43 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			43 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*//////////////////////////////////////////////////////////////////////////////
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|  Script: nw_ch_acb
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|  Programmer: Philos
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| ////////////////////////////////////////////////////////////////////////////////
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|   Associates (Summons, Familiars, Companions) OnSpellCastAt event script;
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|   Fires when oCreature becomes the target of a spell via SignalEvent.
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|   Fires when a healing kit is used on a creature.
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| *///////////////////////////////////////////////////////////////////////////////
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| #include "0i_associates"
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| void main()
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| {
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|     object oCreature = OBJECT_SELF;
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|     object oCaster = GetLastSpellCaster();
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|     SetLocalObject(oCaster, AI_ATTACKED_SPELL, oCreature);
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|     if(ai_Disabled(oCreature)) return;
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|     if(!GetLastSpellHarmful()) return;
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|     // If the spell came from an ally, we don't want to hold it against them.
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|     if(GetFactionEqual(oCaster, oCreature))
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|     {
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|         ClearPersonalReputation(oCaster, oCreature);
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|         if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
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|         {
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|             SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
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|         }
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|     }
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|     // Lets see what kind of area of effect this is and select an appropriate action.
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|     int nSpell = GetLastSpell();
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|     if(AI_DEBUG) ai_Debug("nw_ch_acb", "21", GetName(OBJECT_SELF) + " has been hit by a harmful spell(" +
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|                  Get2DAString("spells", "Label", nSpell) + ")!");
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|     if(ai_GetInAOEReaction(oCreature, oCaster, nSpell) &&
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|        ai_IsInADangerousAOE(oCreature, AI_RANGE_BATTLEFIELD, TRUE)) return;
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|     if(ai_GetIsBusy(oCreature)) return;
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|     if(ai_CheckForCombat(oCreature, FALSE)) return;
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|     // We were attacked by an enemy out of combat, so let our allies know.
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|     SetLocalObject(oCreature, AI_MY_TARGET, oCaster);
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|     SpeakString(AI_ATKED_BY_SPELL, TALKVOLUME_SILENT_TALK);
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|     if(!ai_CanIAttack(oCreature)) return;
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|     if(GetDistanceBetween(oCreature, oCaster) < AI_RANGE_CLOSE) ai_DoAssociateCombatRound(oCreature);
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|     else ActionMoveToObject(oCaster, TRUE, AI_RANGE_CLOSE - 1.0);
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| }
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| 
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| 
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