//:://///////////////////////////////////////////// //:: Default On Attacked //:: q2_onattacked //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* If already fighting then ignore, else determine combat round */ //::////////////////////////////////////////////// //:: Created By: Keith Warner //:: Created On: August 27/03 //::////////////////////////////////////////////// #include "nw_i0_generic" void main() { //Do nothing if not the leader //if (GetLocalInt(OBJECT_SELF, "nLeader") != 1) // return; //if we are already in combat - the end of combat script should fire - so do nothing if (GetIsInCombat() == TRUE) return; //Do nothing if in retreat if (GetLocalInt(OBJECT_SELF, "nRetreat") == 1) return; object oGate = GetObjectByTag("q2acitygate"); if (GetIsObjectValid(oGate) == TRUE && GetLocalInt(OBJECT_SELF, "nOuterGateAttack") == 1) return; object oTarget = GetLastAttacker(); if (GetLocalInt(OBJECT_SELF, "nAttackedTimer") != 1) { SetLocalInt(OBJECT_SELF, "nAttackedTimer", 1); SignalEvent(OBJECT_SELF, EventUserDefined(5000)); DelayCommand(6.0, SetLocalInt(OBJECT_SELF, "nAttackedTimer", 0)); } //if the target is dead - pick the next nearest target if (GetIsDead(oTarget) == TRUE) oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY); ClearAllActions(TRUE); if (GetLocalInt(oTarget, "Q2A_OnLedge") == 1) ActionEquipMostDamagingRanged(); else ActionEquipMostDamagingMelee(); //Attack the target ActionAttack(oTarget); }