68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Default: On Spell Cast At
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//:: q2_onspellcastat
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This determines if the spell just cast at the
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target is harmful or not.
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SEP27: Trying to add a little Area-of-effect IQ
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When affected will move towards the originator
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of the area effect.
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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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//Do nothing if not the leader
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//if (GetLocalInt(OBJECT_SELF, "nLeader") != 1)
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//return;
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//Do nothing if we are already in combat since the end of combat round script should fire
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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 oGate = GetObjectByTag("q2acitygate");
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if (GetIsObjectValid(oGate) == TRUE && GetLocalInt(OBJECT_SELF, "nOuterGateAttack") == 1)
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return;
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if (GetLocalInt(OBJECT_SELF, "nAttackedTimer") != 1)
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{
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SetLocalInt(OBJECT_SELF, "nAttackedTimer", 1);
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SignalEvent(OBJECT_SELF, EventUserDefined(5000));
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DelayCommand(6.0, SetLocalInt(OBJECT_SELF, "nAttackedTimer", 0));
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}
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object oTarget = GetLastSpellCaster();
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if(GetLastSpellHarmful())
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{
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//if the target is dead - pick the next nearest target
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if (GetIsDead(oTarget) == TRUE)
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oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
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ClearAllActions(TRUE);
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if (GetLocalInt(oTarget, "Q2A_OnLedge") == 1)
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ActionEquipMostDamagingRanged();
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else
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ActionEquipMostDamagingMelee();
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//Attack the target
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ActionAttack(oTarget);
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}
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}
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