Initial commit
Adding all of the current content for Anphillia Unlimited.
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42
_module/nss/zep_drider_onus.nss
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42
_module/nss/zep_drider_onus.nss
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//::///////////////////////////////////////////////
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//:: NW_C2_DIMDOOR.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creature randomly hops around
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to enemies during combat.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: January 2002
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//:://////////////////////////////////////////////
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//:: Renamed drider_onuserdef 02/24/03 for Drider Demo v1.0
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//:: Modified By Luna_C with invaluable help from Tallihnn on the Bioware scripting forum.
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//:: Be sure to use this with the drider_spawn script in the onspawn script slot!
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//:://////////////////////////////////////////////
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void JumpToWeakestEnemy(object oTargetVictim)
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{
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object oTargetVictim = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
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location lTargetVictim = GetLocation((oTargetVictim));
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// * won't jump if closer than 4 meters to victim
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if ((GetDistanceToObject(oTargetVictim) > 4.0) && (GetObjectSeen(oTargetVictim) == TRUE))
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{
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ClearAllActions();
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effect eVis = EffectDisappearAppear (lTargetVictim);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, OBJECT_SELF, 2.0);
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DelayCommand(2.5,ActionAttack(oTargetVictim));
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}
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}
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void main()
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{
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// * During Combat try teleporting around
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if (GetUserDefinedEventNumber() == 1003)
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{
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// * if random OR heavily wounded then teleport to next enemy
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if ((Random(100) < 50) || ( (GetCurrentHitPoints() / GetMaxHitPoints()) * 100 < 50) )
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{
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JumpToWeakestEnemy(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY));
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}
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}
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}
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