MMD_PRC8/_module/nss/nw_c2_default6.nss
Jaysyn904 d77404f157 2025/07/15 Update
Added PEPS AI.
Updated module name.
Set all henchmen to have a random race &/or class based name using a custom version of Markshire's Nomeclature scripts, as well as appearance.
Set Constructs, Undead, Outsiders & Elementals to not require food or drink.
Full compile.
2025-07-15 22:19:46 -04:00

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/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_default6
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster OnDamaged event script;
Does not fire if the creature dies from the damage.
Does not fire for plot creatures as they take no damage.
May fire before or after OnPhysicalAttacked event.
Fires when EffectDamage is applied to oCreature even if 0 damage.
Fires when a weapon damages a oCreature, but not if resisted.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
object oCreature = OBJECT_SELF;
ExecuteScript("prc_npc_damaged", OBJECT_SELF);
// Send the user-defined event signal
if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
{
SignalEvent(oCreature, EventUserDefined(EVENT_DAMAGED));
return;
}
if(ai_Disabled(oCreature)) return;
// Make sure to clear wounded shout limit if we take damage. See ai_TryHealing.
DeleteLocalInt(oCreature, "AI_WOUNDED_SHOUT_LIMIT");
object oDamager = GetLastDamager(oCreature);
if(AI_DEBUG) ai_Debug("nw_c2_default6", "23", GetName(oCreature) + " has been damaged by " + GetName(oDamager));
if(ai_GetFleeToExit(oCreature)) return;
if(GetObjectType(oDamager) == OBJECT_TYPE_AREA_OF_EFFECT &&
ai_IsInADangerousAOE(oCreature, AI_RANGE_BATTLEFIELD, TRUE)) return;
if(ai_GetIsBusy(oCreature) || ai_GetIsInCombat(oCreature)) return;
if(GetDistanceBetween(oCreature, oDamager) < AI_RANGE_CLOSE) ai_DoMonsterCombatRound(oCreature);
else ActionMoveToObject(oDamager, TRUE, AI_RANGE_CLOSE - 1.0);
}