Lankhmar_PRC8/_module/nss/doai_detercombat.nss
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/************************ [Execute Combat Action] ******************************
Filename: J_AI_DeterCombat
************************* [Execute Combat Action] ******************************
Fired from other scripts, this runs an actual actions.
It also contains the Pre-combat and Post-combat action events. In essense
they therefore fire if they percieve a target, or a new round, or maybe
a spell cast at - any combat action.
Therefore, they only fire if the default AI is being used :-)
Do NOT mess with this file, please. :-D
************************* [History] ********************************************
1.3 - AI Include only fired from here. This script is executed from others,
as the default in place of custom AI scripts.
************************* [Workings] *******************************************
This is simple:
- We execute it if there is no other AI files.
- We use a stored target for things like "On Percieve, attack seen", so
we react as normal.
If there is a custom AI file specified, this won't fire.
It cleans things up, and is the only script in the whole set that has
j_inc_generic_ai in, reducing file size, and compile times. AI is more
manageable too!
************************* [Arguments] ******************************************
Arguments: See J_Inc_Generic_AI
************************* [Execute Combat Action] *****************************/
#include "doinc_generic_ai"
void main()
{
int nHasted;
/*
// Pre-combat-event
if(FireUserEvent(AI_FLAG_UDE_COMBAT_ACTION_PRE_EVENT, EVENT_COMBAT_ACTION_PRE_EVENT))
// We may exit if it fires
if(ExitFromUDE(EVENT_COMBAT_ACTION_PRE_EVENT)) return;
*/
if(GetIsDead(OBJECT_SELF))
{
object oPC=GetLocalObject(OBJECT_SELF,"DP_COPYOF");
if(GetIsObjectValid(oPC) && !GetIsDead(oPC))
{
// Totally dead - no death file, no raising.
SetAIInteger(I_AM_TOTALLY_DEAD, TRUE);
effect eDamage=SupernaturalEffect(EffectDamage(GetCurrentHitPoints(oPC)/2, DAMAGE_TYPE_NEGATIVE, DAMAGE_POWER_ENERGY));
eDamage=EffectLinkEffects(EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE),eDamage);
ApplyEffectToObject(DURATION_TYPE_INSTANT,eDamage,oPC);
// ExecuteScript("j_ai_ondeath",OBJECT_SELF);
}
ExecuteScript("j_ai_destroyself",OBJECT_SELF);
}
else
{
// Check: Are we imputting a target? We imputt it even if invalid
object oTarget = GetLocalObject(OBJECT_SELF, AI_TEMP_SET_TARGET);
// Speak combat round speakstring
SpeakArrayString(AI_TALK_ON_COMBAT_ROUND, TRUE);
// Call combat round using include
nHasted=DO_AI_DetermineCombatRound(oTarget);
DelayCommand(f6/nHasted, ExecuteScript("doai_detercombat", OBJECT_SELF));
}
/*
// Delete it whatever happens
DeleteAIObject(AI_TEMP_SET_TARGET);
// Fire end of combat action event.
FireUserEvent(AI_FLAG_UDE_COMBAT_ACTION_EVENT, EVENT_COMBAT_ACTION_EVENT);
*/
}