115 lines
4.2 KiB
Plaintext
115 lines
4.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Associate: On Damaged
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//:: NW_CH_AC6
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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If already fighting then ignore, else determine
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combat round
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 19, 2001
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Modified By: Deva Winblood
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//:: Modified On: Jan 17th, 2008
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//:: Added Support for Mounted Combat Feat Support
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//:://////////////////////////////////////////////
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#include "X0_INC_HENAI"
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#include "x3_inc_horse"
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// Determine whether to switch to new attacker
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int SwitchTargets(object oCurTarget, object oNewEnemy);
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void main()
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{
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// Don't do anything if we have have been recently commanded QWE
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if (GetLocalInt(OBJECT_SELF, "commandstatus"))
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{
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return;
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}
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object oAttacker = GetLastDamager();
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object oTarget = GetAttackTarget();
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object oDamager = oAttacker;
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object oMe=OBJECT_SELF;
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int nHPBefore;
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if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
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if (GetHasFeat(FEAT_MOUNTED_COMBAT)&&HorseGetIsMounted(OBJECT_SELF))
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{ // see if can negate some damage
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if (GetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL"))
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{ // last attack was physical
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nHPBefore=GetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE");
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if (!GetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT"))
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{ // haven't already had a chance to use this for the round
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SetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT",TRUE);
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int nAttackRoll=GetBaseAttackBonus(oDamager)+d20();
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int nRideCheck=GetSkillRank(SKILL_RIDE,OBJECT_SELF)+d20();
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if (nRideCheck>=nAttackRoll&&!GetIsDead(OBJECT_SELF))
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{ // averted attack
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if (GetIsPC(oDamager)) SendMessageToPC(oDamager,GetName(OBJECT_SELF)+GetStringByStrRef(111991));
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//if (GetIsPC(OBJECT_SELF)) SendMessageToPCByStrRef(OBJECT_SELF,111992);
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if (GetCurrentHitPoints(OBJECT_SELF)<nHPBefore)
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{ // heal
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effect eHeal=EffectHeal(nHPBefore-GetCurrentHitPoints(OBJECT_SELF));
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AssignCommand(GetModule(),ApplyEffectToObject(DURATION_TYPE_INSTANT,eHeal,oMe));
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} // heal
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} // averted attack
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} // haven't already had a chance to use this for the round
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} // last attack was physical
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} // see if can negate some damage
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// UNINTERRUPTIBLE ACTIONS
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if(GetAssociateState(NW_ASC_IS_BUSY)
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|| GetAssociateState(NW_ASC_MODE_STAND_GROUND)
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|| GetCurrentAction() == ACTION_FOLLOW) {
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// We're busy, don't do anything
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}
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// DEFEND MASTER
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// Priority is to protect our master
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else if(GetAssociateState(NW_ASC_MODE_DEFEND_MASTER)) {
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object oMasterEnemy = GetLastHostileActor(GetMaster());
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// defend our master first
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if (GetIsObjectValid(oMasterEnemy)) {
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HenchmenCombatRound(oMasterEnemy);
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} else if ( !GetIsObjectValid(oTarget)
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|| SwitchTargets(oTarget, oAttacker)) {
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HenchmenCombatRound(oAttacker);
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}
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}
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// SWITCH TO MORE DANGEROUS ATTACKER
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// If we're already fighting, possibly switch to our new attacker
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else if (GetIsObjectValid(oTarget) && SwitchTargets(oTarget, oAttacker)) {
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// Switch to the attacker
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HenchmenCombatRound(oAttacker);
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}
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// Signal the user-defined event
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if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1006));
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}
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}
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// Determine whether to switch to new attacker
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int SwitchTargets(object oCurTarget, object oNewEnemy)
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{
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return (GetIsObjectValid(oNewEnemy) && oCurTarget != oNewEnemy
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&&
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(
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// The new enemy is of a higher level
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GetHitDice(oNewEnemy) > GetHitDice(oCurTarget)
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||
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// or we just received more than 25% of our hp in damage
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GetTotalDamageDealt() > (GetMaxHitPoints(OBJECT_SELF) / 4)
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)
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);
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}
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