Added PEPS AI. Updated module name. Set all henchmen to have a random race &/or class based name using a custom version of Markshire's Nomeclature scripts, as well as appearance. Set Constructs, Undead, Outsiders & Elementals to not require food or drink. Full compile.
28 lines
1.2 KiB
Plaintext
28 lines
1.2 KiB
Plaintext
/*//////////////////////////////////////////////////////////////////////////////
|
|
Script: 0c_no_com_script
|
|
Programmer: Philos
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
Text Appears When script that returns TRUE the caller does not have an ai combat
|
|
script set to sAIScript.
|
|
if sAIScript is blank then if its equal to all of them.
|
|
Param: sAIScripts:"ai_a_ambusher", "ai_a_defensive", "ai_a_taunter", "ai_coward".
|
|
sAIScript - The special combat script to check.
|
|
*///////////////////////////////////////////////////////////////////////////////
|
|
#include "0i_associates"
|
|
int StartingConditional()
|
|
{
|
|
string sAIScript = GetScriptParam("sAIScript");
|
|
string sAICombatScript = GetLocalString (OBJECT_SELF, AI_COMBAT_SCRIPT);
|
|
// This is the value for do your own thing in combat!
|
|
if (sAIScript == "")
|
|
{
|
|
return (sAICombatScript == "ai_a_ambusher" ||
|
|
sAICombatScript == "ai_a_defensive" ||
|
|
sAICombatScript == "ai_a_ranged" ||
|
|
sAICombatScript == "ai_a_taunter" ||
|
|
sAICombatScript == "ai_a_cntrspell" ||
|
|
sAICombatScript == "ai_a_peaceful");
|
|
}
|
|
return (sAIScript != sAICombatScript);
|
|
}
|