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