Further PRC integration
Further PRC integration. Fixed Rod of Ruin. Full compile.
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92
_module/nss/nw_c2_default4.nss
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92
_module/nss/nw_c2_default4.nss
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//:://////////////////////////////////////////////////
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//:: NW_C2_DEFAULT4
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/*
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Default OnConversation event handler for NPCs.
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 12/22/2002
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//:://////////////////////////////////////////////////
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#include "nw_i0_generic"
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void main()
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{
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ExecuteScript("prc_npc_conv", OBJECT_SELF);
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// * if petrified, jump out
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if (GetHasEffect(EFFECT_TYPE_PETRIFY, OBJECT_SELF) == TRUE)
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{
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return;
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}
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// * If dead, exit directly.
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if (GetIsDead(OBJECT_SELF) == TRUE)
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{
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return;
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}
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// See if what we just 'heard' matches any of our
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// predefined patterns
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int nMatch = GetListenPatternNumber();
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object oShouter = GetLastSpeaker();
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if (nMatch == -1)
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{
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// Not a match -- start an ordinary conversation
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if (GetCommandable(OBJECT_SELF))
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{
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ClearActions(CLEAR_NW_C2_DEFAULT4_29);
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BeginConversation();
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}
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else
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// * July 31 2004
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// * If only charmed then allow conversation
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// * so you can have a better chance of convincing
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// * people of lowering prices
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if (GetHasEffect(EFFECT_TYPE_CHARMED) == TRUE)
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{
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ClearActions(CLEAR_NW_C2_DEFAULT4_29);
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BeginConversation();
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}
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}
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// Respond to shouts from friendly non-PCs only
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else if (GetIsObjectValid(oShouter)
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&& !GetIsPC(oShouter)
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&& GetIsFriend(oShouter))
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{
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object oIntruder = OBJECT_INVALID;
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// Determine the intruder if any
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if(nMatch == 4)
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{
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oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER");
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}
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else if (nMatch == 5)
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{
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oIntruder = GetLastHostileActor(oShouter);
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if(!GetIsObjectValid(oIntruder))
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{
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oIntruder = GetAttemptedAttackTarget();
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if(!GetIsObjectValid(oIntruder))
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{
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oIntruder = GetAttemptedSpellTarget();
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if(!GetIsObjectValid(oIntruder))
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{
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oIntruder = OBJECT_INVALID;
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}
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}
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}
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}
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// Actually respond to the shout
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RespondToShout(oShouter, nMatch, oIntruder);
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}
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// Send the user-defined event if appropriate
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if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE));
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}
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}
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