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