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