TheHordeOrcs_PRC8/_module/nss/nw_c2_default5.nss
Jaysyn904 0e9e2c6950 2025/07/18 Update
Added PEPS.
Full compile.
2025-07-18 12:13:13 -04:00

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Plaintext

/*//////////////////////////////////////////////////////////////////////////////
Script: nw_c2_default5
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster OnPhysicalAttacked event script;
Fires for all physical attacks, claws, weapons, fists, bow, etc.
Fires for taunt skill, animal empathy skill.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
object oCreature = OBJECT_SELF;
ExecuteScript("prc_npc_physatt", OBJECT_SELF);
object oAttacker = GetLastAttacker(oCreature);
if(AI_DEBUG) ai_Debug("nw_c2_default5", "14", GetName(oCreature) + " was attacked by " +
GetName(oAttacker) + ".");
SetLocalObject(oAttacker, AI_ATTACKED_PHYSICAL, oCreature);
// Run away!
if(ai_GetFleeToExit(oCreature))
{
ai_ActivateFleeToExit(oCreature);
return;
}
if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT))
{
SignalEvent(oCreature, EventUserDefined(EVENT_ATTACKED));
}
if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
if(ai_GetIsInCombat(oCreature)) return;
// We only inform others if attacked when not busy, not disabled & not in combat.
if(AI_DEBUG) ai_Debug("nw_c2_default5", "30", "Tell my allies I've been attacked!");
SetLocalObject (oCreature, AI_MY_TARGET, oAttacker);
SpeakString(AI_ATKED_BY_WEAPON, TALKVOLUME_SILENT_TALK);
// Now move towards the attack in the hopes we can see them.
if(GetDistanceBetween(oCreature, oAttacker) < AI_RANGE_CLOSE) ai_DoMonsterCombatRound(oCreature);
else ActionMoveToObject(oAttacker, TRUE, AI_RANGE_CLOSE);
}