2025/07/21 Update

Added PEPS AI
Full compile.
This commit is contained in:
Jaysyn904
2025-07-21 13:02:25 -04:00
parent 2b252ba382
commit d36f15a2e4
1057 changed files with 45126 additions and 1197 deletions

32
_module/nss/nw_ch_ac6.nss Normal file
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/*//////////////////////////////////////////////////////////////////////////////
Script: 0e_ch_6_damaged
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Player OnDamaged script for PC AI;
Does not fire if the creature dies from the damage.
Does not fire for plot creatures as they take no damage.
May fire before or after OnPhysicalAttacked event.
Fires when EffectDamage is applied to oCreature even if 0 damage.
Fires when a weapon damages a oCreature, but not if resisted.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
object oCreature = OBJECT_SELF;
if(ai_Disabled(oCreature)) return;
// Make sure to clear wounded shout limit if we take damage. See ai_TryHealing.
DeleteLocalInt(oCreature, "AI_WOUNDED_SHOUT_LIMIT");
object oDamager = GetLastDamager(oCreature);
if(AI_DEBUG) ai_Debug("nw_ch_ac6", "18", GetName(oCreature) + " has been damaged by " + GetName(oDamager));
if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1006));
}
if(GetObjectType(oDamager) == OBJECT_TYPE_AREA_OF_EFFECT &&
ai_IsInADangerousAOE(oCreature, AI_RANGE_BATTLEFIELD, TRUE)) return;
if(ai_GetIsBusy(oCreature) || ai_GetIsInCombat(oCreature)) return;
if(!ai_CanIAttack(oCreature)) return;
if(GetDistanceBetween(oCreature, oDamager) < AI_RANGE_CLOSE) ai_DoAssociateCombatRound(oCreature);
else ActionMoveToObject(oDamager, TRUE, AI_RANGE_CLOSE - 1.0);
}