HiddenTradition_PRC8/_module/nss/q2a_atk_drowswrd.nss
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 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);
}