64 lines
2.2 KiB
Plaintext
64 lines
2.2 KiB
Plaintext
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/////////:://///////////////////////////////////////////////
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//:: Default On Percieve
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//:: NW_C2_DEFAULT2
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Checks to see if the perceived target is an
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enemy and if so fires the Determine Combat
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Round function
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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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 the last perception event was hearing based or if someone vanished then go to search mode
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if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived()))
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{
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object oGone = GetLastPerceived();
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if((GetAttemptedAttackTarget() == GetLastPerceived() ||
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GetAttemptedSpellTarget() == GetLastPerceived() ||
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GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF))
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{
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ClearAllActions();
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DetermineCombatRound();
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}
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}
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//Do not bother checking the last target seen if already fighting
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else if(GetLastPerceptionSeen()&&GetIsEnemy(GetLastPerceived()))
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{
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if(!GetHasEffect(EFFECT_TYPE_SLEEP))
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{
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//Shout Attack my target, only works with the On Spawn In setup
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SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
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if(!GetIsFighting(OBJECT_SELF))
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{
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if ((GetStealthMode(OBJECT_SELF)!=TRUE)&&(!GetIsInCombat())&&(d3()==1)&&(GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION,REPUTATION_TYPE_FRIEND,OBJECT_SELF,1,CREATURE_TYPE_PERCEPTION,PERCEPTION_SEEN))))
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{
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PlayVoiceChat(VOICE_CHAT_ENEMIES);
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}
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SetTarget(GetLastPerceived());
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SetFacingPoint(GetPosition(GetLastPerceived()));
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DetermineCombatRound();
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}
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}
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}
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if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen())
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1002));
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}
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}
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