Amon_PRC8/_module/nss/di_dreaddmg.nss

135 lines
4.5 KiB
Plaintext
Raw Permalink Normal View History

2025-04-03 19:00:46 -04:00
//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT6
//:: Default OnDamaged handler
/*
If already fighting then ignore, else determine
combat round
*/
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////
#include "nw_i0_generic"
void main()
{
if (GetCurrentHitPoints() <= 2000 && GetLocalInt(OBJECT_SELF, "di_surrender") != TRUE)
{
SpeakString("Okay, okay! Let's talk about this.", TALKVOLUME_TALK);
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, 1, CREATURE_TYPE_IS_ALIVE, TRUE);
//SetLocalInt(OBJECT_SELF, "di_surrender", TRUE);
SurrenderToEnemies();
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(2001-GetCurrentHitPoints()), OBJECT_SELF);
//DelayCommand(0.5, ActionStartConversation(oPC, "dreadpdread", TRUE, FALSE));
return;
}
else if(GetCurrentHitPoints() <= 1 && GetLocalInt(OBJECT_SELF, "di_surrender") == TRUE)
{
SpeakString("Well, how interesting. You managed to defeat me... for now.", TALKVOLUME_TALK);
location lLoc = GetLocation(OBJECT_SELF);
DestroyObject(OBJECT_SELF);
int x = Random(30);
if(x==1)
{
CreateObject(OBJECT_TYPE_ITEM, "di_black_pearl_a", lLoc, TRUE);
}
else if(x==2)
{
CreateObject(OBJECT_TYPE_ITEM, "di_black_pearl_b", lLoc, TRUE);
}
else if(x==3)
{
CreateObject(OBJECT_TYPE_ITEM, "di_black_pearl_c", lLoc, TRUE);
}
else if(x==4)
{
CreateObject(OBJECT_TYPE_ITEM, "di_black_pearl_r", lLoc, TRUE);
}
else if(x==5)
{
CreateObject(OBJECT_TYPE_ITEM, "di_black_pearl_s", lLoc, TRUE);
}
else if(x==6)
{
CreateObject(OBJECT_TYPE_ITEM, "di_black_pearl_h", lLoc, TRUE);
}
else if(x==7)
{
CreateObject(OBJECT_TYPE_ITEM, "di_blackpearl_bo", lLoc, TRUE);
}
else if(x==8)
{
CreateObject(OBJECT_TYPE_ITEM, "di_black_pearl_g", lLoc, TRUE);
}
else
{
CreateObject(OBJECT_TYPE_ITEM, "nw_it_msmlmisc13", lLoc, TRUE);
}
ExecuteScript("di_dooropener", GetObjectByTag("di_doortoship"));
return;
}
if(GetFleeToExit()) {
// We're supposed to run away, do nothing
} else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) {
// don't do anything?
} else {
object oDamager = GetLastDamager();
if (!GetIsObjectValid(oDamager)) {
// don't do anything, we don't have a valid damager
} else if (!GetIsFighting(OBJECT_SELF)) {
// If we're not fighting, determine combat round
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
DetermineSpecialBehavior(oDamager);
} else {
if(!GetObjectSeen(oDamager)
&& GetArea(OBJECT_SELF) == GetArea(oDamager)) {
// We don't see our attacker, go find them
ActionMoveToLocation(GetLocation(oDamager), TRUE);
ActionDoCommand(DetermineCombatRound());
} else {
DetermineCombatRound();
}
}
} else {
// We are fighting already -- consider switching if we've been
// attacked by a more powerful enemy
object oTarget = GetAttackTarget();
if (!GetIsObjectValid(oTarget))
oTarget = GetAttemptedAttackTarget();
if (!GetIsObjectValid(oTarget))
oTarget = GetAttemptedSpellTarget();
// If our target isn't valid
// or our damager has just dealt us 25% or more
// of our hp in damager
// or our damager is more than 2HD more powerful than our target
// switch to attack the damager.
if (!GetIsObjectValid(oTarget)
|| (
oTarget != oDamager
&& (
GetTotalDamageDealt() > (GetMaxHitPoints(OBJECT_SELF) / 4)
|| (GetHitDice(oDamager) - 2) > GetHitDice(oTarget)
)
)
)
{
// Switch targets
DetermineCombatRound(oDamager);
}
}
}
// Send the user-defined event signal
if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DAMAGED));
}
}