Shargast_PRC8/_module/Chapter 1/nss/mm_onpercieve_we.nss

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2024-08-03 14:13:18 -04:00
//::///////////////////////////////////////////////
//:: Default On Percieve
//:: MM_OnPercieve_Walkto
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Checks to see if the perceived target is an
enemy and if so fires the Determine Combat
Round function
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
#include "inc_utility"
#include "NW_I0_GENERIC"
void main()
{
// * if not runnning normal or better Ai then exit for performance reasons
if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
ExecuteScript("prc_npc_percep", OBJECT_SELF);
object oPC = GetLastPerceived();
if (!GetIsPC(oPC)) return;
if (!GetLastPerceptionSeen()) return;
object oTarget;
oTarget = GetObjectByTag("NW_DEATH_CLERIC_01");
AssignCommand(oTarget, ActionMoveToObject(GetObjectByTag("hub_1968")));
oTarget = OBJECT_SELF;
//Visual effects can't be applied to waypoints, so if it is a WP
//the VFX will be applied to the WP's location instead
int nInt;
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_LIGHTNING_M), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_LIGHTNING_M), GetLocation(oTarget));
//This is the equivalent of a force conversation bubble, should only be used if you want an NPC
//to say something while he is already engaged in combat.
if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(GetLastPerceived()) && GetLastPerceptionSeen())
{
SpeakOneLinerConversation();
}
//If the last perception event was hearing based or if someone vanished then go to search mode
if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived()))
{
object oGone = GetLastPerceived();
if((GetAttemptedAttackTarget() == GetLastPerceived() ||
GetAttemptedSpellTarget() == GetLastPerceived() ||
GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF))
{
ClearAllActions();
DetermineCombatRound();
}
}
//Do not bother checking the last target seen if already fighting
else if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
{
//Check if the last percieved creature was actually seen
if(GetLastPerceptionSeen())
{
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
DetermineSpecialBehavior();
}
else if(GetIsEnemy(GetLastPerceived()))
{
if(!PRCGetHasEffect(EFFECT_TYPE_SLEEP))
{
SetFacingPoint(GetPosition(GetLastPerceived()));
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
DetermineCombatRound();
}
}
//Linked up to the special conversation check to initiate a special one-off conversation
//to get the PCs attention
else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(GetLastPerceived()))
{
ActionStartConversation(OBJECT_SELF);
}
}
}
// Send the user-defined event if appropriate
if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen())
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE));
}
}