2025/07/18 Update

Added PEPS.
Full compile.
This commit is contained in:
Jaysyn904
2025-07-18 12:13:13 -04:00
parent a774cf5d30
commit 0e9e2c6950
549 changed files with 144360 additions and 734 deletions

View File

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/*//////////////////////////////////////////////////////////////////////////////
Script: xx_pc_5_phyatked
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Player OnPhysicalAttacked event script for PC AI;
Fires for all physical attacks, claws, weapons, fists, bow, etc.
Fires for taunt skill, animal empathy skill.
/*//////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
object oCreature = OBJECT_SELF;
object oAttacker = GetLastAttacker();
if(AI_DEBUG) ai_Debug("xx_pc_5_phyatked", "14", GetName(oCreature) + " was attacked by " +
GetName(oAttacker) + ".");
SetLocalObject(oAttacker, AI_ATTACKED_PHYSICAL, oCreature);
if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
if(ai_GetIsInCombat(oCreature)) return;
// We only inform others if attacked when not busy, not disabled, & not in combat.
SetLocalObject(oCreature, AI_MY_TARGET, oAttacker);
SpeakString(AI_ATKED_BY_WEAPON, TALKVOLUME_SILENT_TALK);
// The only way to get here is to not be in combat thus we have not
// perceived them so lets look for them.
if(!ai_CanIAttack(oCreature)) return;
if(GetDistanceBetween(oCreature, oAttacker) < AI_RANGE_CLOSE) ai_DoAssociateCombatRound(oCreature);
else ActionMoveToObject(oAttacker, TRUE, AI_RANGE_CLOSE - 1.0);
}