20255/17/19 Update
Added PEPS AI. Full compile.
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@@ -1,90 +1,36 @@
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//::///////////////////////////////////////////////
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//:: Default On Damaged
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//:: NW_C2_DEFAULT6
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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: Oct 16, 2001
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//:://////////////////////////////////////////////
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#include "hench_i0_ai"
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#include "x3_inc_horse"
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/*//////////////////////////////////////////////////////////////////////////////
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Script: nw_c2_default6
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Monster OnDamaged event script;
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Does not fire if the creature dies from the damage.
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Does not fire for plot creatures as they take no damage.
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May fire before or after OnPhysicalAttacked event.
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Fires when EffectDamage is applied to oCreature even if 0 damage.
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Fires when a weapon damages a oCreature, but not if resisted.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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void main()
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{
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//ExecuteScript("prc_npc_damaged", OBJECT_SELF);
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object oCreature = OBJECT_SELF;
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object oDamager = GetLastDamager();
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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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if(GetFleeToExit())
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{
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}
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else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
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{
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// don't do anything?
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}
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else
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{
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if (!GetIsObjectValid(oDamager))
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{
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// don't do anything, we don't have a valid damager
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}
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else if (!GetIsFighting(OBJECT_SELF))
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{
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if ((GetLocalInt(OBJECT_SELF, HENCH_HEAL_SELF_STATE) == HENCH_HEAL_SELF_WAIT) &&
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(GetPercentageHPLoss(OBJECT_SELF) < 30))
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{
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// force heal
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HenchDetermineCombatRound(OBJECT_INVALID, TRUE);
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}
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else if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
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{
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// Jug_Debug(GetName(OBJECT_SELF) + " responding to damage");
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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HenchDetermineSpecialBehavior(oDamager);
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}
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else
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{
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HenchDetermineCombatRound(oDamager);
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}
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}
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}
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}
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ExecuteScript("prc_npc_damaged", OBJECT_SELF);
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// Send the user-defined event signal
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if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DAMAGED));
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SignalEvent(oCreature, EventUserDefined(EVENT_DAMAGED));
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return;
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}
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if(ai_Disabled(oCreature)) return;
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// Make sure to clear wounded shout limit if we take damage. See ai_TryHealing.
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DeleteLocalInt(oCreature, "AI_WOUNDED_SHOUT_LIMIT");
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object oDamager = GetLastDamager(oCreature);
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if(AI_DEBUG) ai_Debug("nw_c2_default6", "23", GetName(oCreature) + " has been damaged by " + GetName(oDamager));
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if(ai_GetFleeToExit(oCreature)) return;
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if(GetObjectType(oDamager) == OBJECT_TYPE_AREA_OF_EFFECT &&
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ai_IsInADangerousAOE(oCreature, AI_RANGE_BATTLEFIELD, TRUE)) return;
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if(ai_GetIsBusy(oCreature) || ai_GetIsInCombat(oCreature)) return;
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if(GetDistanceBetween(oCreature, oDamager) < AI_RANGE_CLOSE) ai_DoMonsterCombatRound(oCreature);
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else ActionMoveToObject(oDamager, TRUE, AI_RANGE_CLOSE - 1.0);
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}
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