MMD_PRC8/_module/nss/0e_do_combat_rnd.nss
Jaysyn904 d77404f157 2025/07/15 Update
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.
2025-07-15 22:19:46 -04:00

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/*//////////////////////////////////////////////////////////////////////////////
Script: 0e_do_combat_rnd
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Used to execute a combat round just after the current action is over.
Note: Do not use with an attack action since it will continue until
the attacked enemy is dead. We end attack actions with a ClearAllActions
command and would also end this one so it will not work with attack actions.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
object oCreature = OBJECT_SELF;
if(AI_DEBUG) ai_Debug("0e_do_combat_rnd", "14", GetName(oCreature) + " is calculating a new round." +
"nAction: " + IntToString(GetCurrentAction(oCreature)));
if(ai_GetIsInCombat(oCreature))
{
if(GetAssociateType(oCreature) == ASSOCIATE_TYPE_NONE &&
!ai_GetIsCharacter(oCreature)) ai_DoMonsterCombatRound(oCreature);
else if(ai_CanIAttack(oCreature)) ai_DoAssociateCombatRound(oCreature);
}
}