2024-06-20 15:47:42 -04:00

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//::///////////////////////////////////////////////
//:: 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 in retreat
if (GetLocalInt(OBJECT_SELF, "nRetreat") == 1)
return;
object oTarget = GetLastAttacker();
//if the target is dead - pick the next nearest target
if (GetIsDead(oTarget) == TRUE || GetIsObjectValid(oTarget) == FALSE)
oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
if (GetDistanceToObject(oTarget) > 20.0)
return;
ClearAllActions(TRUE);
if (GetLocalInt(oTarget, "Q2A_OnLedge") == 1)
ActionEquipMostDamagingRanged();
else
ActionEquipMostDamagingMelee();
//Attack the target
ActionAttack(oTarget);
}