52 lines
2.2 KiB
Plaintext
52 lines
2.2 KiB
Plaintext
|
/*//////////////////////////////////////////////////////////////////////////////
|
||
|
Script: nw_ch_ac5
|
||
|
Programmer: Philos
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
Associates (Summons, Familiars, Companions) OnPhysicalAttacked event script;
|
||
|
Fires for all physical attacks, claws, weapons, fists, bow, etc.
|
||
|
Fires for taunt skill, animal empathy skill.
|
||
|
*///////////////////////////////////////////////////////////////////////////////
|
||
|
#include "0i_associates"
|
||
|
void main()
|
||
|
{
|
||
|
object oCreature = OBJECT_SELF;
|
||
|
object oAttacker = GetLastAttacker();
|
||
|
if(AI_DEBUG) ai_Debug("nw_ch_ac5", "14", GetName(oCreature) + " was attacked by " +
|
||
|
GetName(oAttacker) + ".");
|
||
|
SetLocalObject(oAttacker, AI_ATTACKED_PHYSICAL, oCreature);
|
||
|
if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
|
||
|
if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT))
|
||
|
{
|
||
|
SignalEvent(OBJECT_SELF, EventUserDefined(1005));
|
||
|
}
|
||
|
if(ai_GetIsInCombat(oCreature)) return;
|
||
|
// We only inform others if attacked when not busy, not disabled, & not in combat.
|
||
|
SetLocalObject(oCreature, AI_MY_TARGET, oAttacker);
|
||
|
SpeakString(AI_ATKED_BY_WEAPON, TALKVOLUME_SILENT_TALK);
|
||
|
// If they are using a melee weapon then make sure we are using our perception range.
|
||
|
// Don't go running towards them just yet, but if its a ranged weapon then react.
|
||
|
if(ai_GetIsMeleeWeapon(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oAttacker)))
|
||
|
{
|
||
|
float fDistance = GetDistanceBetween(oCreature, oAttacker);
|
||
|
float fPerceptionDistance = GetLocalFloat(oCreature, AI_ASSOC_PERCEPTION_DISTANCE);
|
||
|
if(fDistance > fPerceptionDistance) return;
|
||
|
}
|
||
|
int nAction = GetCurrentAction(oCreature);
|
||
|
float fDistance = GetDistanceBetween(oCreature, oAttacker);
|
||
|
if(!ai_CanIAttack(oCreature))
|
||
|
{
|
||
|
// We should defend ourselves if we are in Hold mode.
|
||
|
if(!ai_GetAIMode(oCreature, AI_MODE_STAND_GROUND)) return;
|
||
|
// Only defend against melee attacks.
|
||
|
if(fDistance > AI_RANGE_MELEE) return;
|
||
|
}
|
||
|
// The only way to get here is to not be in combat.
|
||
|
if(fDistance < AI_RANGE_CLOSE)
|
||
|
{
|
||
|
ai_StartAssociateCombat(oCreature);
|
||
|
}
|
||
|
else ActionMoveToObject(oAttacker, TRUE, AI_RANGE_CLOSE - 1.0);
|
||
|
}
|
||
|
|
||
|
|