2025/09/06 Update
Fixed damaged baseitems.2da Updated PEPS. Full compile.
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@@ -53,7 +53,7 @@ void main()
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oTarget = ai_GetFlankTarget(oCreature, AI_RANGE_MELEE);
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}
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// Ok we are in a serious fight so lets not give attack of opportunities.
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else oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
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else oTarget = ai_GetNearestPhysicalTarget(oCreature, AI_RANGE_MELEE);
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}
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// If there are no enemies being attacked then lets stay back.
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if(oTarget == OBJECT_INVALID)
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@@ -75,10 +75,10 @@ void main()
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if(ai_HasRangedWeaponWithAmmo(oCreature))
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{
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if(ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
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oTarget = ai_GetNearestTarget(oCreature);
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oTarget = ai_GetNearestPhysicalTarget(oCreature);
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
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if(ai_TryRangedTalents(oCreature, oTarget, nInMelee)) return;
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ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
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return;
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}
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