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