//:://///////////////////////////////////////////// //:: Default On Attacked //:: NW_C2_DEFAULT5 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* If already fighting then ignore, else determine combat round */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 16, 2001 //::////////////////////////////////////////////// #include "nw_i0_generic" // #include "aa_ammo_return" void main() { ExecuteScript("prc_npc_physatt", OBJECT_SELF); if(GetFleeToExit()) { // Run away! ActivateFleeToExit(); } else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) { // We give an attacker one warning before we attack // This is not fully implemented yet SetSpawnInCondition(NW_FLAG_SET_WARNINGS, FALSE); //Put a check in to see if this attacker was the last attacker //Possibly change the GetNPCWarning function to make the check } else { object oAttacker = GetLastAttacker(); if (!GetIsObjectValid(oAttacker)) { // Don't do anything, invalid attacker } else if (!GetIsFighting(OBJECT_SELF)) { // We're not fighting anyone else, so // start fighting the attacker if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { SetSummonHelpIfAttacked(); DetermineSpecialBehavior(oAttacker); } else if (GetArea(oAttacker) == GetArea(OBJECT_SELF)) { SetSummonHelpIfAttacked(); DetermineCombatRound(oAttacker); } //Shout Attack my target, only works with the On Spawn In setup SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); //Shout that I was attacked SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); } } if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_ATTACKED)); } // Return Ammo event /* object oAttPC = GetLastDamager(); object AttWeapon = GetLastWeaponUsed(oAttPC); int iRange = GetWeaponRanged(AttWeapon); if(iRange == TRUE && GetIsPC(oAttPC)) { RetrieveArrow(oAttPC, OBJECT_SELF); } */ }