68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
|
//::///////////////////////////////////////////////
|
||
|
//:: Default: On Spell Cast At
|
||
|
//:: q2_onspellcastat
|
||
|
//:: Copyright (c) 2001 Bioware Corp.
|
||
|
//:://////////////////////////////////////////////
|
||
|
/*
|
||
|
This determines if the spell just cast at the
|
||
|
target is harmful or not.
|
||
|
|
||
|
SEP27: Trying to add a little Area-of-effect IQ
|
||
|
When affected will move towards the originator
|
||
|
of the area effect.
|
||
|
*/
|
||
|
//:://////////////////////////////////////////////
|
||
|
//:: Created By: Keith Warner
|
||
|
//:: Created On: August 27/03
|
||
|
//:://////////////////////////////////////////////
|
||
|
|
||
|
#include "nw_i0_generic"
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
//Do nothing if not the leader
|
||
|
//if (GetLocalInt(OBJECT_SELF, "nLeader") != 1)
|
||
|
//return;
|
||
|
//Do nothing if we are already in combat since the end of combat round script should fire
|
||
|
if (GetIsInCombat() == TRUE)
|
||
|
return;
|
||
|
|
||
|
//Do nothing if in retreat
|
||
|
if (GetLocalInt(OBJECT_SELF, "nRetreat") == 1)
|
||
|
return;
|
||
|
|
||
|
object oGate = GetObjectByTag("q2acitygate");
|
||
|
if (GetIsObjectValid(oGate) == TRUE && GetLocalInt(OBJECT_SELF, "nOuterGateAttack") == 1)
|
||
|
return;
|
||
|
|
||
|
if (GetLocalInt(OBJECT_SELF, "nAttackedTimer") != 1)
|
||
|
{
|
||
|
SetLocalInt(OBJECT_SELF, "nAttackedTimer", 1);
|
||
|
SignalEvent(OBJECT_SELF, EventUserDefined(5000));
|
||
|
DelayCommand(6.0, SetLocalInt(OBJECT_SELF, "nAttackedTimer", 0));
|
||
|
}
|
||
|
|
||
|
object oTarget = GetLastSpellCaster();
|
||
|
if(GetLastSpellHarmful())
|
||
|
{
|
||
|
//if the target is dead - pick the next nearest target
|
||
|
if (GetIsDead(oTarget) == TRUE)
|
||
|
oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
|
||
|
|
||
|
ClearAllActions(TRUE);
|
||
|
if (GetLocalInt(oTarget, "Q2A_OnLedge") == 1)
|
||
|
ActionEquipMostDamagingRanged();
|
||
|
else
|
||
|
ActionEquipMostDamagingMelee();
|
||
|
|
||
|
//Attack the target
|
||
|
ActionAttack(oTarget);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|