RATDOG/_module/nss/j_ai_oncombatrou.nss

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/*/////////////////////// [On Combat Round End] ////////////////////////////////
Filename: nw_c2_default3 or J_AI_OnCombatrou
///////////////////////// [On Combat Round End] ////////////////////////////////
This is run every 3 or 6 seconds, if the creature is in combat. It is
executed only in combat automatically.
It runs what the AI should do, bascially.
///////////////////////// [History] ////////////////////////////////////////////
1.3 - Executes same script as the other parts of the AI to cuase a new action
1.4 -
///////////////////////// [Workings] ///////////////////////////////////////////
Calls the combat AI file using the J_INC_OTHER_AI include function,
DetermineCombatRound.
///////////////////////// [Arguments] //////////////////////////////////////////
Arguments: GetAttackTarget, GetLastHostileActor, GetAttemptedAttackTarget,
GetAttemptedSpellTarget (Or these are useful at least!)
///////////////////////// [On Combat Round End] //////////////////////////////*/
#include "J_INC_OTHER_AI"
void main()
{
// Pre-combat-round-event. Returns TRUE if we interrupt this script call.
if(FirePreUserEvent(AI_FLAG_UDE_END_COMBAT_ROUND_PRE_EVENT, EVENT_END_COMBAT_ROUND_PRE_EVENT)) return;
// AI status check. Is the AI on?
if(GetAIOff()) return;
// It is our normal call (every 3 or 6 seconds, when we can change actions)
// so no need to delete, and we fire the UDE's.
// Determine combat round against an invalid target (as default)
DetermineCombatRound();
// Fire End of end combat round event
FireUserEvent(AI_FLAG_UDE_END_COMBAT_ROUND_EVENT, EVENT_END_COMBAT_ROUND_EVENT);
}