RATDOG/_module/nss/nw_c2_default5.nss
Jaysyn904 0f13e6c538 Initial module commit
Initial module commit.
2021-08-29 23:34:48 -04:00

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/************************ [On Phisical Attacked] *******************************
Filename: j_ai_onphiattack or nw_c2_default5
************************* [On Phisical Attacked] *******************************
On Attacked
No checking for fleeing or warnings.
Very boring really!
************************* [History] ********************************************
1.3 - Added hiding things
************************* [Workings] *******************************************
Got some simple Knockdown timer, so that we use heal sooner if we keep getting
a creature who is attempting to knock us down.
************************* [Arguments] ******************************************
Arguments: GetLastAttacker, GetLastWeaponUsed, GetLastAttackMode, GetLastAttackType
************************* [On Phisical Attacked] ******************************/
#include "j_inc_other_ai"
void main()
{
// Pre-attacked-event
if(FireUserEvent(AI_FLAG_UDE_ATTACK_PRE_EVENT, EVENT_ATTACK_PRE_EVENT))
// We may exit if it fires
if(ExitFromUDE(EVENT_ATTACK_PRE_EVENT)) return;
// AI status check. Is the AI on?
if(GetAIOff()) return;
// Set up objects.
object oAttacker = GetLastAttacker();
object oWeapon = GetLastWeaponUsed(oAttacker);
int iMode = GetLastAttackMode(oAttacker); // Currently unused
int iAttackType = GetLastAttackType(oAttacker);
if(GetIsObjectValid(oAttacker) && !GetFactionEqual(oAttacker) &&
!GetIsDM(oAttacker) && !GetIgnore(oAttacker))
{
// Adjust automatically if set.
if(GetSpawnInCondition(AI_FLAG_OTHER_CHANGE_FACTIONS_TO_HOSTILE_ON_ATTACK, AI_OTHER_MASTER))
{
if(!GetIsEnemy(oAttacker))
{
AdjustReputation(oAttacker, OBJECT_SELF, -100);
}
}
// If we were attacked by knockdown, for a timer of X seconds, we make
// sure we attempt healing at a higher level.
if(!GetLocalTimer(AI_TIMER_KNOCKDOWN) &&
(iAttackType == SPECIAL_ATTACK_IMPROVED_KNOCKDOWN ||
iAttackType == SPECIAL_ATTACK_KNOCKDOWN) &&
!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_KNOCKDOWN) &&
GetBaseAttackBonus(oAttacker) + i20 >= GetAC(OBJECT_SELF))
{
SetLocalTimer(AI_TIMER_KNOCKDOWN, f30);
}
// Set last hostile attacker.
SetAIObject(AI_STORED_LAST_ATTACKER, oAttacker);
// Speak the phisically attacked string, if applicable.
// Speak the damaged string, if applicable.
SpeakArrayString(AI_TALK_ON_PHISICALLY_ATTACKED);
// Turn of hiding, a timer to activate Hiding in the main file. This is
// done in each of the events, with the opposition checking seen/heard.
TurnOffHiding(oAttacker);
// We set if we are attacked in HTH onto a low-delay timer.
// - Not currently used
/*if(!GetLocalTimer(AI_TIMER_ATTACKED_IN_HTH))
{
// If the weapon is not ranged, or is not valid, set the timer.
if(!GetIsObjectValid(oWeapon) ||
!GetWeaponRanged(oWeapon))
{
SetLocalTimer(AI_TIMER_ATTACKED_IN_HTH, f18);
}
}*/
// If we are not fighting, and they are in the area, attack. Else, determine anyway.
if(!CannotPerformCombatRound())
{
if(GetArea(oAttacker) == GetArea(OBJECT_SELF))
{
// 59: "[Phisically Attacked] Attacking back. [Attacker(enemy)] " + GetName(oAttacker)
DebugActionSpeakByInt(59, oAttacker);
DetermineCombatRound(oAttacker);
}
else
{
// 60: "[Phisically Attacked] Not same area. [Attacker(enemy)] " + GetName(oAttacker)
DebugActionSpeakByInt(60, oAttacker);
DetermineCombatRound();// May find another hostile to attack...
}
}
}
// Fire End of Attacked event
FireUserEvent(AI_FLAG_UDE_ATTACK_EVENT, EVENT_ATTACK_EVENT);
}