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

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/*//////////////////////////////////////////////////////////////////////////////
Script: xx_pc_b_castat
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Player OnSpellCastAt event script for PC AI;
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;
if(!GetLastSpellHarmful()) return;
// 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("xx_pc_b_castat", "21", GetName(OBJECT_SELF) + " 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, FALSE)) return;
// We were attacked by an enemy out of combat, so let our allies know.
SetLocalObject(oCreature, AI_MY_TARGET, oCaster);
SpeakString(AI_ATKED_BY_SPELL, TALKVOLUME_SILENT_TALK);
if(!ai_CanIAttack(oCreature)) return;
if(GetDistanceBetween(oCreature, oCaster) < AI_RANGE_CLOSE) ai_DoAssociateCombatRound(oCreature);
else ActionMoveToObject(oCaster, TRUE, AI_RANGE_CLOSE - 1.0);
}