//:://///////////////////////////////////////////// //:: Default On Attacked //:: q2a_atk_drowsum //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* If already fighting then ignore, else determine combat round */ //::////////////////////////////////////////////// //:: Created By: Keith Warner //:: Created On: August 27/03 //::////////////////////////////////////////////// #include "nw_i0_generic" void main() { //if we are already in combat - the end of combat script should fire - so do nothing if (GetIsInCombat() == TRUE) return; //Do nothing if in retreat if (GetLocalInt(OBJECT_SELF, "nRetreat") == 1) return; object oTarget = GetLastAttacker(); //if the target is dead - pick the next nearest target if (GetIsDead(oTarget) == TRUE || GetIsObjectValid(oTarget) == FALSE) oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY); int nCount = 1; //ignore the ledge people while (GetLocalInt(oTarget, "Q2A_OnLedge") == 1) { nCount++; oTarget = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, OBJECT_SELF, nCount, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY); } if (GetDistanceToObject(oTarget) > 20.0) oTarget = GetObjectByTag("q2ainnergate"); //Attack the target if (GetIsObjectValid(oTarget) == TRUE) { ClearAllActions(TRUE); ActionAttack(oTarget); } }