MMD_PRC8/_module/nss/nw_c2_defaultb.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_defaultb
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster OnSpellCastAt event script;
Fires when oCreature becomes the target of a spell via SignalEvent.
Fires when a healing kit is used on a creature.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
object oCreature = OBJECT_SELF;
object oCaster = GetLastSpellCaster();
SetLocalObject(oCaster, AI_ATTACKED_SPELL, oCreature);
if(ai_Disabled(oCreature)) return;
ExecuteScript("prc_npc_spellat", OBJECT_SELF);
if(!GetLastSpellHarmful()) return;
// Send the user-defined event as appropriate
if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
}
// If the spell came from an ally, we don't want to hold it against them.
if(GetFactionEqual(oCaster, oCreature)) ClearPersonalReputation(oCaster, oCreature);
// Lets see what kind of area of effect this is and select an appropriate action.
int nSpell = GetLastSpell();
if(AI_DEBUG) ai_Debug("nw_c2_defaultb", "26", GetName(oCreature) + " has been hit by a harmful spell(" +
Get2DAString("spells", "Label", nSpell) + ")!");
if(ai_GetInAOEReaction(oCreature, oCaster, nSpell) &&
ai_IsInADangerousAOE(oCreature, AI_RANGE_BATTLEFIELD, TRUE)) return;
if(ai_GetIsBusy(oCreature)) return;
if(ai_CheckForCombat(oCreature, TRUE)) return;
// We have been attacked out of combat, so let our allies know.
SetLocalObject(oCreature, AI_MY_TARGET, oCaster);
SpeakString(AI_ATKED_BY_SPELL, TALKVOLUME_SILENT_TALK);
if(GetDistanceBetween(oCreature, oCaster) < AI_RANGE_CLOSE)
{
if(ai_GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) ai_DetermineSpecialBehavior(oCreature);
else ai_DoMonsterCombatRound(oCreature);
}
else ActionMoveToObject(oCaster, TRUE, AI_RANGE_CLOSE);
}