//:://///////////////////////////////////////////// //:: Associate On Attacked //:: NW_CH_AC5 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* If already fighting then ignore, else determine combat round */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 16, 2001 //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); if(!GetAssociateState(NW_ASC_IS_BUSY)) { SetCommandable(TRUE); if(!GetAssociateState(NW_ASC_MODE_STAND_GROUND)) { if(!GetIsObjectValid(GetAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) { if(GetIsObjectValid(GetLastAttacker())) { if(GetAssociateState(NW_ASC_MODE_DEFEND_MASTER)) { if(!GetIsObjectValid(GetLastAttacker(GetMaster()))) { DetermineCombatRound(); } } else { DetermineCombatRound(); } } } if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT)) { SignalEvent(OBJECT_SELF, EventUserDefined(1005)); } } } }