//:://///////////////////////////////////////////// //:: Default On Percieve //:: NW_C2_DEFAULT2 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Checks to see if the perceived target is an enemy and if so fires the Determine Combat Round function */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 16, 2001 //::////////////////////////////////////////////// #include "NW_I0_GENERIC" //#include "array_api" #include "rpo_inc" #include "prc_inc_spells" void main() { //This is the equivalent of a force conversation bubble, should only be used if you want an NPC //to say something while he is already engaged in combat. if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(GetLastPerceived()) && GetLastPerceptionSeen()) { SpeakOneLinerConversation(); } //If the last perception event was hearing based or if someone vanished then go to search mode if (GetLastPerceptionVanished() && GetIsEnemy(GetLastPerceived()) && GetLocalInt(GetLastPerceived(),"State") != PWS_PLAYER_STATE_PRISON) { object oGone = GetLastPerceived(); if (GetLocalInt(oGone,"PlayerState") != PWS_PLAYER_STATE_PRISON) if((GetAttemptedAttackTarget() == GetLastPerceived() || GetAttemptedSpellTarget() == GetLastPerceived() || GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF)) { PrintString(GetName(OBJECT_SELF) + " perceived (vanished) hostile creature " + GetName(oGone)); ClearAllActions(); DetermineCombatRound(); //RemovePrisoner(oGone); } } //Do not bother checking the last target seen if already fighting else if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) { //Check if the last percieved creature was actually seen if(GetLastPerceptionSeen()) { if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { DetermineSpecialBehavior(); } else if(GetIsEnemy(GetLastPerceived()) && GetLocalInt(GetLastPerceived(),"State") != PWS_PLAYER_STATE_PRISON) { if(!PRCGetHasEffect(EFFECT_TYPE_SLEEP) && GetLocalInt(GetLastPerceived(),"PlayerState") != PWS_PLAYER_STATE_PRISON) { PrintString(GetName(OBJECT_SELF) + " perceived hostile creature " + GetName(GetLastPerceived())); SetFacingPoint(GetPosition(GetLastPerceived())); SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); DetermineCombatRound(); } } //Linked up to the special conversation check to initiate a special one-off conversation //to get the PCs attention else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(GetLastPerceived())) { ActionStartConversation(OBJECT_SELF); } } } if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen()) { SignalEvent(OBJECT_SELF, EventUserDefined(1002)); } }