2025/07/20 Update

Added PEPS AI.
Full compile.
This commit is contained in:
Jaysyn904
2025-07-20 00:16:36 -04:00
parent 45bdcc5b63
commit df58b1a133
1286 changed files with 142909 additions and 2992 deletions

View File

@@ -0,0 +1,46 @@
/*//////////////////////////////////////////////////////////////////////////////
Script: 0e_m1_3_endround
Original Script: m1_combanter_3
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster OnCombatRoundEnd event script used in the original campaign
for monsters that may do a one liner during combat;
Fires at the end of each combat round (6 seconds).
This will fire as long as oCreature is in combat (GetIsInCombat()).
This event starts counting once a combat action is started.
Every time a spell is cast it will queue another end combat round so haste with
two spells cast will fire this twice in one round.
It will also fire at the end of a hostile effect that stops actions i.e Stunned, Knockdown etc.
Action modes are also cleared prior to this event executing!
GetAttemptedAttackTarget() & GetAttemptedSpellTarget() also get cleared prior to this event.
This event can be canceled with ClearAllActions(TRUE) and SurrenderToEnemies.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
object oCreature = OBJECT_SELF;
if(AI_DEBUG) ai_Debug("0e_m1_3_endround", "23", GetName(oCreature) + " ends combat round.");
// Action modes get cleared prior to each OnCombatRoundEnd!
// We do this to keep the action mode going.
int nActionMode = GetLocalInt(oCreature, AI_CURRENT_ACTION_MODE);
if(nActionMode > 0)
{
SetActionMode(oCreature, nActionMode, TRUE);
// We don't want to use up all of the Dwarven Defenders uses!
if(nActionMode == 12) IncrementRemainingFeatUses(oCreature, FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE);
}
if (ai_GetIsBusy(oCreature) || ai_Disabled(oCreature)) return;
if(Random(4) == 0) SpeakOneLinerConversation();
if(ai_GetIsInCombat(oCreature)) ai_DoMonsterCombatRound(oCreature);
ai_SpellConcentrationCheck(oCreature);
if(ai_GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) ai_DetermineSpecialBehavior(oCreature);
if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1003));
}
}