2025-07-15 22:19:46 -04:00
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/*//////////////////////////////////////////////////////////////////////////////
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Script: nw_c2_default5
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Monster OnPhysicalAttacked event script;
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Fires for all physical attacks, claws, weapons, fists, bow, etc.
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Fires for taunt skill, animal empathy skill.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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2024-08-02 23:18:00 -04:00
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void main()
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{
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object oCreature = OBJECT_SELF;
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ExecuteScript("prc_npc_physatt", OBJECT_SELF);
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object oAttacker = GetLastAttacker(oCreature);
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if(AI_DEBUG) ai_Debug("nw_c2_default5", "14", GetName(oCreature) + " was attacked by " +
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GetName(oAttacker) + ".");
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SetLocalObject(oAttacker, AI_ATTACKED_PHYSICAL, oCreature);
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// Run away!
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if(ai_GetFleeToExit(oCreature))
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{
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ai_ActivateFleeToExit(oCreature);
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return;
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}
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if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT))
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{
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SignalEvent(oCreature, EventUserDefined(EVENT_ATTACKED));
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}
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if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
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if(ai_GetIsInCombat(oCreature)) return;
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// We only inform others if attacked when not busy, not disabled & not in combat.
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if(AI_DEBUG) ai_Debug("nw_c2_default5", "30", "Tell my allies I've been attacked!");
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SetLocalObject (oCreature, AI_MY_TARGET, oAttacker);
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SpeakString(AI_ATKED_BY_WEAPON, TALKVOLUME_SILENT_TALK);
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// Now move towards the attack in the hopes we can see them.
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if(GetDistanceBetween(oCreature, oAttacker) < AI_RANGE_CLOSE) ai_DoMonsterCombatRound(oCreature);
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else ActionMoveToObject(oAttacker, TRUE, AI_RANGE_CLOSE);
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2024-08-02 23:18:00 -04:00
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}
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