CheckEnemyGroupingOnTarget(object, float)

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Gets the number of enemies in a sphere shape around a target.

int CheckEnemyGroupingOnTarget(
    object oTarget,
    float fDistance = 5.0
);

Parameters

oTarget
An object target, the center of sphere to check for enemies.
fDistance
The radius of sphere to check for enemies. (Default: 5.0)

Description

Returns how many targets of the enemy faction are in a sphere centered on oTarget and within fDistance of them. This is the converse of CheckFriendlyFireOnTarget().

Remarks

Function found in x0_i0_enemy.nss on line 594.

A very useful function for NPC AI. This one loops through all targets around 1 creature and determines how many of them are considered an Enemy by the calling object.

Requirements

#include "x0_i0_enemy"

Version

1.22

Example

// Have an NPC look around for a concentration of more than one enemy, make sure
// no friendly creatures are within range, then fire off a Fireball spell if
// they have one.
void main()
{
    // Look for the nearest enemy we can see...
    object oTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
 
    // If there is an enemy...
    if (GetIsObjectValid(oTarget))
    {
        // Get the number of enemies and allies near the target
        int nEnemy  = CheckEnemyGroupingOnTarget(oTarget);
        int nAllies = CheckFriendlyFireOnTarget (oTarget);
 
        // If there are no allies nearby and at least two enemies, cast a
        // fireball spell at the target
        if (!nAllies &&  nEnemy > 1)
            ActionCastSpellAtObject(SPELL_FIREBALL, oTarget);
    }
}

See Also

functions:  CheckFriendlyFireOnTarget


 author: Iskander Merriman, editors: John Shuell, Mistress