2025/07/18 Update
Added PEPS. Full compile.
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29
_module/nss/xx_pc_5_phyatked.nss
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29
_module/nss/xx_pc_5_phyatked.nss
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/*//////////////////////////////////////////////////////////////////////////////
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Script: xx_pc_5_phyatked
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Player OnPhysicalAttacked event script for PC AI;
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Fires for all physical attacks, claws, weapons, fists, bow, etc.
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Fires for taunt skill, animal empathy skill.
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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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object oAttacker = GetLastAttacker();
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if(AI_DEBUG) ai_Debug("xx_pc_5_phyatked", "14", GetName(oCreature) + " was attacked by " +
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GetName(oAttacker) + ".");
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SetLocalObject(oAttacker, AI_ATTACKED_PHYSICAL, oCreature);
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if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
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if(ai_GetIsInCombat(oCreature)) return;
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// We only inform others if attacked when not busy, not disabled, & not in combat.
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SetLocalObject(oCreature, AI_MY_TARGET, oAttacker);
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SpeakString(AI_ATKED_BY_WEAPON, TALKVOLUME_SILENT_TALK);
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// The only way to get here is to not be in combat thus we have not
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// perceived them so lets look for them.
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if(!ai_CanIAttack(oCreature)) return;
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if(GetDistanceBetween(oCreature, oAttacker) < AI_RANGE_CLOSE) ai_DoAssociateCombatRound(oCreature);
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else ActionMoveToObject(oAttacker, TRUE, AI_RANGE_CLOSE - 1.0);
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}
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