2025/07/18 Update
Added PEPS. Full compile.
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32
_module/nss/nw_ch_ac6.nss
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32
_module/nss/nw_ch_ac6.nss
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/*//////////////////////////////////////////////////////////////////////////////
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Script: 0e_ch_6_damaged
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Player OnDamaged script for PC AI;
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Does not fire if the creature dies from the damage.
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Does not fire for plot creatures as they take no damage.
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May fire before or after OnPhysicalAttacked event.
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Fires when EffectDamage is applied to oCreature even if 0 damage.
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Fires when a weapon damages a oCreature, but not if resisted.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_associates"
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void main()
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{
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object oCreature = OBJECT_SELF;
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if(ai_Disabled(oCreature)) return;
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// Make sure to clear wounded shout limit if we take damage. See ai_TryHealing.
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DeleteLocalInt(oCreature, "AI_WOUNDED_SHOUT_LIMIT");
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object oDamager = GetLastDamager(oCreature);
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if(AI_DEBUG) ai_Debug("nw_ch_ac6", "18", GetName(oCreature) + " has been damaged by " + GetName(oDamager));
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if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1006));
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}
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if(GetObjectType(oDamager) == OBJECT_TYPE_AREA_OF_EFFECT &&
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ai_IsInADangerousAOE(oCreature, AI_RANGE_BATTLEFIELD, TRUE)) return;
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if(ai_GetIsBusy(oCreature) || ai_GetIsInCombat(oCreature)) return;
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if(!ai_CanIAttack(oCreature)) return;
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if(GetDistanceBetween(oCreature, oDamager) < AI_RANGE_CLOSE) ai_DoAssociateCombatRound(oCreature);
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else ActionMoveToObject(oDamager, TRUE, AI_RANGE_CLOSE - 1.0);
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}
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