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HeroesStone_PRC8/_module/nss/sc_comdef_opa.nss
Jaysyn904 1eefc84201 Initial Commit
Initial Commit.
2025-09-14 15:40:46 -04:00

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//::///////////////////////////////////////////////
//:: Default On Attacked for Commoners and Defenders
//:: NW_C2_DEFAULT5
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
If already fighting then ignore, else determine
combat round
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
#include "inc_utility"
#include "NW_I0_GENERIC"
void main()
{ object oAttacker=GetLastAttacker();
//If a PC is attacking a commoner or defender they are a criminal. Go to jail when you die.
if (GetIsPC(oAttacker))
SetLocalInt(oAttacker,"lv_criminal",1);
if(!GetFleeToExit())
{
if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
{
if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
{
if(GetIsObjectValid(GetLastAttacker()))
{
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
AdjustReputation(GetLastAttacker(), OBJECT_SELF, -100);
SetSummonHelpIfAttacked();
DetermineSpecialBehavior(GetLastAttacker());
}
else
{
if(GetArea(GetLastAttacker()) == GetArea(OBJECT_SELF))
{
SetSummonHelpIfAttacked();
DetermineCombatRound();
}
}
//Shout Attack my target, only works with the On Spawn In setup
if(!PRCGetHasEffect(EFFECT_TYPE_SLEEP))
{
SetFacingPoint(GetPosition(GetLastPerceived()));
switch (d10()) {
case 1:
SpeakString("GUARDS!", TALKVOLUME_SHOUT);
break;
case 2:
SpeakString("HELP! HELP!", TALKVOLUME_SHOUT);
break;
case 3:
SpeakString("BY THE GODS! WHAT ARE YOU DOING?!", TALKVOLUME_SHOUT);
break;
case 4:
SpeakString("YOU WON'T GET AWAY WITH THIS!", TALKVOLUME_SHOUT);
break;
default:
SpeakString("SEND HELP! I'M BEING ATTACKED!!!", TALKVOLUME_SHOUT);
break;
}
}
SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
//Shout that I was attacked
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
}
}
}
else
{
//Put a check in to see if this attacker was the last attacker
//Possibly change the GetNPCWarning function to make the check
SetSpawnInCondition(NW_FLAG_SET_WARNINGS, FALSE);
}
}
else
{
ActivateFleeToExit();
}
if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1005));
}
}