Rune_PRC8/_module/nss/nw_c2_default6.nss
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/************************ [On Damaged] *****************************************
Filename: nw_c2_default6 or j_ai_ondamaged
************************* [On Damaged] *****************************************
We attack any damager if same area (and not already fighting
then search for enemies (defaults to searching if there are no enemies left).
************************* [History] ********************************************
1.3 - If we have a damager, not equal faction, and not a DM...
- We set Max Elemental damage.
- Sets the highest damager and amount (if the new damager is seen/heard)
- Polymorph improved a little
- Hide check
- Morale penalty (if set)
************************* [Workings] *******************************************
GetDamageDealtByType() will not work with proper phisical attacks - a workaround
is GetTotalDamageDealt() - All GetDamageDealtByType(). This means it will
get everything not applied with EffectDamage() which normally fires this
script.
************************* [Arguments] ******************************************
Arguments: GetTotalDamageDealt, GetLastDamager, GetCurrentHitPoints (and max),
GetDamageDealtByType (must be done seperatly for each, doesn't count melee damage)
************************* [On Damaged] ****************************************/
#include "j_inc_other_ai"
void main()
{
if (GetLevelByClass(CLASS_TYPE_COMMONER) > 0)
{
ExecuteScript("oai_default6", OBJECT_SELF);
return;
}
// Pre-damaged-event
if(FireUserEvent(AI_FLAG_UDE_DAMAGED_PRE_EVENT, EVENT_DAMAGED_PRE_EVENT))
// We may exit if it fires
if(ExitFromUDE(EVENT_DAMAGED_PRE_EVENT)) return;
// AI status check. Is the AI on?
if(GetAIOff()) return;
ExecuteScript("prc_npc_damaged", OBJECT_SELF);
// Define Objects/Integers.
int iDamage = GetTotalDamageDealt();
object oDamager = GetLastDamager();
// Check to see if we will polymorph.
int iPolymorph = GetAIConstant(AI_POLYMORPH_INTO);
// Polymorph check.
if(iPolymorph >= i0)
{
if(!GetHasEffect(EFFECT_TYPE_POLYMORPH))// We won't polymorph if already so
{
effect eShape = SupernaturalEffect(EffectPolymorph(iPolymorph));
effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eShape, OBJECT_SELF));
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF));
}
SetAIConstant(AI_POLYMORPH_INTO, -1);// We set it to invalid (sets to 0).
}
// First, we check AOE spells...
if(GetObjectType(oDamager) == OBJECT_TYPE_AREA_OF_EFFECT)
{
// Set the damage done by it (the last damage)
// Set to the tag of the AOE, prefixed AI style to be sure.
// - Note, doesn't matter about things like
if(iDamage > i1)
{
// Set it to object to string, which we will delete later anywho.
SetAIInteger(ObjectToString(oDamager), iDamage);
}
}
// Hostile attacker...
else if(GetIsObjectValid(oDamager) && !GetFactionEqual(oDamager) &&
!GetIsDM(oDamager)&& !GetIgnore(oDamager))
{
// Adjust automatically if set. (and not an AOE)
if(GetSpawnInCondition(AI_FLAG_OTHER_CHANGE_FACTIONS_TO_HOSTILE_ON_ATTACK, AI_OTHER_MASTER))
{
if(!GetIsEnemy(oDamager) && !GetFactionEqual(oDamager))
{
AdjustReputation(oDamager, OBJECT_SELF, -100);
}
}
// Set the max elemental damage done, for better use of elemental protections.
// This is set for the most damage...so it could be 1 (for a +1 fire weapon, any
// number of hits) or over 50 (good fireball).
// Need to have protection single (IE including elemental ones) ready.
if(GetSpawnInCondition(AI_VALID_TALENT_BENEFICIAL_PROTECTION_SINGLE, AI_VALID_SPELLS))
{
// Please make sure | works! By Blind Io!
int iDamageDone = GetDamageDealtByType(DAMAGE_TYPE_ACID |
DAMAGE_TYPE_COLD | DAMAGE_TYPE_ELECTRICAL |
DAMAGE_TYPE_FIRE | DAMAGE_TYPE_SONIC);
if(iDamageDone > GetAIInteger(MAX_ELEMENTAL_DAMAGE))
{
SetAIInteger(MAX_ELEMENTAL_DAMAGE, iDamageDone);
}
// Set the last damage done, may set to 0 of course :-P
SetAIInteger(LAST_ELEMENTAL_DAMAGE, iDamageDone);
}
// 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(oDamager);
// Speak the damaged string, if applicable.
SpeakArrayString(AI_TALK_ON_DAMAGED);
// Morale: We may get a penalty if it does more than a cirtain amount of HP damage.
// Other: We set highest damager and amount.
if(iDamage > i0)
{
if(!GetSpawnInCondition(AI_FLAG_FLEEING_FEARLESS, AI_TARGETING_FLEE_MASTER))
{
int iToDamage = GetBoundriedAIInteger(AI_DAMAGE_AT_ONCE_FOR_MORALE_PENALTY, GetMaxHitPoints()/i6, GetMaxHitPoints(), i1);
int iPenalty = GetBoundriedAIInteger(AI_DAMAGE_AT_ONCE_PENALTY, i6, i50, i1);
if(iDamage > iToDamage)
{
// 61: "[Damaged] Morale Penalty for 600 seconds [Penalty]" + IntToString(iPenalty)
DebugActionSpeakByInt(61, OBJECT_INVALID, iPenalty);
// Apply penalty
SetMoralePenalty(iPenalty, 300.0);
}
}
object oHighestDamager = GetAIObject(AI_HIGHEST_DAMAGER);
int iHighestDamage = GetAIInteger(AI_HIGHEST_DAMAGE_AMOUNT);
// If the original was not valid...or not seen/heard, we delete it whatever.
if(!GetIsObjectValid(oHighestDamager) ||
(!GetObjectSeen(oHighestDamager) && !GetObjectHeard(oHighestDamager)))
{
DeleteAIObject(AI_HIGHEST_DAMAGER);
DeleteAIInteger(AI_HIGHEST_DAMAGE_AMOUNT);
}
// Set the highest damager.
if((GetObjectSeen(oDamager) || GetObjectHeard(oDamager)) &&
iDamage >= iHighestDamage)
{
SetAIObject(AI_HIGHEST_DAMAGER, oDamager);
SetAIInteger(AI_HIGHEST_DAMAGE_AMOUNT, iDamage);
}
// Phisical damage - only sets if the last damager is the last attacker.
if(GetAIObject(AI_STORED_LAST_ATTACKER) == oDamager)
{
int iHighestPhisicalDamage = GetAIInteger(AI_HIGHEST_PHISICAL_DAMAGE_AMOUNT);
int iPhisicalDamage = iDamage -
// This relies upon the bug that these damage types only return damage
// from EffectDamage, and melee damage is any that remains. Wish it was
// fixed though...
GetDamageDealtByType(DAMAGE_TYPE_ACID | DAMAGE_TYPE_BLUDGEONING |
DAMAGE_TYPE_COLD | DAMAGE_TYPE_DIVINE |
DAMAGE_TYPE_ELECTRICAL | DAMAGE_TYPE_FIRE |
DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_NEGATIVE |
DAMAGE_TYPE_PIERCING | DAMAGE_TYPE_POSITIVE |
DAMAGE_TYPE_SLASHING | DAMAGE_TYPE_SONIC);
if(iHighestPhisicalDamage < iPhisicalDamage)
{
SetAIInteger(AI_HIGHEST_PHISICAL_DAMAGE_AMOUNT, iPhisicalDamage);
}
}
}
// If we are not attacking anything, and not in combat, react!
if(!CannotPerformCombatRound())
{
// 62: "[Damaged] Not in combat: DCR [Damager]" + GetName(oDamager)
DebugActionSpeakByInt(62, oDamager);
if(GetArea(oDamager) == GetArea(OBJECT_SELF))
{
DetermineCombatRound(oDamager);
}
else
{
DetermineCombatRound();
}
}
}
else // Else it is friendly, or invalid damager
{
if(!CannotPerformCombatRound())
{
// 63: [Damaged] Not in combat: DCR. Ally hit us. [Damager(Ally?)]" + GetName(oDamager)
DebugActionSpeakByInt(63, oDamager);
DetermineCombatRound();
}
}
// User defined event - for normally immoral creatures.
if(GetCurrentHitPoints() == i1)
{
// Fire the immortal damaged at 1 HP event.
FireUserEvent(AI_FLAG_UDE_DAMAGED_AT_1_HP, EVENT_DAMAGED_AT_1_HP);
}
// Fire End of Damaged event
FireUserEvent(AI_FLAG_UDE_DAMAGED_EVENT, EVENT_DAMAGED_EVENT);
}