PoA_PRC8/_module/nss/boneyard_ai.nss
Jaysyn904 bfbbd2f1ac Major update
Added several new undead models & facelifted overrides for other models.  Added dozens of new undead creatures from Libris Mortis & the monster manuals.  Added CODI Core AI.  Added NESS spawner system.  Added randomized respawning trap system.  Added undead feeding system.  Greatly revamped Catacombs & Halls of the Dead.  Updated nimtools.  Full compile.  Updated release archive.
2024-04-07 01:06:57 -04:00

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//::///////////////////////////////////////////////
//:: Custom AI Demo Template
//:: x2_ai_demo
//:: Copyright (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
This is a template for those who want to
override the standard combat AI NWN uses.
The code in this file effectivly replaces
the DetermineCombatRound() function in
nw_i0_generic.nss, which is the core of the
NWN combat AI.
To override the default AI with this or any
other AI script you created, you can either
call the SetCreatureOverrideAIScript from
x2_inc_switches
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: 2003-08-21
//:://////////////////////////////////////////////
#include "nw_i0_generic"
#include "x2_inc_switches"
#include "inc_ai"
void main()
{
// The following two lines should not be touched
object oIntruder = GetCreatureOverrideAIScriptTarget();
ClearCreatureOverrideAIScriptTarget();
if ( !GetCanAct(OBJECT_SELF) )
{
SetCreatureOverrideAIScriptFinished();
return;
}
int bSummoned = GetLocalInt(OBJECT_SELF,"bones");
if ( !bSummoned )
{
// ActionCastFakeSpellAtLocation(SPELL_SUMMON_SHADOW,GetLocation(OBJECT_SELF));
ExecuteScript("summon_skelies",OBJECT_SELF);
// SetCreatureOverrideAIScriptFinished();
SetLocalInt(OBJECT_SELF,"bones",1);
return;
}
}