62 lines
1.4 KiB
Plaintext
62 lines
1.4 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: FileName npc_attack_spkr
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Created By: Oddbod
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//:: Created On: 7/01/2002
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//:://////////////////////////////////////////////
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//: Include a generic behavior script Bioware gave us.
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//: In this script it's just for the final command,
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//: DetermineCombatRound
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#include "nw_i0_generic"
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void main()
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{
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//: Set objects for speaker and NPC
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object oPC = GetPCSpeaker();
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object oNPC = OBJECT_SELF;
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//: If you would like the animosity to affect the NPC's entire faction, set the
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//: next value to TRUE. If you want only the NPC to change, leave it FALSE
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int nFactionChange = FALSE;
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//: Set the following line to TRUE if you want the animosity to wear off
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//: This is only if entire faction is NOT changing
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int nDecay = FALSE;
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//: Set how long it takes for the effect to wear off (if above is true)
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float fDecayTime = 10.0;
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//: Check for entire Faction Change flag
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if (nFactionChange){
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SetPlotFlag(oNPC, FALSE); //: Required before changing faction of a plot NPC
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AdjustReputation(oPC, oNPC, -100);
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//: If you would like the NPC to remain vulerable once the attack starts,
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//: comment out the next line
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SetPlotFlag(oNPC, TRUE);
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}
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else{
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SetIsTemporaryEnemy(oPC,oNPC,nDecay,fDecayTime);
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}
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//: And finally, force initiating combat mode
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DetermineCombatRound(oPC);
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}
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