2025/07/28 Update
Added PEPS AI Full compile.
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51
_module/nss/nw_ch_ac5.nss
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51
_module/nss/nw_ch_ac5.nss
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/*//////////////////////////////////////////////////////////////////////////////
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Script: nw_ch_ac5
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Associates (Summons, Familiars, Companions) 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_associates"
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void main()
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{
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object oCreature = OBJECT_SELF;
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object oAttacker = GetLastAttacker();
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if(AI_DEBUG) ai_Debug("nw_ch_ac5", "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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if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
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if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1005));
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}
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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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SetLocalObject(oCreature, AI_MY_TARGET, oAttacker);
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SpeakString(AI_ATKED_BY_WEAPON, TALKVOLUME_SILENT_TALK);
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// If they are using a melee weapon then make sure we are using our perception range.
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// Don't go running towards them just yet, but if its a ranged weapon then react.
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if(ai_GetIsMeleeWeapon(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oAttacker)))
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{
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float fDistance = GetDistanceBetween(oCreature, oAttacker);
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float fPerceptionDistance = GetLocalFloat(oCreature, AI_ASSOC_PERCEPTION_DISTANCE);
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if(fDistance > fPerceptionDistance) return;
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}
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int nAction = GetCurrentAction(oCreature);
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float fDistance = GetDistanceBetween(oCreature, oAttacker);
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if(!ai_CanIAttack(oCreature))
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{
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// We should defend ourselves if we are in Hold mode.
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if(!ai_GetAIMode(oCreature, AI_MODE_STAND_GROUND)) return;
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// Only defend against melee attacks.
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if(fDistance > AI_RANGE_MELEE) return;
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}
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// The only way to get here is to not be in combat.
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if(fDistance < AI_RANGE_CLOSE)
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{
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ai_StartAssociateCombat(oCreature);
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}
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else ActionMoveToObject(oAttacker, TRUE, AI_RANGE_CLOSE - 1.0);
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}
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