/*/////////////////////// [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); }