PWE_PRC8/_module/nss/daze_auto.nss
Jaysyn904 ee1dc35889 Initial Commit
Initial Commit
2025-04-03 10:29:41 -04:00

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//standard percept with added auto charm
#include "NW_I0_GENERIC"
#include "NW_I0_SPELLS"
#include "inc_utility"
void main()
{
SpeakString("Come to me.");
effect MyEffect;
MyEffect = EffectDazed();
object oTarget = GetLastPerceived();
if (WillSave(oTarget,17,SAVING_THROW_TYPE_MIND_SPELLS)==0)
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, MyEffect, oTarget,60.0);
}
//This is the equivalent of a force conversation bubble, should only be used if you want an NPC
//to say something while he is already engaged in combat.
if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(GetLastPerceived()) && GetLastPerceptionSeen())
{
SpeakOneLinerConversation();
}
//If the last perception event was hearing based or if someone vanished then go to search mode
if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived()))
{
object oGone = GetLastPerceived();
if((GetAttemptedAttackTarget() == GetLastPerceived() ||
GetAttemptedSpellTarget() == GetLastPerceived() ||
GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF))
{
ClearAllActions();
DetermineCombatRound();
}
}
//Do not bother checking the last target seen if already fighting
else if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
{
//Check if the last percieved creature was actually seen
if(GetLastPerceptionSeen())
{
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
DetermineSpecialBehavior();
}
else if(GetIsEnemy(GetLastPerceived()))
{
if(!PRCGetHasEffect(EFFECT_TYPE_SLEEP))
{
SetFacingPoint(GetPosition(GetLastPerceived()));
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
DetermineCombatRound();
}
}
//Linked up to the special conversation check to initiate a special one-off conversation
//to get the PCs attention
else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(GetLastPerceived()))
{
ActionStartConversation(OBJECT_SELF);
}
}
}
if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen())
{
SignalEvent(OBJECT_SELF, EventUserDefined(1002));
}
}