2025/07/19 Update

Added PEPS.
Full compile.
This commit is contained in:
Jaysyn904
2025-07-19 09:27:41 -04:00
parent 001fb330a2
commit 0e92965295
533 changed files with 144360 additions and 736 deletions

View File

@@ -0,0 +1,22 @@
/*//////////////////////////////////////////////////////////////////////////////
Script: 0e_do_combat_rnd
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Used to execute a combat round just after the current action is over.
Note: Do not use with an attack action since it will continue until
the attacked enemy is dead. We end attack actions with a ClearAllActions
command and would also end this one so it will not work with attack actions.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
void main()
{
object oCreature = OBJECT_SELF;
if(AI_DEBUG) ai_Debug("0e_do_combat_rnd", "14", GetName(oCreature) + " is calculating a new round." +
"nAction: " + IntToString(GetCurrentAction(oCreature)));
if(ai_GetIsInCombat(oCreature))
{
if(GetAssociateType(oCreature) == ASSOCIATE_TYPE_NONE &&
!ai_GetIsCharacter(oCreature)) ai_DoMonsterCombatRound(oCreature);
else if(ai_CanIAttack(oCreature)) ai_DoAssociateCombatRound(oCreature);
}
}