuse.nss
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58
nwnds_module/zep_stocksuse.nss
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//:://////////////////////////////////////////////
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//:: Created By: John Hawkins
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//:: Created On: January 2004
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//:://////////////////////////////////////////////
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//::
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//:: this script will make my placeable prisoners
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//:: react to you and talk to you if desired.
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//::
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//:: to converse with the placeable, you need to
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//:: put the name of the conversation you wish to
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//:: have inside the quotation marks ("") down in
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//:: line 57.
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//::
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//:://////////////////////////////////////////////
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void main()
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{
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object oUser = GetLastUsedBy();
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int iRnd = d6();
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string sSound = IntToString(iRnd);
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if (GetLocalInt(OBJECT_SELF,"disturbed") == 0)
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{
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object oSelf = OBJECT_SELF;
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PlayAnimation(ANIMATION_PLACEABLE_ACTIVATE);
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SetLocalInt(OBJECT_SELF,"disturbed",1);
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}
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else
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{
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object oSelf = OBJECT_SELF;
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PlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE);
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SetLocalInt(OBJECT_SELF,"disturbed",0);
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}
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if(iRnd==1)
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{
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AssignCommand(oUser,PlaySound("as_pl_ailingm1"));
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}
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if(iRnd==2)
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{
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AssignCommand(oUser,PlaySound("as_pl_despairm1"));
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}
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if(iRnd==3)
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{
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AssignCommand(oUser,PlaySound("as_pl_despairm2"));
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}
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if(iRnd==4)
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{
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AssignCommand(oUser,PlaySound("as_pl_cryingm1"));
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}
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if(iRnd==5)
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{
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AssignCommand(oUser,PlaySound("as_pl_despairm1"));
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}
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if(iRnd==6)
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{
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AssignCommand(oUser,PlaySound("as_pl_despairm2"));
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}
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//AssignCommand(OBJECT_SELF,ActionStartConversation(oUser,"",FALSE,FALSE));
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}
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