2025/09/06 Update
Fixed damaged baseitems.2da Updated PEPS. Full compile.
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38
_module/nss/ai_bloodmane.nss
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38
_module/nss/ai_bloodmane.nss
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/*////////////////////////////////////////////////////////////////////////////////////////////////////
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// Script Name: ai_bloodmane
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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AI combat action scripts for Bloodmane - Orc Warlord(Barbarian - Example).
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To use this AI set the variable string "AI_DEFAULT_SCRIPT" to "ai_bloodmane" on the creature.
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*/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Programmer: Philos
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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void main()
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{
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object oCreature = OBJECT_SELF;
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//**************************************************************************
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//************************ START SPECIAL AI SCRIPTS ************************
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//**************************************************************************
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int nRound = ai_GetCurrentRound(oCreature);
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// First round cuss and animate!
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if(nRound == 1)
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{
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// Make him taunt the player!
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ActionPlayAnimation(ANIMATION_FIREFORGET_TAUNT);
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PlayVoiceChat(Random(4), oCreature);
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}
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// Second round go into a Rage.
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else if(nRound == 2)
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{
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// Use Rage!
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if(ai_TryBarbarianRageFeat(oCreature)) return;
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// If for some reason he doesn't have a rage then charge into melee!
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object oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, ai_GetNumOfEnemiesInRange(oCreature));
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if(oTarget != OBJECT_INVALID) ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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// Change Bloodmane's ai to Barbarian since we are done with his special ai.
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SetLocalString(oCreature, AI_COMBAT_SCRIPT, "ai_barbarian");
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}
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//**************************************************************************
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//************************ END SPECIAL AI SCRIPTS **************************
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//**************************************************************************
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}
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