//:://///////////////////////////////////////////// //:: Default: End of Combat Round //:: q2_endcombatrnd //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Test Combat Round End */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 16, 2001 //::////////////////////////////////////////////// #include "NW_I0_GENERIC" void main() { //Do nothing if not the leader //if (GetLocalInt(OBJECT_SELF, "nLeader") != 1) //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); DelayCommand(1.0, SignalEvent(OBJECT_SELF, EventUserDefined(5000))); DelayCommand(6.0, SetLocalInt(OBJECT_SELF, "nAttackedTimer", 0)); } object oTarget = GetLastHostileActor(); //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); }