HiddenTradition_PRC8/_module/nss/q2a_atk_drowsum.nss
2024-06-20 15:47:42 -04:00

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//::///////////////////////////////////////////////
//:: Default On Attacked
//:: q2a_atk_drowsum
//:: 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()
{
//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 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);
int nCount = 1;
//ignore the ledge people
while (GetLocalInt(oTarget, "Q2A_OnLedge") == 1)
{
nCount++;
oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, nCount, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
}
if (GetDistanceToObject(oTarget) > 20.0)
oTarget = GetObjectByTag("q2ainnergate");
//Attack the target
if (GetIsObjectValid(oTarget) == TRUE)
{
ClearAllActions(TRUE);
ActionAttack(oTarget);
}
}