51 lines
1.6 KiB
Plaintext
51 lines
1.6 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Default On Attacked
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//:: q2a_atk_drowsum
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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: Keith Warner
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//:: Created On: August 27/03
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//:://////////////////////////////////////////////
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#include "nw_i0_generic"
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void main()
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{
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//if we are already in combat - the end of combat script should fire - so do nothing
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if (GetIsInCombat() == TRUE)
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return;
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//Do nothing if in retreat
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if (GetLocalInt(OBJECT_SELF, "nRetreat") == 1)
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return;
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object oTarget = GetLastAttacker();
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//if the target is dead - pick the next nearest target
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if (GetIsDead(oTarget) == TRUE || GetIsObjectValid(oTarget) == FALSE)
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oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
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int nCount = 1;
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//ignore the ledge people
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while (GetLocalInt(oTarget, "Q2A_OnLedge") == 1)
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{
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nCount++;
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oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, nCount, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
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}
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if (GetDistanceToObject(oTarget) > 20.0)
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oTarget = GetObjectByTag("q2ainnergate");
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//Attack the target
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if (GetIsObjectValid(oTarget) == TRUE)
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{
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ClearAllActions(TRUE);
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ActionAttack(oTarget);
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}
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}
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