MMD_PRC8/_module/nss/nw_ch_ac5.nss

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/*//////////////////////////////////////////////////////////////////////////////
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);
}