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91
_module/nss/mud_golem_ondam.nss
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91
_module/nss/mud_golem_ondam.nss
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//:://////////////////////////////////////////////////
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//:: NW_C2_DEFAULT6
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//:: Default OnDamaged handler
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/*
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If already fighting then ignore, else determine
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combat round
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 12/22/2002
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//:://////////////////////////////////////////////////
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#include "nw_i0_generic"
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void main()
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{
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if(GetFleeToExit()) {
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// We're supposed to run away, do nothing
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} else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) {
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// don't do anything?
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} else {
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object oDamager = GetLastDamager();
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if (!GetIsObjectValid(oDamager)) {
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// don't do anything, we don't have a valid damager
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} else if (!GetIsFighting(OBJECT_SELF)) {
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// If we're not fighting, determine combat round
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
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DetermineSpecialBehavior(oDamager);
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} else {
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if(!GetObjectSeen(oDamager)
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&& GetArea(OBJECT_SELF) == GetArea(oDamager)) {
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// We don't see our attacker, go find them
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ActionMoveToLocation(GetLocation(oDamager), TRUE);
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ActionDoCommand(DetermineCombatRound());
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} else {
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DetermineCombatRound();
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}
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}
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} else {
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// We are fighting already -- consider switching if we've been
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// attacked by a more powerful enemy
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object oTarget = GetAttackTarget();
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if (!GetIsObjectValid(oTarget))
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oTarget = GetAttemptedAttackTarget();
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if (!GetIsObjectValid(oTarget))
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oTarget = GetAttemptedSpellTarget();
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// If our target isn't valid
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// or our damager has just dealt us 25% or more
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// of our hp in damager
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// or our damager is more than 2HD more powerful than our target
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// switch to attack the damager.
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if (!GetIsObjectValid(oTarget)
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|| (
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oTarget != oDamager
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&& (
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GetTotalDamageDealt() > (GetMaxHitPoints(OBJECT_SELF) / 4)
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|| (GetHitDice(oDamager) - 2) > GetHitDice(oTarget)
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)
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)
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)
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{
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// Switch targets
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DetermineCombatRound(oDamager);
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}
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}
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}
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// Send the user-defined event signal
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if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DAMAGED));
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}
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//Check to see if weapon type is valid: not ranged, or too far away.
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object oAttacker = GetLastDamager();
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object oWeapon = GetLastWeaponUsed(oAttacker);
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if (GetWeaponRanged(oWeapon) == TRUE ||
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GetAbilityModifier(ABILITY_STRENGTH, oAttacker) + d8(1) > 22 ||
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GetDistanceToObject(oAttacker) > 5.0)
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return;
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else if (oWeapon != OBJECT_INVALID)
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{
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SpeakString("Your weapon has been absorbed into the Mud Golem!");
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DestroyObject(oWeapon); // after script is done.
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CopyObject(oWeapon,GetLocation(OBJECT_SELF),OBJECT_SELF);
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}
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}
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