Initial commit
Adding all of the current content for Anphillia Unlimited.
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61
_module/nss/j_ai_detercombat.nss
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61
_module/nss/j_ai_detercombat.nss
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/*/////////////////////// [Execute Combat Action] //////////////////////////////
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Filename: J_AI_DeterCombat
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///////////////////////// [Execute Combat Action] //////////////////////////////
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Fired from other scripts, this runs an actual actions.
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It also contains the Pre-combat and Post-combat action events. In essense
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they therefore fire if they percieve a target, or a new round, or maybe
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a spell cast at - any combat action.
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Therefore, they only fire if the default AI is being used :-)
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Do NOT mess with this file, please. :-D
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///////////////////////// [History] ////////////////////////////////////////////
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1.3 - AI Include only fired from here. This script is executed from others,
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as the default in place of custom AI scripts.
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1.4 - Mainly See the generic AI include file for changes. This is just
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what calls DetermineCombatRound() and associated things.
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///////////////////////// [Workings] ///////////////////////////////////////////
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This is simple:
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- We execute it if there is no other AI files.
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- We use a stored target for things like "On Percieve, attack seen", so
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we react as normal.
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If there is a custom AI file specified, this won't fire.
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It cleans things up, and is the only script in the whole set that has
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j_inc_generic_ai in, reducing file size, and compile times. AI is more
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manageable too!
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///////////////////////// [Arguments] //////////////////////////////////////////
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Arguments: See J_INC_GENERIC_AI
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///////////////////////// [Execute Combat Action] ////////////////////////////*/
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#include "J_INC_GENERIC_AI"
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void main()
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{
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// Pre-combat-event
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if(FireUserEvent(AI_FLAG_UDE_COMBAT_ACTION_PRE_EVENT, EVENT_COMBAT_ACTION_PRE_EVENT))
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// We may exit if it fires
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if(ExitFromUDE(EVENT_COMBAT_ACTION_PRE_EVENT)) return;
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// Check: Are we imputting a target? We imputt it even if invalid
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object oTarget = GetLocalObject(OBJECT_SELF, AI_TEMP_SET_TARGET);
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// * Don't speak when dead. 1.4 change (an obvious one to make)
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if(CanSpeak())
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{
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// Speak combat round speakstring
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SpeakArrayString(AI_TALK_ON_COMBAT_ROUND, TRUE);
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}
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// Call combat round using include
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AI_DetermineCombatRound(oTarget);
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// Delete it whatever happens
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DeleteAIObject(AI_TEMP_SET_TARGET);
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// Fire end of combat action event.
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FireUserEvent(AI_FLAG_UDE_COMBAT_ACTION_EVENT, EVENT_COMBAT_ACTION_EVENT);
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}
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