HiddenTradition_PRC8/_module/nss/q2a_cmbt_drowsum.nss
2024-06-20 15:47:42 -04:00

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//::///////////////////////////////////////////////
//:: Default: End of Combat Round
//:: q2a_cmbt_drowsum
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Test Combat Round End
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
void main()
{
//Do nothing if in retreat
if (GetLocalInt(OBJECT_SELF, "nRetreat") == 1)
return;
object oTarget = GetLastHostileActor();
//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 (GetIsObjectValid(oTarget) == FALSE)
return;
if (GetDistanceToObject(oTarget) > 20.0)
return;
//Attack the target
ActionAttack(oTarget);
}