generated from Jaysyn/ModuleTemplate
2025/07/21 Update
Added PEPS AI Full compile.
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@@ -1,81 +1,34 @@
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//::///////////////////////////////////////////////
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//:: Default On Damaged
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//:: NW_C2_DEFAULT6
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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If already fighting then ignore, else determine
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combat round
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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/*//////////////////////////////////////////////////////////////////////////////
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Script: nw_c2_default6
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Monster OnDamaged event script;
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Does not fire if the creature dies from the damage.
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Does not fire for plot creatures as they take no damage.
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May fire before or after OnPhysicalAttacked event.
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Fires when EffectDamage is applied to oCreature even if 0 damage.
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Fires when a weapon damages a oCreature, but not if resisted.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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void main()
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{
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ExecuteScript("prc_npc_damaged", OBJECT_SELF);
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if(!GetFleeToExit())
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{
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if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
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{
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if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
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{
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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DetermineSpecialBehavior(GetLastDamager());
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}
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else if(GetIsObjectValid(GetLastDamager()))
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{
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/*
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if (GetFactionEqual(GetLastDamager())) {
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Jug_MaintainAllyStatus(GetLastDamager());
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}
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else
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{
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*/
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DetermineCombatRound();
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if(!GetIsFighting(OBJECT_SELF))
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{
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object oTarget = GetLastDamager();
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if(!GetObjectSeen(oTarget) && GetArea(OBJECT_SELF) == GetArea(oTarget))
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{
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ActionMoveToLocation(GetLocation(oTarget), TRUE);
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ActionDoCommand(DetermineCombatRound());
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}
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}
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// }
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}
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}
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else if (!GetIsObjectValid(GetAttemptedSpellTarget()))
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{
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object oTarget = GetAttackTarget();
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if(!GetIsObjectValid(oTarget))
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{
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oTarget = GetAttemptedAttackTarget();
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}
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object oAttacker = GetLastHostileActor();
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if (GetIsObjectValid(oAttacker) && oTarget != oAttacker && GetIsEnemy(oAttacker) &&
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(GetTotalDamageDealt() > (GetMaxHitPoints(OBJECT_SELF) / 4) ||
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(GetHitDice(oAttacker) - 2) > GetHitDice(oTarget) ) )
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{
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/*
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if (GetFactionEqual(GetLastAttacker())) {
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Jug_MaintainAllyStatus(GetLastAttacker());
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} else {
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*/
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DetermineCombatRound(oAttacker);
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// }
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}
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}
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}
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}
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object oCreature = OBJECT_SELF;
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ExecuteScript("prc_npc_damaged", oCreature);
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// Send the user-defined event signal
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if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1006));
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SignalEvent(oCreature, EventUserDefined(EVENT_DAMAGED));
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return;
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}
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if(ai_Disabled(oCreature)) return;
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// Make sure to clear wounded shout limit if we take damage. See ai_TryHealing.
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DeleteLocalInt(oCreature, "AI_WOUNDED_SHOUT_LIMIT");
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object oDamager = GetLastDamager(oCreature);
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if(AI_DEBUG) ai_Debug("nw_c2_default6", "23", GetName(oCreature) + " has been damaged by " + GetName(oDamager));
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if(ai_GetFleeToExit(oCreature)) return;
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if(GetObjectType(oDamager) == OBJECT_TYPE_AREA_OF_EFFECT &&
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ai_IsInADangerousAOE(oCreature, AI_RANGE_BATTLEFIELD, TRUE)) return;
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if(ai_GetIsBusy(oCreature) || ai_GetIsInCombat(oCreature)) return;
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if(GetDistanceBetween(oCreature, oDamager) < AI_RANGE_CLOSE) ai_DoMonsterCombatRound(oCreature);
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else ActionMoveToObject(oDamager, TRUE, AI_RANGE_CLOSE - 1.0);
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}
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