RATDOG/_module/nss/nw_ai_onattacked.nss
Jaysyn904 fcafa53a7b AI update.
Minor AI update, Module switch update.  Full compile.
2023-04-06 23:20:50 -04:00

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//::///////////////////////////////////////////////
//:: Vanilla NWN On Attacked
//:: nw_ai_onattacked
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
If already fighting then ignore, else determine
combat round
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Modified By: Deva Winblood
//:: Modified On: Jan 4th, 2008
//:: Added Support for Mounted Combat Feat Support
//:://////////////////////////////////////////////
#include "nw_i0_generic"
void main()
{
if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
{ // set variables on target for mounted combat
SetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL",TRUE);
SetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE",GetCurrentHitPoints(OBJECT_SELF));
} // set variables on target for mounted combat
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));
}
ExecuteScript("prc_npc_physatt", OBJECT_SELF);
}