2025/07/20 Update

Added PEPS AI.
Full compile.
This commit is contained in:
Jaysyn904
2025-07-20 19:17:01 -04:00
parent e5fe988914
commit 47c7459fb9
1917 changed files with 44512 additions and 792 deletions

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