//:://///////////////////////////////////////////// //:: Default On Attacked //:: NW_C2_DEFAULT5 //:: 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 Zarathstra217 //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { ExecuteScript("prc_npc_physatt", OBJECT_SELF); /* if(!GetFleeToExit()) { if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) { if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) { if(GetIsObjectValid(GetLastAttacker())) { if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { //AdjustReputation(GetLastAttacker(), OBJECT_SELF, -100); SetSummonHelpIfAttacked(); DetermineSpecialBehavior(GetLastAttacker()); } else { if(GetArea(GetLastAttacker()) == GetArea(OBJECT_SELF)) { SetSummonHelpIfAttacked(); DetermineCombatRound(); } } //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); } } } else { //Put a check in to see if this attacker was the last attacker //Possibly change the GetNPCWarning function to make the check SetSpawnInCondition(NW_FLAG_SET_WARNINGS, FALSE); } } else { ActivateFleeToExit(); } if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1005)); } */}