2025/07/28 Update
Added PEPS AI Full compile.
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@@ -1,71 +1,37 @@
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//::///////////////////////////////////////////////
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//:: Default On Attacked
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//:: NW_C2_DEFAULT5
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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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//:://////////////////////////////////////////////
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//:: Modified By: Deva Winblood
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//:: Modified On: Jan 4th, 2008
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//:: Added Support for Mounted Combat Feat Support
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//:://////////////////////////////////////////////
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#include "nw_i0_generic"
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/*//////////////////////////////////////////////////////////////////////////////
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Script: nw_c2_default5
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Monster OnPhysicalAttacked event script;
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Fires for all physical attacks, claws, weapons, fists, bow, etc.
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Fires for taunt skill, animal empathy skill.
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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_physatt", OBJECT_SELF);
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if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
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{ // set variables on target for mounted combat
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SetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL",TRUE);
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SetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE",GetCurrentHitPoints(OBJECT_SELF));
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} // set variables on target for mounted combat
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if(GetFleeToExit()) {
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// Run away!
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ActivateFleeToExit();
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} else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) {
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// We give an attacker one warning before we attack
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// This is not fully implemented yet
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SetSpawnInCondition(NW_FLAG_SET_WARNINGS, FALSE);
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//Put a check in to see if this attacker was the last attacker
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//Possibly change the GetNPCWarning function to make the check
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} else {
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object oAttacker = GetLastAttacker();
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if (!GetIsObjectValid(oAttacker)) {
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// Don't do anything, invalid attacker
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} else if (!GetIsFighting(OBJECT_SELF)) {
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// We're not fighting anyone else, so
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// start fighting the attacker
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
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SetSummonHelpIfAttacked();
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DetermineSpecialBehavior(oAttacker);
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} else if (GetArea(oAttacker) == GetArea(OBJECT_SELF)) {
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SetSummonHelpIfAttacked();
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DetermineCombatRound(oAttacker);
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}
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//Shout Attack my target, only works with the On Spawn In setup
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SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
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//Shout that I was attacked
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SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
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}
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object oCreature = OBJECT_SELF;
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ExecuteScript("prc_npc_physatt", oCreature);
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object oAttacker = GetLastAttacker(oCreature);
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if(AI_DEBUG) ai_Debug("nw_c2_default5", "14", GetName(oCreature) + " was attacked by " +
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GetName(oAttacker) + ".");
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SetLocalObject(oAttacker, AI_ATTACKED_PHYSICAL, oCreature);
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// Run away!
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if(ai_GetFleeToExit(oCreature))
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{
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ai_ActivateFleeToExit(oCreature);
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return;
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}
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if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_ATTACKED));
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SignalEvent(oCreature, EventUserDefined(EVENT_ATTACKED));
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}
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if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
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if(ai_GetIsInCombat(oCreature)) return;
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// We only inform others if attacked when not busy, not disabled & not in combat.
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if(AI_DEBUG) ai_Debug("nw_c2_default5", "30", "Tell my allies I've been attacked!");
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SetLocalObject (oCreature, AI_MY_TARGET, oAttacker);
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SpeakString(AI_ATKED_BY_WEAPON, TALKVOLUME_SILENT_TALK);
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// Now move towards the attack in the hopes we can see them.
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if(GetDistanceBetween(oCreature, oAttacker) < AI_RANGE_CLOSE) ai_DoMonsterCombatRound(oCreature);
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else ActionMoveToObject(oAttacker, TRUE, AI_RANGE_CLOSE);
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}
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