//:://///////////////////////////////////////////// //:: Default On Percieve //:: NW_C2_DEFAULT2 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Checks to see if the perceived target is an enemy and if so fires the Determine Combat Round function */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 16, 2001 //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { object self = OBJECT_SELF; if(GetLocalInt(OBJECT_SELF, "taunt") <=2 ){ int stop = GetLocalInt(OBJECT_SELF, "taunt")+1 ; SetLocalInt(OBJECT_SELF, "taunt", stop); SpeakString("I HAVE BEEN EXPECTING YOU, PATHETIC MORTALS!!! I WILL TORTURE YOUR SOUL FOR ETERNITY!!!"); AssignCommand(self, ActionCastSpellAtObject(SPELL_GREATER_STONESKIN, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)); DelayCommand(0.1, AssignCommand(self, ActionCastSpellAtObject(SPELL_GREATER_STONESKIN, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); DelayCommand(0.2, AssignCommand(self, ActionCastSpellAtObject(SPELL_ENERGY_BUFFER, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); DelayCommand(0.3, AssignCommand(self, ActionCastSpellAtObject(SPELL_GREATER_SPELL_MANTLE, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); DelayCommand(0.4, AssignCommand(self, ActionCastSpellAtObject(SPELL_MAGIC_CIRCLE_AGAINST_GOOD, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); DelayCommand(0.5, AssignCommand(self, ActionCastSpellAtObject(SPELL_PROTECTION_FROM_SPELLS, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); DelayCommand(0.6, AssignCommand(self, ActionCastSpellAtObject(SPELL_REGENERATE, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); object target = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_IS_PC); DetermineCombatRound(target); } //This is the equivalent of a force conversation bubble, should only be used if you want an NPC //to say something while he is already engaged in combat. if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(GetLastPerceived()) && GetLastPerceptionSeen()) { SpeakOneLinerConversation(); } //If the last perception event was hearing based or if someone vanished then go to search mode if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived())) { object oGone = GetLastPerceived(); if((GetAttemptedAttackTarget() == GetLastPerceived() || GetAttemptedSpellTarget() == GetLastPerceived() || GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF)) { ClearAllActions(); DetermineCombatRound(); } } //Do not bother checking the last target seen if already fighting else if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) { //Check if the last percieved creature was actually seen if(GetLastPerceptionSeen()) { if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { DetermineSpecialBehavior(); } else if(GetIsEnemy(GetLastPerceived())) { if(!GetHasEffect(EFFECT_TYPE_SLEEP)) { SetFacingPoint(GetPosition(GetLastPerceived())); SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); DetermineCombatRound(); } } //Linked up to the special conversation check to initiate a special one-off conversation //to get the PCs attention else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(GetLastPerceived())) { ActionStartConversation(OBJECT_SELF); } } } if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen()) { SignalEvent(OBJECT_SELF, EventUserDefined(1002)); } }