/************************ [Combat Attack] ************************************** Filename: j_inc_npc_attack ************************* [Combat Attack] ************************************** What does this do? It is a wrapper/include for getting a creature to attack target X, or do Y. I use this for conversations, triggers, the lot, as a simple wrapper that will execute my AI. There are several functions here to do things, that may be useful wrappers. And it also keeps Combat files SMALL! I uses Execute Script to fire the combat file, not include it here. ************************* [History] ******************************************** 1.3 - Added ************************* [Workings] ******************************************* Include this in any conversation file or whatever, and mearly read the descriptions of the different functions, and it will do what it says :-) ************************* [Arguments] ****************************************** Arguments: ************************* [Combat Attack] *************************************/ // Include the constants for the combat, spawn integers ETC. #include "j_inc_constants" // Hostile amount const int HOSTILE = -100;// Reputation to change to const int TYPE_ALL_PCS = 1;// is all PC's in the world. const int TYPE_ALL_AREA = 2;// is all PC's in the specific area. const int TYPE_IN_RANGE = 3;// is all PC's within fRange. // A slightly modified way to determine a combat round. // * oTarget - The target to attack // * sShout - The string to silently speak to get allies to come and help void DetermineSpeakCombatRound(object oTarget = OBJECT_INVALID, string sShout = ""); // A slightly modified way to determine a combat round. // * oTarget - The target to attack // * oAttacker - The NPC who you want to determine a combat round, on oTarget void DetermineSpeakCombatRoundNotMe(object oTarget, object oAttacker); // This is the main wrapper to get an NPC to attack in conversation. // * fDelay - The delay AFTER adjusting reputation, that we attack and shout // * iPlot - The plot flag to set to (Usually FALSE). // * iImmortal - The immortal flag to set to (Usually FALSE). // Example, how to keep flags already set: // HostileAttackPCSpeaker(0.0, GetPlotFlag(), GetImmortal()); // * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't void HostileAttackPCSpeaker(float fDelay = 0.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE); // This will make our faction hostile to the target, and attack them. // * oTarget - The target object to attack // * fDelay - The delay AFTER adjusting reputation, that we attack and shout // * iPlot - The plot flag to set to (Usually FALSE). // * iImmortal - The immortal flag to set to (Usually FALSE). // Example, how to keep flags already set: // HostileAttackObject(oPC, 0.0, GetPlotFlag(), GetImmortal()); // * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't void HostileAttackObject(object oTarget, float fDelay = 0.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE); // This will make our faction hostile to the target, and shout. // * oTarget - The target object to shout about. // Use: Placeables, disturbers and so on. // Note: Placeables are normally defaulted hostile faction! Must change it to work void ShoutAbout(object oTarget); // This will make our faction hostile to ALL(!) PC's...in the area or game or range // * iType - TYPE_ALL_PCS (1) is all PC's in the world. // - TYPE_ALL_AREA (2) is all PC's in the specific area. // - TYPE_IN_RANGE (3) is all PC's within fRange. // * iPlot - The plot flag to set to (Usually FALSE). // * iImmortal - The immortal flag to set to (Usually FALSE). // * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't void HostileAttackAllPCs(int iType = 1, float fRange = 40.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE); // This will thier most damaging weapon, and wait to disarm it. // * fDuration - Delay until the weapon is withdrawn. // * iRanged - if TRUE, it will equip a ranged weapon as a prioritory (EquipRanged call) void EquipWeaponsDuration(float fDuration, int iRanged = FALSE); // Disarms the persons right-hand-weapon void RemoveWeapons(); // Plays talks like "ATTACK!" and "Group Near Me" etc. // * iLowest, iHighest - the High/Lowest value to use. // 0 = ATTACK, 1 = TAUNT, 2-4 = BATTLE(1-3), 5 = ENEMIES, 6 = GROUP, 7 = HELP. void PlaySomeTaunt(int iLowest = 0, int iHighest = 7); // Gets all allies of ourselves to attack oTarget // * oTarget - The target to attack. void AlliesAttack(object oTarget); // Returns the nearest PC object object GetNearestPCCreature(); // Returns the nearest enemy (but doesn't determine if it can see/hear it) object GetNearestEnemyCreature(); // Returns the nearest friend object GetNearestFriendCreature(); // A slightly modified way to determine a combat round. // * oTarget - The target to attack // * sShout - The string to silently speak to get allies to come and help void DetermineSpeakCombatRound(object oTarget, string sShout) { // Shout if(sShout != "") AISpeakString(sShout); // Check for custom AI script, else fire default. string sAI = GetCustomAIFileName(); // Fire default AI script if(sAI == "") { // Sanity check - to not fire this off multiple times, we make sure temp // object is not the same as oTarget (and valid) if(!GetIsObjectValid(oTarget) || (GetIsObjectValid(oTarget) && !GetLocalTimer(AI_DEFAULT_AI_COOLDOWN))) { SetLocalObject(OBJECT_SELF, AI_TEMP_SET_TARGET, oTarget); ExecuteScript(COMBAT_FILE, OBJECT_SELF); SetLocalTimer(AI_DEFAULT_AI_COOLDOWN, 0.1); } } // Fire custom AI script else { SetLocalObject(OBJECT_SELF, AI_TEMP_SET_TARGET, oTarget); ExecuteScript(sAI, OBJECT_SELF); } } // A slightly modified way to determine a combat round. // * oTarget - The target to attack // * oAttacker - The NPC who you want to determine a combat round, on oTarget void DetermineSpeakCombatRoundNotMe(object oTarget, object oAttacker) { // Check for custom AI script, else fire default. string sAI = GetLocalString(oAttacker, AI_CUSTOM_AI_SCRIPT); // Fire default AI script if(sAI == "") { // Sanity check - to not fire this off multiple times, we make sure temp // object is not the same as oTarget (and valid) if(!GetIsObjectValid(oTarget) || (GetIsObjectValid(oTarget) && !GetLocalTimer(AI_DEFAULT_AI_COOLDOWN))) { SetLocalObject(oAttacker, AI_TEMP_SET_TARGET, oTarget); ExecuteScript(COMBAT_FILE, oAttacker); SetLocalTimer(AI_DEFAULT_AI_COOLDOWN, 0.1); } } // Fire custom AI script else { SetLocalObject(oAttacker, AI_TEMP_SET_TARGET, oTarget); ExecuteScript(sAI, oAttacker); } } // This is the main wrapper to get an NPC to attack in conversation. // * iPlot - The plot flag to set to (Usually FALSE). // * iImmortal - The immortal flag to set to (Usually FALSE). // Example, how to keep flags already set: // AttackPCSpeaker(GetPlotFlag(), GetImmortal()); // * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't void HostileAttackPCSpeaker(float fDelay = 0.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE) { // Get the PC object oPC = GetPCSpeaker(); // Error checking if(!GetIsObjectValid(oPC) || GetIsDM(oPC)) return; // Change the flags if(GetPlotFlag() != iPlot) SetPlotFlag(OBJECT_SELF, iPlot); if(GetImmortal() != iImmortal) SetImmortal(OBJECT_SELF, iPlot); // We make them hostile to our faction AdjustReputation(oPC, OBJECT_SELF, HOSTILE); // Attack them SetLocalObject(OBJECT_SELF, AI_TO_ATTACK, oPC); if(fDelay > 0.0) { // Round start... DelayCommand(fDelay, DetermineSpeakCombatRound(oPC, I_WAS_ATTACKED)); if(iAllAllies) DelayCommand(fDelay, AlliesAttack(oPC)); } else { // Round start... DetermineSpeakCombatRound(oPC, I_WAS_ATTACKED); if(iAllAllies) AlliesAttack(oPC); } } // This will make our faction hostile to the target, and attack them. // * oTarget - The target object to attack // * iPlot - The plot flag to set to (Usually FALSE). // * iImmortal - The immortal flag to set to (Usually FALSE). // Example, how to keep flags already set: // AttackObject(oPC, GetPlotFlag(), GetImmortal()); // * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't void HostileAttackObject(object oTarget, float fDelay = 0.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE) { // Error checking if(!GetIsObjectValid(oTarget) || GetIsDM(oTarget)) return; // Change the flags if(GetPlotFlag() != iPlot) SetPlotFlag(OBJECT_SELF, iPlot); if(GetImmortal() != iImmortal) SetImmortal(OBJECT_SELF, iPlot); // We make them hostile to our faction AdjustReputation(oTarget, OBJECT_SELF, HOSTILE); // Attack them SetLocalObject(OBJECT_SELF, AI_TO_ATTACK, oTarget); if(fDelay > 0.0) { // Round start... DelayCommand(fDelay, DetermineSpeakCombatRound(oTarget, I_WAS_ATTACKED)); } else { // Round start... DetermineSpeakCombatRound(oTarget, I_WAS_ATTACKED); } } // This will make our faction hostile to the target, and shout. // * oTarget - The target object to shout about. // Use: Placeables, disturbers and so on. void ShoutAbout(object oTarget) { // We make them hostile to our faction AdjustReputation(oTarget, OBJECT_SELF, HOSTILE); // And shout for others to attack AISpeakString(CALL_TO_ARMS); } // This will make our faction hostile to ALL(!) PC's...in the area or game or range // * iType - TYPE_ALL_PCS (1) is all PC's in the world. // - TYPE_ALL_AREA (2) is all PC's in the specific area. // - TYPE_IN_RANGE (3) is all PC's within fRange. // * iPlot - The plot flag to set to (Usually FALSE). // * iImmortal - The immortal flag to set to (Usually FALSE). // * iAllAllies - This will determine combat rounds against the target, that are in 50.0M. False = Don't void HostileAttackAllPCs(int iType = 1, float fRange = 40.0, int iPlot = FALSE, int iImmortal = FALSE, int iAllAllies = TRUE) { object oPC, oToAttack; int iShout, iCnt; float fNearestEnemy = 10000.0; object oArea = GetArea(OBJECT_SELF); switch(iType) { case TYPE_ALL_PCS:// s all PC's in the world. { oPC = GetFirstPC(); while(GetIsObjectValid(oPC)) { if(!GetIsDM(oPC) && GetIsObjectValid(GetArea(oPC))) { AdjustReputation(oPC, OBJECT_SELF, HOSTILE); if(GetArea(oPC) == oArea) { if(GetDistanceToObject(oPC) <= fNearestEnemy) { oToAttack = oPC; } } iShout = TRUE; } oPC = GetNextPC(); } } break; case TYPE_ALL_AREA:// is all PC's in the specific area. { iCnt = 1; oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC); while(GetIsObjectValid(oPC)) { // Attack it! (if not a DM!) if(!GetIsDM(oPC)) { AdjustReputation(oPC, OBJECT_SELF, HOSTILE); if(GetArea(oPC) == oArea) { if(GetDistanceToObject(oPC) <= fNearestEnemy) { oToAttack = oPC; } } iShout = TRUE; } // Next one iCnt++; oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, iCnt); } } break; case TYPE_IN_RANGE:// is all PC's within fRange. { iCnt = 1; oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC); while(GetIsObjectValid(oPC) && GetDistanceToObject(oPC) <= fRange) { // Attack it! (if not a DM!) if(!GetIsDM(oPC)) { AdjustReputation(oPC, OBJECT_SELF, HOSTILE); if(GetArea(oPC) == oArea) { if(GetDistanceToObject(oPC) <= fNearestEnemy) { oToAttack = oPC; } } iShout = TRUE; } // Next one iCnt++; oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, iCnt); } } break; } // Attack nearest one (if valid) if(GetIsObjectValid(oToAttack)) { DetermineSpeakCombatRound(oToAttack); if(iAllAllies) AlliesAttack(oToAttack); } // Check if we shout if(iShout) AISpeakString(CALL_TO_ARMS); } // This will thier most damaging melee weapon, and wait to disarm it. // * fDuration - Delay until the weapon is withdrawn. void EquipWeaponsDuration(float fDuration, int iRanged = FALSE) { if(iRanged) { // Equip any most damaging (don't use oVersus, incase it doesn't arm anything) ActionEquipMostDamagingRanged(); } else { // Equip any most damaging (don't use oVersus, incase it doesn't arm anything) ActionEquipMostDamagingMelee(); } // Delay the un-equip DelayCommand(fDuration, RemoveWeapons()); } // Disarms the persons right-hand-weapon void RemoveWeapons() { // cannot be in combat, duh! if(GetIsInCombat() || GetIsObjectValid(GetAttackTarget())) return; // Get the weapon, make sure it is valid, and... object oUnequip = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND); if(GetIsObjectValid(oUnequip)) { // ...unequip it. ClearAllActions(); ActionUnequipItem(oUnequip); } } /*:://///////////////////////////////////////////// //:: PlaySomeTaunt //:://///////////////////////////////////////////// Plays talks like "ATTACK!" and "Group Near Me" etc. * iLowest, iHighest - the High/Lowest value to use. 0 = ATTACK, 1 = TAUNT, 2-4 = BATTLE(1-3), 5 = ENEMIES, 6 = GROUP, 7 = HELP. //:://///////////////////////////////////////////// //:: Created by : Jasperre //:://///////////////////////////////////////////*/ void PlaySomeTaunt(int iLowest, int iHighest) { int iRandom = Random(iHighest) + iLowest; int iVoice = VOICE_CHAT_ATTACK; switch (iRandom) { case 0: iVoice = VOICE_CHAT_ATTACK; break; case 1: iVoice = VOICE_CHAT_TAUNT; break; case 2: iVoice = VOICE_CHAT_BATTLECRY1; break; case 3: iVoice = VOICE_CHAT_BATTLECRY2; break; case 4: iVoice = VOICE_CHAT_BATTLECRY3; break; case 5: iVoice = VOICE_CHAT_ENEMIES; break; case 6: iVoice = VOICE_CHAT_GROUP; break; case 7: iVoice = VOICE_CHAT_HELP; break; default: iVoice = VOICE_CHAT_ATTACK; break; } PlayVoiceChat(iVoice); } // Gets all allies of ourselves to attack oTarget // * oTarget - The target to attack. void AlliesAttack(object oTarget) { if(!GetIsObjectValid(oTarget)) return; int iCnt = 1; object oAlly = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, OBJECT_SELF, iCnt, CREATURE_TYPE_IS_ALIVE, TRUE); while(GetIsObjectValid(oAlly) && GetDistanceToObject(oAlly) <= 50.0) { // A slightly modified way to determine a combat round. // * oTarget - The target to attack // * oAttacker - The NPC who you want to determine a combat round, on oTarget DetermineSpeakCombatRoundNotMe(oTarget, oAlly); iCnt++; oAlly = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, OBJECT_SELF, iCnt, CREATURE_TYPE_IS_ALIVE, TRUE); } } // Returns the nearest PC object object GetNearestPCCreature() { return GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC); } // Returns the nearest enemy (but doesn't determine if it can see/hear it) object GetNearestEnemyCreature() { return GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY); } // Returns the nearest friend object GetNearestFriendCreature() { return GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND); } //void main(){}