Initial commit. Updated release archive.
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109
_module/nss/nw_c2_default6.nss
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109
_module/nss/nw_c2_default6.nss
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//:://////////////////////////////////////////////////
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//:: NW_C2_DEFAULT6
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//:: Default OnDamaged handler
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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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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 12/22/2002
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//:://////////////////////////////////////////////////
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//:://////////////////////////////////////////////////
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//:: Modified By: Deva Winblood
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//:: Modified On: Jan 17th, 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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#include "x3_inc_horse"
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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 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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// We're supposed to run away, do nothing
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} else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) {
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// don't do anything?
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} else {
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if (!GetIsObjectValid(oDamager)) {
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// don't do anything, we don't have a valid damager
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} else if (!GetIsFighting(OBJECT_SELF)) {
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// If we're not fighting, determine combat round
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
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DetermineSpecialBehavior(oDamager);
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} else {
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if(!GetObjectSeen(oDamager)
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&& GetArea(OBJECT_SELF) == GetArea(oDamager)) {
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// We don't see our attacker, go find them
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ActionMoveToLocation(GetLocation(oDamager), TRUE);
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ActionDoCommand(DetermineCombatRound());
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} else {
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DetermineCombatRound();
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}
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}
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} else {
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// We are fighting already -- consider switching if we've been
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// attacked by a more powerful enemy
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object oTarget = GetAttackTarget();
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if (!GetIsObjectValid(oTarget))
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oTarget = GetAttemptedAttackTarget();
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if (!GetIsObjectValid(oTarget))
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oTarget = GetAttemptedSpellTarget();
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// If our target isn't valid
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// or our damager has just dealt us 25% or more
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// of our hp in damager
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// or our damager is more than 2HD more powerful than our target
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// switch to attack the damager.
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if (!GetIsObjectValid(oTarget)
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|| (
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oTarget != oDamager
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&& (
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GetTotalDamageDealt() > (GetMaxHitPoints(OBJECT_SELF) / 4)
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|| (GetHitDice(oDamager) - 2) > GetHitDice(oTarget)
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)
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)
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)
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{
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// Switch targets
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DetermineCombatRound(oDamager);
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}
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}
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}
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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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}
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}
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