93 lines
3.7 KiB
Plaintext
93 lines
3.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Associate: On Damaged
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//:: NW_CH_AC6
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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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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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 19, 2001
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//:://////////////////////////////////////////////
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#include "hench_i0_ai"
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#include "x3_inc_horse"
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void main()
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{
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object oAttacker = GetLastDamager();
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object oTarget = GetAttackTarget();
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object oDamager = oAttacker;
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object oMe=OBJECT_SELF;
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int nHPBefore;
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if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
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if (GetHasFeat(FEAT_MOUNTED_COMBAT)&&HorseGetIsMounted(OBJECT_SELF))
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{ // see if can negate some damage
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if (GetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL"))
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{ // last attack was physical
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nHPBefore=GetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE");
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if (!GetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT"))
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{ // haven't already had a chance to use this for the round
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SetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT",TRUE);
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int nAttackRoll=GetBaseAttackBonus(oDamager)+d20();
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int nRideCheck=GetSkillRank(SKILL_RIDE,OBJECT_SELF)+d20();
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if (nRideCheck>=nAttackRoll&&!GetIsDead(OBJECT_SELF))
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{ // averted attack
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if (GetIsPC(oDamager)) SendMessageToPC(oDamager,GetName(OBJECT_SELF)+GetStringByStrRef(111991));
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//if (GetIsPC(OBJECT_SELF)) SendMessageToPCByStrRef(OBJECT_SELF,111992);
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if (GetCurrentHitPoints(OBJECT_SELF)<nHPBefore)
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{ // heal
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effect eHeal=EffectHeal(nHPBefore-GetCurrentHitPoints(OBJECT_SELF));
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AssignCommand(GetModule(),ApplyEffectToObject(DURATION_TYPE_INSTANT,eHeal,oMe));
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} // heal
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} // averted attack
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} // haven't already had a chance to use this for the round
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} // last attack was physical
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} // see if can negate some damage
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if(!GetAssociateState(NW_ASC_IS_BUSY))
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{
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// Auldar: Make a check for taunting before running Ondamaged.
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if(!GetAssociateState(NW_ASC_MODE_STAND_GROUND) && (GetCurrentAction() != ACTION_FOLLOW)
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&& (GetCurrentAction() != ACTION_TAUNT))
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{
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if ((GetLocalInt(OBJECT_SELF, HENCH_HEAL_SELF_STATE) == HENCH_HEAL_SELF_WAIT) &&
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(GetPercentageHPLoss(OBJECT_SELF) < 30))
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{
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// force heal
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HenchDetermineCombatRound(OBJECT_INVALID, TRUE);
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}
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else
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{
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// Auldar: Use combat checks from OnPerceive.
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if(!GetIsObjectValid(GetAttemptedAttackTarget()) &&
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!GetIsObjectValid(GetAttackTarget()) &&
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!GetIsObjectValid(GetAttemptedSpellTarget()))
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{
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if(GetIsObjectValid(GetLastHostileActor()))
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{
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if(GetAssociateState(NW_ASC_MODE_DEFEND_MASTER))
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{
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if(!GetIsObjectValid(GetLastHostileActor(GetRealMaster())))
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{
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HenchDetermineCombatRound();
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}
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}
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else
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{
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HenchDetermineCombatRound(oAttacker);
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}
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}
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}
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}
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}
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}
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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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}
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