Amon_PRC8/_removed/hench/nw_ch_ac6.nss
Jaysyn904 c5cffc37af Initial Commit
Initial Commit [v1.01]
2025-04-03 19:00:46 -04:00

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