108 lines
5.7 KiB
Plaintext
108 lines
5.7 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Default On Percieve
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//:: NW_C2_DEFAULT2
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Checks to see if the perceived target is an
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enemy and if so fires the Determine Combat
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Round function
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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object self = OBJECT_SELF;
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if(GetLocalInt(OBJECT_SELF, "taunt") <=2 ){
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int stop = GetLocalInt(OBJECT_SELF, "taunt")+1 ;
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SetLocalInt(OBJECT_SELF, "taunt", stop);
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switch (d20()) {
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case 1: SpeakString("Kill the surface dwellers!"); break;
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case 2: SpeakString("INTRUDERS! SOUND THE ALARM!!"); break;
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case 3: SpeakString("Die weakling surface dweller!!"); break;
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case 4: SpeakString("You will rot in my dungeons!!"); break;
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case 5: SpeakString("Take them alive, I want to torture them!!"); break;
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case 6: SpeakString("I do not fear you, surface dweller!"); break;
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case 7: SpeakString("Your time has come to an end!"); break;
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case 8: SpeakString("You will scream in agony!"); break;
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case 9: SpeakString("You DARE oppose ME?!"); break;
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case 10: SpeakString("How DARE you defile this place!"); break;
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case 11: SpeakString("Kill them, KILL THEM ALL!"); break;
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case 12: SpeakString("Destroy the intruders!"); break;
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case 13: SpeakString("Alert the Matriarch!"); break;
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case 14: SpeakString("Your death will please the Matriarch!"); break;
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case 15: SpeakString("I will hang your head above my bed!"); break;
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case 16: SpeakString("You think you can stop us? HAHAHAHAHA!"); break;
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case 17: SpeakString("We will destroy ALL surface dwellers!"); break;
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case 18: SpeakString("The tides of darkness shall overcome you!"); break;
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case 19: SpeakString("You will rest in darkness, FOREVER!!"); break;
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case 20: SpeakString("Do not trifle with my awesome power!!!");
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}
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switch (d6()) {
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case 1: AssignCommand(self, ActionCastSpellAtObject(SPELL_GREATER_STONESKIN, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)); break;
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case 2: DelayCommand(0.1, AssignCommand(self, ActionCastSpellAtObject(SPELL_GREATER_STONESKIN, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); break;
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case 3: DelayCommand(0.2, AssignCommand(self, ActionCastSpellAtObject(SPELL_ENERGY_BUFFER, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); break;
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case 4: DelayCommand(0.3, AssignCommand(self, ActionCastSpellAtObject(SPELL_GREATER_SPELL_MANTLE, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); break;
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case 5: DelayCommand(0.4, AssignCommand(self, ActionCastSpellAtObject(SPELL_MAGIC_CIRCLE_AGAINST_GOOD, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE))); break;
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case 6: DelayCommand(0.5, AssignCommand(self, ActionCastSpellAtObject(SPELL_PROTECTION_FROM_SPELLS, self, METAMAGIC_MAXIMIZE, TRUE, 40, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)));
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}
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object enemy = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR,PLAYER_CHAR_IS_PC);
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DetermineCombatRound(enemy);
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}
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//This is the equivalent of a force conversation bubble, should only be used if you want an NPC
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//to say something while he is already engaged in combat.
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if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(GetLastPerceived()) && GetLastPerceptionSeen())
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{
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SpeakOneLinerConversation();
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}
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//If the last perception event was hearing based or if someone vanished then go to search mode
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if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived()))
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{
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object oGone = GetLastPerceived();
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if((GetAttemptedAttackTarget() == GetLastPerceived() ||
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GetAttemptedSpellTarget() == GetLastPerceived() ||
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GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF))
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{
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ClearAllActions();
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DetermineCombatRound();
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}
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}
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//Do not bother checking the last target seen if already fighting
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else if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
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{
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//Check if the last percieved creature was actually seen
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if(GetLastPerceptionSeen())
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{
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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DetermineSpecialBehavior();
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}
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else if(GetIsEnemy(GetLastPerceived()))
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{
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if(!GetHasEffect(EFFECT_TYPE_SLEEP))
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{
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SetFacingPoint(GetPosition(GetLastPerceived()));
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SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
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DetermineCombatRound();
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}
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}
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//Linked up to the special conversation check to initiate a special one-off conversation
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//to get the PCs attention
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else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(GetLastPerceived()))
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{
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ActionStartConversation(OBJECT_SELF);
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}
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}
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}
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if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen())
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1002));
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}
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}
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