jastey Posted August 11, 2020 Posted August 11, 2020 Post any bugs or typos you encounter with EBG1 here. Please specify which game you are on (BGT/BG:EE/EET) and which other mods you have installed. For reasons I do not support bug reports in case you used the EE Setup Tool to install the mod. Quote
Roberciiik Posted December 30, 2020 Posted December 30, 2020 Hi jastey, I’ve played your great mod, thank you for your work! I found some issues during gameplay and I want to give a feedback to you: - I had a sorcerer (dragon disciple) in the party and he could use Sarevok’s armor. I checked that sorc without kit also can use this armor. So I'm assuming this is a bug in the item. - I have also a suggestion that wearing Sarevok’s armor could change appearence of the character to Sarevok sprite. I would love it. Eventually I can try to implement this one if you agree. I saw a similar tutorial to do something like this, somewhere. What do you think? - Flaming Fist Healer does not remove those two traps that can be disarmed by player. I think he could disarm them also. - In dialogues_ee.d file, there is a part related to BGT. As I understand this code will not be run. Probably you want to keep this dialog however without BGT_VAR active? IF WEIGHT #-1 ~%BGT_VAR% Dead("Sarevok") !IsGabber(Player1) !InMyArea(Player1)~ victory_npc SAY @12 /* ~Greetings to you as well, companion of <CHARNAME>.~ */ IF ~~ THEN EXIT END - I noticed that one string in duke eltan is not translated so I made a PR with the fix: https://github.com/Gibberlings3/EndlessBG1/pull/8 - And also I’ve provided PL translations for your great mod! https://github.com/Gibberlings3/EndlessBG1/pull/9 Oh, the change includes the above missing translations, so in case of any changes before merging this one, please remember to apply them here as well. Thanks! Quote
jastey Posted December 30, 2020 Author Posted December 30, 2020 @Roberciiik thanks for the reports and suggestions! 2 hours ago, Roberciiik said: - In dialogues_ee.d file, there is a part related to BGT. As I understand this code will not be run. Probably you want to keep this dialog however without BGT_VAR active? %BGT_VAR% is a trigger that translates to "BG1 part of the game". It is also defined for BG:EE and EET, so this dialogue will run. You are right in so far that the variable check might not be needed since this area (and hence the cres in it) won't be accessible after BG1 ended, but I wanted to be sure not to block the dialogue of Duke Belt in case some mod opens up the BG areas and uses his BG1 dlg in BGII (in EET). 2 hours ago, Roberciiik said: - I had a sorcerer (dragon disciple) in the party and he could use Sarevok’s armor. I checked that sorc without kit also can use this armor. So I'm assuming this is a bug in the item. Interesting. I believe I used an existing armor and just gave it different looks and higher weight but a sorcerer should probably not be able to use it. 2 hours ago, Roberciiik said: - I have also a suggestion that wearing Sarevok’s armor could change appearence of the character to Sarevok sprite. I would love it. Eventually I can try to implement this one if you agree. I saw a similar tutorial to do something like this, somewhere. What do you think? I'm not sure I want this for EBG1. You are free to make an add-on to EBG1's Sarevok Armor that does that though, and also to include the armor items into any own mod as you wish (also with alterations to your liking) EDIT: credits also go to the original author of the armor BAMs as stated in the EBG1 readme. If you make an add-on feel free to link to it in the EBG1 forum. 2 hours ago, Roberciiik said: - Flaming Fist Healer does not remove those two traps that can be disarmed by player. I think he could disarm them also. The FF Healer&Scout should disarm all traps on the scull (which iirc are not removable). They do not remove the taps on the sides that spawn some undead shade something, that's intentional. 2 hours ago, Roberciiik said: - I noticed that one string in duke eltan is not translated so I made a PR with the fix: https://github.com/Gibberlings3/EndlessBG1/pull/8 Good find! Thank you. 2 hours ago, Roberciiik said: - And also I’ve provided PL translations for your great mod! https://github.com/Gibberlings3/EndlessBG1/pull/9 Awesomeness! Thank you very much! I'll need to make a call for one Russian line with the missing tra line and will hopefully make an update in the not too distant future (albeit not this year any more. Saying that on 30th December is so fun!) Quote
Roberciiik Posted January 17, 2021 Posted January 17, 2021 (edited) Hi @jastey please add this Polish translations for the upcoming release v7 : @5023 = ~Ten mod musi zostac zainstalowany przed EET_End w przypadku instalacji EET.~ You can try to send me PM for such oneliners Edited January 17, 2021 by Roberciiik Quote
jastey Posted January 18, 2021 Author Posted January 18, 2021 @Roberciiik thank you! I would have asked you before the release, I am still at looking at a hickup between ebg1 and bg1re. There is a new line in the readme, too: Quote Note: If you install this component and "Put Sword of Chaos +2 in Sarevok's inventory" from BGT Tweaks, Sarevok will drop two swords. Quote
Roberciiik Posted January 18, 2021 Posted January 18, 2021 Quote Uwaga: jeśli zainstalujesz ten komponent i komponent "Umieść Miecz Chaosu +2 w ekwipunku Sarevoka" z modyfikacji "BGT Tweaks" to Sarevok upuści dwa miecze. Quote
jastey Posted January 18, 2021 Author Posted January 18, 2021 @Roberciiik Thanks! I noticed I can't copy&paste Polish into my Notepad++, the special letters are destroyed. I'd be happy if you'd make a pull request and sorry for the bother. Quote
Taylan Posted January 20, 2021 Posted January 20, 2021 (edited) Heya, first of all thanks for this mod! It never made sense to me that I couldn't visit expansion content after finishing the main story... I'm on BG:EE 2.6 (beta) and found a bug. After Sarevok's death, when I visit the Palace, Belt and Jannath are hostile (red) and start fighting with Flaming Fist mercenaries. Soon after, that one NPC teleports in to kill my PC. (Like automatic game over when Belt dies.) I'm a programmer but not very familiar with Infinity scripting yet. Do you have any pointers regarding how I could debug the issue? Following is some info I was able to scrape together. First of all the WeiDU log: Spoiler // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3040 // Reduce the number of Arrows of Dispelling in stores -> Remove Arrows of Dispelling from stores: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 33.7 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 33.7 ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #0 // Endless BG1: Main Component (Required): 6.1 ~C#ENDLESSBG1/C#ENDLESSBG1.TP2~ #0 #9 // Elminster Makes an Appearance -> Restored BG1 Text: 6.1 Script dumps I got via C:WriteScript("blah") from the in-game console follow. It seems that there's a problem with their decompilation though, because some parameters seem blank. AR0108.baf: (Duchal Palace area script) Spoiler IF Global("GLOBAL","SarevokBehavior",3) // <TRUE> Global("ar0108","bd_once",0) // <FALSE> THEN RESPONSE #100 SetGlobalTimerRandom("GLOBAL","EndGame",ONE_MINUTETHREE_MINUTES) Enemy() Enemy() Enemy() SetGlobal("ar0108","bd_once",1) END IF Global("GLOBAL","EnteredPalace",0) // <FALSE> THEN RESPONSE #100 StartMovie("PALACE") SetGlobal("GLOBAL","EnteredPalace",1) END IF Global("GLOBAL","Chapter",7) // <TRUE> Global("GLOBAL","SarevokBehavior",0) // <FALSE> !Exists("Sarevok") // <FALSE> !Dead() // <TRUE> THEN RESPONSE #100 EraseJournalEntry(26925) EraseJournalEntry(31468) EraseJournalEntry(31469) EraseJournalEntry(31470) AddJournalEntry(31471QUEST) CreateCreature() GiveItemCreate() FillSlot(0) CreateCreature() CreateCreature() CreateCreature() CreateCreature() CreateCreature() CreateCreature() CreateCreature() CreateCreature() END IF GlobalTimerExpired() // <FALSE> !Exists("WINSKI") // <FALSE> THEN RESPONSE #100 SetInterrupt(FALSE) SetGlobalTimerRandom("GLOBAL","EndGame",ONE_MINUTETHREE_MINUTES) CreateVisualEffect() Wait(4) CreateCreature() ForceSpell(Player1((),SAREVOK_STRIKE) SmallWait(15) FadeToColor([30.0],0) SmallWait(15) Kill(Player1(()) SetInterrupt(TRUE) END IF GlobalTimerExpired() // <FALSE> Exists("WINSKI") // <FALSE> THEN RESPONSE #100 SetInterrupt(FALSE) SetGlobalTimerRandom("GLOBAL","EndGame",ONE_MINUTETHREE_MINUTES) ForceSpell(Player1((),SAREVOK_STRIKE) SmallWait(15) FadeToColor([30.0],0) SmallWait(15) Kill(Player1(()) SetInterrupt(TRUE) END IF NextTriggerObject("sarevok") // <FALSE> See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <FALSE> GlobalTimerExpired() // <TRUE> Global("GLOBAL","SarevokBehavior",4) // <FALSE> !Exists("Winski") // <FALSE> THEN RESPONSE #100 SetInterrupt(FALSE) CreateVisualEffect() Wait(4) CreateCreature() TriggerActivation("Door0200",TRUE) TriggerActivation("Door0109a",TRUE) TriggerActivation("Door0109b",TRUE) TriggerActivation("Door0111",TRUE) StartDialog() END IF Dead() // <TRUE> Dead() // <FALSE> Global("MYAREA","C#st_RearrangeDukes",0) // <TRUE> THEN RESPONSE #100 SetGlobal("GLOBAL","SPRITE_IS_DEADBELT",0) CreateCreature() SmallWait(1) Continue() END IF Dead() // <TRUE> Global("MYAREA","C#st_RearrangeDukes",0) // <TRUE> THEN RESPONSE #100 ApplySpell("BELT",0) SmallWait(1) JumpToPoint([735.371]) Face(S) SmallWait(1) Continue() END IF Dead() // <TRUE> Global("MYAREA","C#st_RearrangeDukes",0) // <TRUE> THEN RESPONSE #100 SetGlobal("MYAREA","C#st_RearrangeDukes",1) END BELT.baf (Belt's character script): Spoiler IF AttackedBy(,DEFAULT) // <FALSE> !Global("GLOBAL","SarevokBehavior",3) // <TRUE> THEN RESPONSE #100 SetGlobal("GLOBAL","SarevokBehavior",3) END IF Range([PC.GENERAL_ITEM.0.0.0.0.NONE.],15) // <TRUE> NumberOfTimesTalkedTo(0) // <FALSE> THEN RESPONSE #100 StartDialog() END IF Dead() // <TRUE> Dead() // <TRUE> Dead() // <TRUE> Dead() // <TRUE> Dead() // <TRUE> Dead() // <TRUE> !See([ENEMY.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> CombatCounter(0) // <TRUE> Global("GLOBAL","SarevokBehavior",0) // <FALSE> THEN RESPONSE #100 Dialogue([PC.GENERAL_ITEM.0.0.0.0.NONE.]) TriggerActivation("Door0200",TRUE) TriggerActivation("Door0109a",TRUE) TriggerActivation("Door0109b",TRUE) TriggerActivation("Door0111",TRUE) END IF !See([ENEMY.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> CombatCounter(0) // <TRUE> Global("GLOBAL","SarevokBehavior",1) // <FALSE> Global("GLOBAL","DukeThanks",0) // <FALSE> THEN RESPONSE #100 Dialogue([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF See([ENEMY.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> !Global("GLOBAL","SarevokBehavior",3) // <TRUE> THEN RESPONSE #10 Attack([ENEMY.GENERAL_ITEM.0.0.0.0.NONE.]) END IF See(NearestEnemyOf(Myself(())) // <TRUE> Global("GLOBAL","SarevokBehavior",3) // <TRUE> THEN RESPONSE #10 AttackReevaluate(NearestEnemyOf(Myself(()),15) END DW#URBHL.baf: (don't know what this is but it was dumped together with BELT.baf; might be an addition by SCS or so) Spoiler IF Allegiance(Myself((),NEUTRAL) // <FALSE> OR(7) // <FALSE> AttackedBy([GOODCUTOFF.GENERAL_ITEM.0.0.0.SUMMONED.NONE.],DEFAULT) // <FALSE> AttackedBy([PC.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([FAMILIAR.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([ALLY.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([CONTROLLED.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([CHARMED.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> SpellCastOnMe([GOODCUTOFF.GENERAL_ITEM.0.0.0.SUMMONED.NONE.],0) // <FALSE> THEN RESPONSE #100 Enemy() Shout(119) Continue() END IF OR(6) // <FALSE> HitBy([GOODCUTOFF.GENERAL_ITEM.0.0.0.SUMMONED.NONE.],CRUSHING) // <FALSE> HitBy([PC.GENERAL_ITEM.0.0.0.0.NONE.],CRUSHING) // <FALSE> HitBy([FAMILIAR.GENERAL_ITEM.0.0.0.0.NONE.],CRUSHING) // <FALSE> HitBy([ALLY.GENERAL_ITEM.0.0.0.0.NONE.],CRUSHING) // <FALSE> HitBy([CONTROLLED.GENERAL_ITEM.0.0.0.0.NONE.],CRUSHING) // <FALSE> HitBy([CHARMED.GENERAL_ITEM.0.0.0.0.NONE.],CRUSHING) // <FALSE> THEN RESPONSE #100 Shout(119) Continue() END IF Allegiance(Myself((),ENEMY) // <TRUE> See(NearestEnemyOf(Myself(())) // <TRUE> !GlobalTimerNotExpired() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","help_initial",THREE_ROUNDS) Shout(119) Continue() END IF Heard(,119) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Class(Myself((),INNOCENT) // <FALSE> !CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","runfromPC",TEN_ROUNDS) Continue() END IF Heard(,119) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> !HasItem() // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Enemy() Shout(129) Continue() END IF Heard(,119) // <FALSE> GlobalLT("GLOBAL","DMWW_genai_difficulty",3) // <TRUE> OR(2) // <FALSE> DifficultyLT(NORMAL) // <FALSE> !Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> Allegiance(Myself((),NEUTRAL) // <FALSE> !HasItem() // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Enemy() Continue() END IF Heard(,129) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> !HasItem() // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Enemy() Continue() END IF GlobalGT("LOCALS","helptarget",0) // <TRUE> Global("LOCALS","looking",1) // <FALSE> GlobalTimerExpired() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","helptarget",0) SetGlobal("LOCALS","looking",0) END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> See(Player1(()) // <TRUE> THEN RESPONSE #100 Shout(1191) SetGlobal("LOCALS","helptarget",1) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) Continue() END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1191) // <FALSE> !GlobalTimerNotExpired() // <TRUE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Shout(1291) Enemy() SetGlobal("LOCALS","helptarget",1) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1291) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> !Global("LOCALS","help_hostile",1) // <FALSE> GlobalTimerExpired() // <FALSE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Enemy() SetGlobal("LOCALS","help_hostile",1) SetGlobal("LOCALS","helptarget",1) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player1(()) // <TRUE> Global("LOCALS","helptarget",1) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> OR(2) // <FALSE> StateCheck(Player1((),STATE_INVISIBLE) // <FALSE> CheckStatGT() // <FALSE> THEN RESPONSE #100 ClearActions(Myself(()) SetGlobal("LOCALS","helptarget",0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player1(()) // <TRUE> !StateCheck(Player1((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",1) // <FALSE> OR(2) // <FALSE> Class(Myself((),THIEF_ALL) // <FALSE> Kit(Myself((),STALKER) // <FALSE> !Kit(Myself((),SWASHBUCKLER) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player1(()) ApplySpell(Myself((),0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player1(()) // <TRUE> !StateCheck(Player1((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",1) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player1(()) END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> See(Player2(()) // <TRUE> THEN RESPONSE #100 Shout(1192) SetGlobal("LOCALS","helptarget",2) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) Continue() END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1192) // <FALSE> !GlobalTimerNotExpired() // <TRUE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Shout(1292) Enemy() SetGlobal("LOCALS","helptarget",2) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1292) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> !Global("LOCALS","help_hostile",1) // <FALSE> GlobalTimerExpired() // <FALSE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Enemy() SetGlobal("LOCALS","help_hostile",1) SetGlobal("LOCALS","helptarget",2) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player2(()) // <TRUE> Global("LOCALS","helptarget",2) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> OR(2) // <FALSE> StateCheck(Player2((),STATE_INVISIBLE) // <FALSE> CheckStatGT() // <FALSE> THEN RESPONSE #100 ClearActions(Myself(()) SetGlobal("LOCALS","helptarget",0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player2(()) // <TRUE> !StateCheck(Player2((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",2) // <FALSE> OR(2) // <FALSE> Class(Myself((),THIEF_ALL) // <FALSE> Kit(Myself((),STALKER) // <FALSE> !Kit(Myself((),SWASHBUCKLER) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player2(()) ApplySpell(Myself((),0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player2(()) // <TRUE> !StateCheck(Player2((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player2(()) END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> See(Player3(()) // <TRUE> THEN RESPONSE #100 Shout(1193) SetGlobal("LOCALS","helptarget",3) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) Continue() END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1193) // <FALSE> !GlobalTimerNotExpired() // <TRUE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Shout(1293) Enemy() SetGlobal("LOCALS","helptarget",3) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1293) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> !Global("LOCALS","help_hostile",1) // <FALSE> GlobalTimerExpired() // <FALSE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Enemy() SetGlobal("LOCALS","help_hostile",1) SetGlobal("LOCALS","helptarget",3) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player3(()) // <TRUE> Global("LOCALS","helptarget",3) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> OR(2) // <FALSE> StateCheck(Player3((),STATE_INVISIBLE) // <FALSE> CheckStatGT() // <FALSE> THEN RESPONSE #100 ClearActions(Myself(()) SetGlobal("LOCALS","helptarget",0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player3(()) // <TRUE> !StateCheck(Player3((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",3) // <FALSE> OR(2) // <FALSE> Class(Myself((),THIEF_ALL) // <FALSE> Kit(Myself((),STALKER) // <FALSE> !Kit(Myself((),SWASHBUCKLER) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player3(()) ApplySpell(Myself((),0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player3(()) // <TRUE> !StateCheck(Player3((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",3) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player3(()) END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> See(Player4(()) // <TRUE> THEN RESPONSE #100 Shout(1194) SetGlobal("LOCALS","helptarget",4) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) Continue() END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1194) // <FALSE> !GlobalTimerNotExpired() // <TRUE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Shout(1294) Enemy() SetGlobal("LOCALS","helptarget",4) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1294) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> !Global("LOCALS","help_hostile",1) // <FALSE> GlobalTimerExpired() // <FALSE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Enemy() SetGlobal("LOCALS","help_hostile",1) SetGlobal("LOCALS","helptarget",4) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player4(()) // <TRUE> Global("LOCALS","helptarget",4) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> OR(2) // <FALSE> StateCheck(Player4((),STATE_INVISIBLE) // <FALSE> CheckStatGT() // <FALSE> THEN RESPONSE #100 ClearActions(Myself(()) SetGlobal("LOCALS","helptarget",0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player4(()) // <TRUE> !StateCheck(Player4((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",4) // <FALSE> OR(2) // <FALSE> Class(Myself((),THIEF_ALL) // <FALSE> Kit(Myself((),STALKER) // <FALSE> !Kit(Myself((),SWASHBUCKLER) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player4(()) ApplySpell(Myself((),0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player4(()) // <TRUE> !StateCheck(Player4((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",4) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player4(()) END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> See(Player5(()) // <TRUE> THEN RESPONSE #100 Shout(1195) SetGlobal("LOCALS","helptarget",5) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) Continue() END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1195) // <FALSE> !GlobalTimerNotExpired() // <TRUE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Shout(1295) Enemy() SetGlobal("LOCALS","helptarget",5) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1295) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> !Global("LOCALS","help_hostile",1) // <FALSE> GlobalTimerExpired() // <FALSE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Enemy() SetGlobal("LOCALS","help_hostile",1) SetGlobal("LOCALS","helptarget",5) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player5(()) // <TRUE> Global("LOCALS","helptarget",5) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> OR(2) // <FALSE> StateCheck(Player5((),STATE_INVISIBLE) // <FALSE> CheckStatGT() // <FALSE> THEN RESPONSE #100 ClearActions(Myself(()) SetGlobal("LOCALS","helptarget",0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player5(()) // <TRUE> !StateCheck(Player5((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",5) // <FALSE> OR(2) // <FALSE> Class(Myself((),THIEF_ALL) // <FALSE> Kit(Myself((),STALKER) // <FALSE> !Kit(Myself((),SWASHBUCKLER) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player5(()) ApplySpell(Myself((),0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player5(()) // <TRUE> !StateCheck(Player5((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",5) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player5(()) END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> See(Player6(()) // <TRUE> THEN RESPONSE #100 Shout(1196) SetGlobal("LOCALS","helptarget",6) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) Continue() END IF !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1196) // <FALSE> !GlobalTimerNotExpired() // <TRUE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Shout(1296) Enemy() SetGlobal("LOCALS","helptarget",6) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> !GlobalGT("LOCALS","helptarget",0) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,1296) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> !Global("LOCALS","help_hostile",1) // <FALSE> GlobalTimerExpired() // <FALSE> !HasItem() // <FALSE> OR(2) // <FALSE> Allegiance(Myself((),NEUTRAL) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 Enemy() SetGlobal("LOCALS","help_hostile",1) SetGlobal("LOCALS","helptarget",6) SetGlobalTimer("LOCALS","helpduration",TWO_ROUNDS) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player6(()) // <TRUE> Global("LOCALS","helptarget",6) // <TRUE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> OR(2) // <FALSE> StateCheck(Player6((),STATE_INVISIBLE) // <FALSE> CheckStatGT() // <FALSE> THEN RESPONSE #100 ClearActions(Myself(()) SetGlobal("LOCALS","helptarget",0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player6(()) // <TRUE> !StateCheck(Player6((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",6) // <TRUE> OR(2) // <FALSE> Class(Myself((),THIEF_ALL) // <FALSE> Kit(Myself((),STALKER) // <FALSE> !Kit(Myself((),SWASHBUCKLER) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player6(()) ApplySpell(Myself((),0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player6(()) // <TRUE> !StateCheck(Player6((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> Global("LOCALS","helptarget",6) // <TRUE> !Class(Myself((),INNOCENT) // <FALSE> !HasItem() // <FALSE> THEN RESPONSE #100 MoveToObject(Player6(()) END IF OR(2) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> Allegiance(Myself((),NEUTRAL) // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> !HasItem() // <FALSE> Heard(,119) // <FALSE> OR(2) // <FALSE> !Class(Myself((),INNOCENT) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 MoveToObject(LastHeardBy(Myself(())) END DW1MELGE.baf: (also don't know what it is, was also dumped together with BELT.baf) Spoiler IF StateCheck(Myself((),STATE_PANIC) // <FALSE> Range(NearestEnemyOf(Myself(()),10) // <TRUE> THEN RESPONSE #100 RunAwayFromNoLeaveArea(NearestEnemyOf(Myself(()),15) END IF StateCheck(Myself((),STATE_PANIC) // <FALSE> THEN RESPONSE #100 RandomWalkContinuous() END IF GlobalLT("GLOBAL","DMWW_genai_difficulty",3) // <TRUE> OR(2) // <FALSE> DifficultyLT(NORMAL) // <FALSE> !Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> !Global("LOCALS","removedpotions",1) // <FALSE> !HasItem() // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","removedpotions",1) DestroyItem("potn03") DestroyItem("potn04") DestroyItem("potn05") DestroyItem("potn06") DestroyItem("potn08") DestroyItem("potn09") DestroyItem("potn10") DestroyItem("potn11") DestroyItem("potn12") DestroyItem("potn14") DestroyItem("potn24") DestroyItem("potn34") DestroyItem("potn35") DestroyItem("potn45") DestroyItem("potn52") Continue() END IF GlobalLT("GLOBAL","DMWW_genai_difficulty",2) // <TRUE> OR(2) // <FALSE> Difficulty(EASIEST) // <FALSE> !Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> Heard(,111) // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> THEN RESPONSE #100 MoveToObject(NearestEnemyOf(Myself(())) END IF GlobalLT("GLOBAL","DMWW_genai_difficulty",2) // <TRUE> OR(2) // <FALSE> Difficulty(EASIEST) // <FALSE> !Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> AttackedBy(,DEFAULT) // <FALSE> !Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 Enemy() END IF GlobalLT("GLOBAL","DMWW_genai_difficulty",2) // <TRUE> OR(2) // <FALSE> Difficulty(EASIEST) // <FALSE> !Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> !Global("LOCALS","inafight",1) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> THEN RESPONSE #100 VerbalConstant(Myself((),BATTLE_CRY) SetGlobal("LOCALS","inafight",1) RESPONSE #100 VerbalConstant(Myself((),BATTLE_CRY2) SetGlobal("LOCALS","inafight",1) Continue() END IF OR(3) // <FALSE> !GlobalGT("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> !Allegiance(Myself((),ENEMY) // <TRUE> StateCheck(Myself((),STATE_CHARMED) // <FALSE> OR(4) // <FALSE> Difficulty(EASIEST) // <FALSE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> !Allegiance(Myself((),ENEMY) // <TRUE> StateCheck(Myself((),STATE_CHARMED) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> InWeaponRange(LastSeenBy(Myself(())) // <TRUE> THEN RESPONSE #100 AttackReevaluate(NearestEnemyOf(Myself(()),30) END IF OR(3) // <FALSE> !GlobalGT("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> !Allegiance(Myself((),ENEMY) // <TRUE> StateCheck(Myself((),STATE_CHARMED) // <FALSE> OR(4) // <FALSE> Difficulty(EASIEST) // <FALSE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> !Allegiance(Myself((),ENEMY) // <TRUE> StateCheck(Myself((),STATE_CHARMED) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> THEN RESPONSE #100 MoveToObject(NearestEnemyOf(Myself(())) END IF OR(3) // <FALSE> !GlobalGT("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> !Allegiance(Myself((),ENEMY) // <TRUE> StateCheck(Myself((),STATE_CHARMED) // <FALSE> OR(4) // <FALSE> Difficulty(EASIEST) // <FALSE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> !Allegiance(Myself((),ENEMY) // <TRUE> StateCheck(Myself((),STATE_CHARMED) // <FALSE> AttackedBy(,DEFAULT) // <FALSE> THEN RESPONSE #100 Attack(LastAttackerOf(Myself(())) END IF GlobalLT("GLOBAL","DMWW_genai_difficulty",2) // <TRUE> OR(2) // <FALSE> Difficulty(EASIEST) // <FALSE> !Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> THEN RESPONSE #100 NoAction() END IF AttackedBy([ENEMY.UNDEAD.0.0.0.0.NONE.],DEFAULT) // <FALSE> Allegiance(LastAttackerOf(Myself(()),ENEMY) // <FALSE> General(LastAttackerOf(Myself(()),UNDEAD) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 ClearActions(LastAttackerOf(Myself(())) Continue() END IF Allegiance(Myself((),ENEMY) // <TRUE> Range(Player1((),30) // <TRUE> !GlobalTimerNotExpired() // <FALSE> CheckStatGT() // <FALSE> ModalStateObject(Player1((),DETECTTRAPS) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","thief_detection",ONE_MINUTE) Continue() END IF Allegiance(Myself((),ENEMY) // <TRUE> Range(Player2((),30) // <TRUE> !GlobalTimerNotExpired() // <FALSE> CheckStatGT() // <FALSE> ModalStateObject(Player2((),DETECTTRAPS) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","thief_detection",ONE_MINUTE) Continue() END IF Allegiance(Myself((),ENEMY) // <TRUE> Range(Player3((),30) // <TRUE> !GlobalTimerNotExpired() // <FALSE> CheckStatGT() // <FALSE> ModalStateObject(Player3((),DETECTTRAPS) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","thief_detection",ONE_MINUTE) Continue() END IF Allegiance(Myself((),ENEMY) // <TRUE> Range(Player4((),30) // <TRUE> !GlobalTimerNotExpired() // <FALSE> CheckStatGT() // <FALSE> ModalStateObject(Player4((),DETECTTRAPS) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","thief_detection",ONE_MINUTE) Continue() END IF Allegiance(Myself((),ENEMY) // <TRUE> Range(Player5((),30) // <TRUE> !GlobalTimerNotExpired() // <FALSE> CheckStatGT() // <FALSE> ModalStateObject(Player5((),DETECTTRAPS) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","thief_detection",ONE_MINUTE) Continue() END IF Allegiance(Myself((),ENEMY) // <TRUE> Range(Player6((),30) // <TRUE> !GlobalTimerNotExpired() // <FALSE> CheckStatGT() // <FALSE> ModalStateObject(Player6((),DETECTTRAPS) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","thief_detection",ONE_MINUTE) Continue() END IF OR(2) // <FALSE> !Global("LOCALS","inafight",1) // <FALSE> !Allegiance(Myself((),ENEMY) // <TRUE> !Gender(Myself((),SUMMONED) // <FALSE> !Gender(Myself((),20) // <FALSE> OR(14) // <FALSE> AttackedBy([GOODCUTOFF.GENERAL_ITEM.0.0.0.SUMMONED.NONE.],DEFAULT) // <FALSE> AttackedBy([PC.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([FAMILIAR.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([ALLY.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([CONTROLLED.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([CHARMED.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> SpellCastOnMe([GOODCUTOFF.GENERAL_ITEM.0.0.0.SUMMONED.NONE.],0) // <FALSE> SpellCastOnMe(,WIZARD_BLINDNESS) // <FALSE> SpellCastOnMe(,WIZARD_FEEBLEMIND) // <FALSE> SpellCastOnMe(,WIZARD_CHARM_PERSON) // <FALSE> SpellCastOnMe(,WIZARD_DIRE_CHARM) // <FALSE> SpellCastOnMe(,CLERIC_CHARM_PERSON) // <FALSE> SpellCastOnMe(,CLERIC_MENTAL_DOMINATION) // <FALSE> SpellCastOnMe(,WIZARD_RAY_OF_ENFEEBLEMENT) // <FALSE> THEN RESPONSE #100 Enemy() SetGlobal("LOCALS","inafight",1) SetGlobalTimer("LOCALS","stayontarget",TWO_ROUNDS) SetGlobalTimer("LOCALS","seedefences",ONE_ROUND) Continue() END IF !Global("LOCALS","inafight",1) // <FALSE> OR(9) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> Heard(,404) // <FALSE> Heard(,405) // <FALSE> Heard(,406) // <FALSE> Heard(,407) // <FALSE> Heard(,408) // <FALSE> Heard(,409) // <FALSE> Heard(,410) // <FALSE> Heard(,411) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","inafight",1) SetGlobalTimer("LOCALS","stayontarget",TWO_ROUNDS) SetGlobalTimer("LOCALS","seedefences",ONE_ROUND) Continue() END IF !Global("LOCALS","inafight",1) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> THEN RESPONSE #100 VerbalConstant(Myself((),BATTLE_CRY) Continue() RESPONSE #100 VerbalConstant(Myself((),BATTLE_CRY2) Continue() END IF Global("LOCALS","rest_state",0) // <TRUE> Detect(NearestEnemyOf(Myself(())) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","rest_state",1) Continue() END IF Global("LOCALS","rest_state",1) // <FALSE> !Detect(NearestEnemyOf(Myself(())) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","rest_state",2) SetGlobalTimer("LOCALS","rest_timer",EIGHT_HOURS) Continue() END IF Global("LOCALS","rest_state",2) // <FALSE> Detect(NearestEnemyOf(Myself(())) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","rest_state",1) Continue() END IF Global("LOCALS","rest_state",2) // <FALSE> GlobalTimerExpired() // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","rest_state",0) ApplySpell(Myself((),RESTORE_FULL_HEALTH) Rest() END IF Allegiance(Myself((),ENEMY) // <TRUE> !Global("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASIEST) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> OR(2) // <FALSE> !GlobalTimerNotExpired() // <FALSE> !StateCheck(Myself((),STATE_BLIND) // <FALSE> OR(13) // <FALSE> AttackedBy([GOODCUTOFF.GENERAL_ITEM.0.0.0.SUMMONED.NONE.],DEFAULT) // <FALSE> AttackedBy([PC.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([FAMILIAR.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([ALLY.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([CONTROLLED.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> AttackedBy([CHARMED.GENERAL_ITEM.0.0.0.0.NONE.],DEFAULT) // <FALSE> SpellCastOnMe([GOODCUTOFF.GENERAL_ITEM.0.0.0.SUMMONED.NONE.],0) // <FALSE> SpellCastOnMe([PC.GENERAL_ITEM.0.0.0.0.NONE.],0) // <FALSE> SpellCastOnMe([FAMILIAR.GENERAL_ITEM.0.0.0.0.NONE.],0) // <FALSE> SpellCastOnMe([ALLY.GENERAL_ITEM.0.0.0.0.NONE.],0) // <FALSE> SpellCastOnMe([CONTROLLED.GENERAL_ITEM.0.0.0.0.NONE.],0) // <FALSE> SpellCastOnMe([CHARMED.GENERAL_ITEM.0.0.0.0.NONE.],0) // <FALSE> StateCheck([ENEMY.GENERAL_ITEM.0.0.0.0.NONE.],STATE_DISABLED) // <FALSE> !GlobalTimerNotExpired() // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","whatthe",TWO_ROUNDS) Continue() END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !GlobalTimerNotExpired() // <FALSE> GlobalTimerNotExpired() // <FALSE> THEN RESPONSE #100 RandomWalkContinuous() END IF !Global("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASIEST) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> Heard(,404) // <FALSE> Range(LastHeardBy(Myself(()),20) // <TRUE> !General(Myself((),UNDEAD) // <FALSE> !Race(Myself((),DEMONIC) // <FALSE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> !See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","seencloud",FOUR_MINUTES) MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF !Global("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASIEST) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> Heard(,411) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> !CheckStatGT() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> !Race(Myself((),DEMONIC) // <FALSE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> !See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","seencloud",FOUR_MINUTES) MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF See(Myself(()) // <TRUE> !Kit(Myself((),UNDEADHUNTER) // <FALSE> !Kit(Myself((),INQUISITOR) // <FALSE> !CheckStatGT() // <FALSE> !CheckSpellState(Myself((),STATE_ENRAGED) // <FALSE> OR(2) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD_SEEN) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD) // <FALSE> OR(2) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD_SEEN) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD) // <FALSE> OR(2) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD_SEEN) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD) // <FALSE> OR(2) // <FALSE> !CheckSpellState(Myself((),ITEM_ANTIWEB_SEEN) // <FALSE> !CheckSpellState(Myself((),ITEM_ANTIWEB) // <FALSE> !Global("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASIEST) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> !CheckStatGT() // <FALSE> Heard(,410) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> !See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","seencloud",FOUR_MINUTES) MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF See(Myself(()) // <TRUE> !Global("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASIEST) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> Heard(,412) // <FALSE> Range(LastHeardBy(Myself(()),20) // <TRUE> !CheckStatGT() // <FALSE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> !See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","seencloud",FOUR_MINUTES) MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF See(NearestEnemyOf(Myself(())) // <TRUE> !Global("LOCALS","chasing",0) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","chasing",0) ClearActions(Myself(()) END IF !GlobalTimerNotExpired() // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> See(Player1(()) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","chasetarget",ONE_HOUR) SetGlobal("LOCALS","chasePC",1) Continue() END IF !GlobalTimerNotExpired() // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !See(Player1(()) // <TRUE> See(Player2(()) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","chasetarget",ONE_HOUR) SetGlobal("LOCALS","chasePC",2) Continue() END IF !GlobalTimerNotExpired() // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !See(Player1(()) // <TRUE> !See(Player2(()) // <TRUE> See(Player3(()) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","chasetarget",ONE_HOUR) SetGlobal("LOCALS","chasePC",3) Continue() END IF !GlobalTimerNotExpired() // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !See(Player1(()) // <TRUE> !See(Player2(()) // <TRUE> !See(Player3(()) // <TRUE> See(Player4(()) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","chasetarget",ONE_HOUR) SetGlobal("LOCALS","chasePC",4) Continue() END IF !GlobalTimerNotExpired() // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !See(Player1(()) // <TRUE> !See(Player2(()) // <TRUE> !See(Player3(()) // <TRUE> !See(Player4(()) // <TRUE> See(Player5(()) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","chasetarget",ONE_HOUR) SetGlobal("LOCALS","chasePC",5) Continue() END IF !GlobalTimerNotExpired() // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !See(Player1(()) // <TRUE> !See(Player2(()) // <TRUE> !See(Player3(()) // <TRUE> !See(Player4(()) // <TRUE> !See(Player5(()) // <TRUE> See(Player6(()) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","chasetarget",ONE_HOUR) SetGlobal("LOCALS","chasePC",6) Continue() END IF Global("LOCALS","chasePC",1) // <FALSE> StateCheck(Player1((),STATE_REALLY_DEAD) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","chasePC",0) Continue() END IF Global("LOCALS","chasePC",2) // <FALSE> StateCheck(Player2((),STATE_REALLY_DEAD) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","chasePC",0) Continue() END IF Global("LOCALS","chasePC",3) // <FALSE> StateCheck(Player3((),STATE_REALLY_DEAD) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","chasePC",0) Continue() END IF Global("LOCALS","chasePC",4) // <FALSE> StateCheck(Player4((),STATE_REALLY_DEAD) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","chasePC",0) Continue() END IF Global("LOCALS","chasePC",5) // <FALSE> StateCheck(Player5((),STATE_REALLY_DEAD) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","chasePC",0) Continue() END IF Global("LOCALS","chasePC",6) // <FALSE> StateCheck(Player6((),STATE_REALLY_DEAD) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","chasePC",0) Continue() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <TRUE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> !CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34267) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> !CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34268) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> !CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34269) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> !CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34270) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> !CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34267) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> !CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34268) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> !CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34269) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> !CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34270) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> StateCheck(Myself((),STATE_POISONED) // <FALSE> !General(Myself((),UNDEAD) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34271) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> StateCheck(Myself((),STATE_POISONED) // <FALSE> !General(Myself((),UNDEAD) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34271) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> StateCheck(Myself((),STATE_POISONED) // <FALSE> !General(Myself((),UNDEAD) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34271) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> StateCheck(Myself((),STATE_POISONED) // <FALSE> !General(Myself((),UNDEAD) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34272) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !StateCheck(Myself((),STATE_HASTED) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34273) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !StateCheck(Myself((),STATE_HASTED) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34273) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34274) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34274) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34275) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34275) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34276) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <TRUE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34276) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34277) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34277) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34278) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34278) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34279) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> OR(3) // <FALSE> Class(Myself((),FIGHTER_ALL) // <TRUE> Class(Myself((),RANGER_ALL) // <FALSE> Class(Myself((),PALADIN_ALL) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34279) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <TRUE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34267) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34268) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34269) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34270) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34267) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34268) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34269) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> !Global("LOCALS","takendefence",1) // <FALSE> CheckStatGT() // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34270) UseItem() SetGlobal("LOCALS","takendefence",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Global("LOCALS","heroptn",0) // <TRUE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34280) UseItem() SetGlobal("LOCALS","heroptn",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Global("LOCALS","heroptn",0) // <TRUE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34280) UseItem() SetGlobal("LOCALS","heroptn",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Global("LOCALS","heroptn",0) // <TRUE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34281) UseItem() SetGlobal("LOCALS","heroptn",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> Global("LOCALS","heroptn",0) // <TRUE> Range(NearestEnemyOf(Myself(()),5) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34281) UseItem() SetGlobal("LOCALS","heroptn",1) END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatGT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34282) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatGT() // <TRUE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34282) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34283) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> CheckStatLT() // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34283) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34284) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> !StateCheck(Myself((),STATE_INVISIBLE) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34284) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> !General(Myself((),UNDEAD) // <FALSE> HPPercentLT(Myself((),75) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34285) UseItem() END IF !GlobalTimerNotExpired() // <FALSE> HasItem() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> OR(2) // <FALSE> Global("GLOBAL","DMWW_genai_difficulty",0) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASY) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",2) // <FALSE> !General(Myself((),UNDEAD) // <FALSE> HPPercentLT(Myself((),75) // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","castspell",ONE_ROUND) DisplayStringHead(Myself((),34285) UseItem() END IF !Global("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASIEST) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> Heard(,404) // <FALSE> Range(LastHeardBy(Myself(()),20) // <TRUE> !General(Myself((),UNDEAD) // <FALSE> !Race(Myself((),DEMONIC) // <FALSE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> !See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","seencloud",FOUR_MINUTES) MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF !Global("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASIEST) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> Heard(,411) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> !CheckStatGT() // <FALSE> !General(Myself((),UNDEAD) // <FALSE> !Race(Myself((),DEMONIC) // <FALSE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> !See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","seencloud",FOUR_MINUTES) MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF See(Myself(()) // <TRUE> !Kit(Myself((),UNDEADHUNTER) // <FALSE> !Kit(Myself((),INQUISITOR) // <FALSE> !CheckStatGT() // <FALSE> !CheckSpellState(Myself((),STATE_ENRAGED) // <FALSE> OR(2) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD_SEEN) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD) // <FALSE> OR(2) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD_SEEN) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD) // <FALSE> OR(2) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD_SEEN) // <FALSE> !CheckSpellState(Myself((),ITEM_HOLD) // <FALSE> OR(2) // <FALSE> !CheckSpellState(Myself((),ITEM_ANTIWEB_SEEN) // <FALSE> !CheckSpellState(Myself((),ITEM_ANTIWEB) // <FALSE> !Global("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASIEST) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> !CheckStatGT() // <FALSE> Heard(,410) // <FALSE> Range(LastHeardBy(Myself(()),15) // <TRUE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> !See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","seencloud",FOUR_MINUTES) MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF See(Myself(()) // <TRUE> !Global("GLOBAL","DMWW_genai_difficulty",1) // <FALSE> OR(2) // <FALSE> DifficultyGT(EASIEST) // <TRUE> GlobalGT("GLOBAL","DMWW_genai_difficulty",0) // <FALSE> Heard(,412) // <FALSE> Range(LastHeardBy(Myself(()),20) // <TRUE> !CheckStatGT() // <FALSE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> OR(2) // <FALSE> !CheckStatGT() // <FALSE> !See(NearestEnemyOf(Myself(())) // <TRUE> !See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","seencloud",FOUR_MINUTES) MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> OR(8) // <FALSE> Heard(,404) // <FALSE> Heard(,405) // <FALSE> Heard(,406) // <FALSE> Heard(,407) // <FALSE> Heard(,408) // <FALSE> Heard(,409) // <FALSE> Heard(,410) // <FALSE> Heard(,411) // <FALSE> THEN RESPONSE #100 NoAction() END IF Global("GLOBAL","DMWWtestgenai",1) // <FALSE> THEN RESPONSE #100 NoAction() END IF Global("LOCALS","inafight",1) // <FALSE> Global("GLOBAL","RR#NOPND",0) // <TRUE> !AreaType(OUTDOOR) // <FALSE> !Range(NearestEnemyOf(Myself(()),30) // <TRUE> Range(NearestDoor((),15) // <TRUE> OpenState(NearestDoor((),FALSE) // <FALSE> THEN RESPONSE #100 MoveToObject(NearestDoor(()) OpenDoor(NearestDoor(()) END IF !Global("LOCALS","chasing",0) // <TRUE> See(NearestEnemyOf(Myself(())) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","chasing",0) Continue() END IF ActionListEmpty() // <FALSE> Global("LOCALS","inafight",1) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !See(NearestEnemyOf(Myself(())) // <TRUE> Global("LOCALS","chasing",0) // <TRUE> !Global("LOCALS","chasePC",0) // <TRUE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","chasetimer",8) SetGlobal("LOCALS","chasing",1) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> GlobalTimerExpired() // <FALSE> !Global("LOCALS","inafight",0) // <TRUE> !Global("LOCALS","chasePC",0) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","inafight",0) SetGlobal("LOCALS","chasePC",0) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player1(()) // <TRUE> !StateCheck(Player1((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> GlobalTimerNotExpired() // <FALSE> Global("LOCALS","chasePC",1) // <FALSE> THEN RESPONSE #100 MoveToObject(Player1(()) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player2(()) // <TRUE> !StateCheck(Player2((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> GlobalTimerNotExpired() // <FALSE> Global("LOCALS","chasePC",2) // <FALSE> THEN RESPONSE #100 MoveToObject(Player2(()) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player3(()) // <TRUE> !StateCheck(Player3((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> GlobalTimerNotExpired() // <FALSE> Global("LOCALS","chasePC",3) // <FALSE> THEN RESPONSE #100 MoveToObject(Player3(()) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player4(()) // <TRUE> !StateCheck(Player4((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> GlobalTimerNotExpired() // <FALSE> Global("LOCALS","chasePC",4) // <FALSE> THEN RESPONSE #100 MoveToObject(Player4(()) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player5(()) // <TRUE> !StateCheck(Player5((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> GlobalTimerNotExpired() // <FALSE> Global("LOCALS","chasePC",5) // <FALSE> THEN RESPONSE #100 MoveToObject(Player5(()) END IF !See(NearestEnemyOf(Myself(())) // <TRUE> !Detect(Player6(()) // <TRUE> !StateCheck(Player6((),STATE_INVISIBLE) // <FALSE> !CheckStatGT() // <FALSE> ActionListEmpty() // <FALSE> GlobalTimerNotExpired() // <FALSE> Global("LOCALS","chasePC",6) // <FALSE> THEN RESPONSE #100 MoveToObject(Player6(()) END IF See(LastTargetedBy(Myself(())) // <FALSE> Global("LOCALS","validtarget",1) // <FALSE> OR(2) // <FALSE> !WeaponEffectiveVs(LastTargetedBy(Myself(()),MAINHAND) // <FALSE> !WeaponCanDamage(LastTargetedBy(Myself(()),MAINHAND) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",0) ClearActions(Myself(()) END IF !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],20) // <TRUE> Range([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],20) // <FALSE> Range([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],20) // <TRUE> Range([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],20) // <TRUE> Range([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],20) // <FALSE> Range([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],20) // <TRUE> Range([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],20) // <FALSE> Range([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.0.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.0.0.0.NONE.],20) // <TRUE> Range([PC.GENERAL_ITEM.0.0.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_INVISIBLE) // <FALSE> See(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_IMMOBILE) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),20) // <TRUE> Range(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_INVISIBLE) // <FALSE> See(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_IMMOBILE) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),20) // <TRUE> Range(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],50) // <TRUE> Range([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],50) // <FALSE> Range([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],50) // <TRUE> Range([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],50) // <TRUE> Range([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],50) // <FALSE> Range([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],50) // <TRUE> Range([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],50) // <FALSE> Range([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.0.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.0.0.0.NONE.],50) // <TRUE> Range([PC.GENERAL_ITEM.0.0.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_INVISIBLE) // <FALSE> See(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_IMMOBILE) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),50) // <TRUE> Range(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_INVISIBLE) // <FALSE> See(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_IMMOBILE) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),50) // <TRUE> Range(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.0.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.0.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_INVISIBLE) // <FALSE> See(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_IMMOBILE) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_INVISIBLE) // <FALSE> See(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_IMMOBILE) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_MIRRORIMAGE) // <FALSE> !CheckStatGT() // <FALSE> Range(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) END IF !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_INVISIBLE) // <FALSE> See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.0.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_IMMOBILE) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range([PC.GENERAL_ITEM.0.0.0.0.NONE.],4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_INVISIBLE) // <FALSE> See(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_IMMOBILE) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_INVISIBLE) // <FALSE> See(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_IMMOBILE) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF !StateCheck(NearestEnemyOf(Myself(()),STATE_INVISIBLE) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(NearestEnemyOf(Myself(()),ENEMY) // <FALSE> !StateCheck(NearestEnemyOf(Myself(()),STATE_IMMOBILE) // <FALSE> !StateCheck(NearestEnemyOf(Myself(()),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range(NearestEnemyOf(Myself(()),4) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(NearestEnemyOf(Myself(())) END IF !StateCheck(SecondNearestEnemyOf(Myself(()),STATE_INVISIBLE) // <FALSE> See(SecondNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearestEnemyOf(Myself(()),ENEMY) // <FALSE> !StateCheck(SecondNearestEnemyOf(Myself(()),STATE_IMMOBILE) // <FALSE> !StateCheck(SecondNearestEnemyOf(Myself(()),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range(SecondNearestEnemyOf(Myself(()),4) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(SecondNearestEnemyOf(Myself(())) END IF !StateCheck(ThirdNearestEnemyOf(Myself(()),STATE_INVISIBLE) // <FALSE> See(ThirdNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearestEnemyOf(Myself(()),ENEMY) // <FALSE> !StateCheck(ThirdNearestEnemyOf(Myself(()),STATE_IMMOBILE) // <FALSE> !StateCheck(ThirdNearestEnemyOf(Myself(()),STATE_FEEBLEMINDED) // <FALSE> !CheckStatGT() // <FALSE> Range(ThirdNearestEnemyOf(Myself(()),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(ThirdNearestEnemyOf(Myself(())) END IF !StateCheck(NearestEnemyOf(Myself(()),STATE_INVISIBLE) // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(NearestEnemyOf(Myself(()),ENEMY) // <FALSE> Range(NearestEnemyOf(Myself(()),4) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(NearestEnemyOf(Myself(())) END IF !StateCheck(SecondNearestEnemyOf(Myself(()),STATE_INVISIBLE) // <FALSE> See(SecondNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearestEnemyOf(Myself(()),ENEMY) // <FALSE> Range(SecondNearestEnemyOf(Myself(()),4) // <TRUE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(SecondNearestEnemyOf(Myself(())) END IF !StateCheck(ThirdNearestEnemyOf(Myself(()),STATE_INVISIBLE) // <FALSE> See(ThirdNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearestEnemyOf(Myself(()),ENEMY) // <FALSE> Range(ThirdNearestEnemyOf(Myself(()),4) // <FALSE> THEN RESPONSE #100 SetGlobal("LOCALS","validtarget",1) SetGlobal("LOCALS","melee",1) EquipMostDamagingMelee() AttackOneRound(ThirdNearestEnemyOf(Myself(())) END IF !CanEquipRanged() // <FALSE> ActionListEmpty() // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !GlobalTimerNotExpired() // <FALSE> THEN RESPONSE #100 SetGlobalTimer("LOCALS","targetcompromise",FOUR_ROUNDS) END IF HasItem() // <FALSE> THEN RESPONSE #100 NoAction() END IF ActionListEmpty() // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(NearestEnemyOf(Myself(()),ENEMY) // <FALSE> OR(2) // <FALSE> StateCheck(NearestEnemyOf(Myself(()),STATE_HELPLESS) // <FALSE> StateCheck(NearestEnemyOf(Myself(()),STATE_IMMOBILE) // <FALSE> Range(NearestEnemyOf(Myself(()),10) // <TRUE> THEN RESPONSE #100 MoveToObject(NearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(SecondNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearestEnemyOf(Myself(()),ENEMY) // <FALSE> OR(2) // <FALSE> StateCheck(SecondNearestEnemyOf(Myself(()),STATE_HELPLESS) // <FALSE> StateCheck(SecondNearestEnemyOf(Myself(()),STATE_IMMOBILE) // <FALSE> Range(SecondNearestEnemyOf(Myself(()),10) // <TRUE> THEN RESPONSE #100 MoveToObject(SecondNearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(ThirdNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearestEnemyOf(Myself(()),ENEMY) // <FALSE> OR(2) // <FALSE> StateCheck(ThirdNearestEnemyOf(Myself(()),STATE_HELPLESS) // <FALSE> StateCheck(ThirdNearestEnemyOf(Myself(()),STATE_IMMOBILE) // <FALSE> Range(ThirdNearestEnemyOf(Myself(()),10) // <TRUE> THEN RESPONSE #100 MoveToObject(ThirdNearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(FourthNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(FourthNearestEnemyOf(Myself(()),ENEMY) // <FALSE> OR(2) // <FALSE> StateCheck(FourthNearestEnemyOf(Myself(()),STATE_HELPLESS) // <FALSE> StateCheck(FourthNearestEnemyOf(Myself(()),STATE_IMMOBILE) // <FALSE> Range(FourthNearestEnemyOf(Myself(()),10) // <TRUE> THEN RESPONSE #100 MoveToObject(FourthNearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(FifthNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(FifthNearestEnemyOf(Myself(()),ENEMY) // <FALSE> OR(2) // <FALSE> StateCheck(FifthNearestEnemyOf(Myself(()),STATE_HELPLESS) // <FALSE> StateCheck(FifthNearestEnemyOf(Myself(()),STATE_IMMOBILE) // <FALSE> Range(FifthNearestEnemyOf(Myself(()),10) // <TRUE> THEN RESPONSE #100 MoveToObject(FifthNearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(SixthNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SixthNearestEnemyOf(Myself(()),ENEMY) // <FALSE> OR(2) // <FALSE> StateCheck(SixthNearestEnemyOf(Myself(()),STATE_HELPLESS) // <FALSE> StateCheck(SixthNearestEnemyOf(Myself(()),STATE_IMMOBILE) // <FALSE> Range(SixthNearestEnemyOf(Myself(()),10) // <TRUE> THEN RESPONSE #100 MoveToObject(SixthNearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],40) // <TRUE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],40) // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],40) // <TRUE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],40) // <TRUE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],40) // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],40) // <TRUE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],40) // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.0.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT([PC.GENERAL_ITEM.0.0.0.0.NONE.],40) // <TRUE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),40) // <TRUE> THEN RESPONSE #100 MoveToObject(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF ActionListEmpty() // <FALSE> See(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> !HPPercentGT(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),40) // <TRUE> THEN RESPONSE #100 MoveToObject(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.MAGE.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.MAGE_THIEF.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.LONG_BOW.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.THIEF.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.BARD.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.BARD.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.THIEF_ALL.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) // <FALSE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.CLERIC.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See([PC.GENERAL_ITEM.0.0.0.0.NONE.]) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance([PC.GENERAL_ITEM.0.0.0.0.NONE.],ENEMY) // <FALSE> !StateCheck([PC.GENERAL_ITEM.0.0.0.0.NONE.],STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject([PC.GENERAL_ITEM.0.0.0.0.NONE.]) END IF ActionListEmpty() // <FALSE> See(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject(SecondNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF ActionListEmpty() // <FALSE> See(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),ENEMY) // <FALSE> !StateCheck(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.]),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject(ThirdNearest(([PC.GENERAL_ITEM.0.0.0.0.NONE.])) END IF ActionListEmpty() // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(NearestEnemyOf(Myself(()),ENEMY) // <FALSE> !StateCheck(NearestEnemyOf(Myself(()),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject(NearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(SecondNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SecondNearestEnemyOf(Myself(()),ENEMY) // <FALSE> !StateCheck(SecondNearestEnemyOf(Myself(()),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject(SecondNearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(ThirdNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(ThirdNearestEnemyOf(Myself(()),ENEMY) // <FALSE> !StateCheck(ThirdNearestEnemyOf(Myself(()),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject(ThirdNearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(FourthNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(FourthNearestEnemyOf(Myself(()),ENEMY) // <FALSE> !StateCheck(FourthNearestEnemyOf(Myself(()),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject(FourthNearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(FifthNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(FifthNearestEnemyOf(Myself(()),ENEMY) // <FALSE> !StateCheck(FifthNearestEnemyOf(Myself(()),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject(FifthNearestEnemyOf(Myself(())) END IF ActionListEmpty() // <FALSE> See(SixthNearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> !Allegiance(SixthNearestEnemyOf(Myself(()),ENEMY) // <FALSE> !StateCheck(SixthNearestEnemyOf(Myself(()),STATE_DISABLED) // <FALSE> !CheckStatGT() // <FALSE> THEN RESPONSE #100 MoveToObject(SixthNearestEnemyOf(Myself(())) END IF !StateCheck(Player4((),STATE_INVISIBLE) // <FALSE> ActionListEmpty() // <FALSE> See(Player4(()) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 EquipMostDamagingMelee() SetGlobal("LOCALS","melee",1) AttackOneRound(Player4(()) END IF !StateCheck(Player5((),STATE_INVISIBLE) // <FALSE> ActionListEmpty() // <FALSE> See(Player5(()) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 EquipMostDamagingMelee() SetGlobal("LOCALS","melee",1) AttackOneRound(Player5(()) END IF !StateCheck(Player6((),STATE_INVISIBLE) // <FALSE> ActionListEmpty() // <FALSE> See(Player6(()) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 EquipMostDamagingMelee() SetGlobal("LOCALS","melee",1) AttackOneRound(Player6(()) END IF !StateCheck(Player3((),STATE_INVISIBLE) // <FALSE> ActionListEmpty() // <FALSE> See(Player3(()) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 EquipMostDamagingMelee() SetGlobal("LOCALS","melee",1) AttackOneRound(Player3(()) END IF !StateCheck(Player2((),STATE_INVISIBLE) // <FALSE> ActionListEmpty() // <FALSE> See(Player2(()) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 EquipMostDamagingMelee() SetGlobal("LOCALS","melee",1) AttackOneRound(Player2(()) END IF !StateCheck(Player1((),STATE_INVISIBLE) // <FALSE> ActionListEmpty() // <FALSE> See(Player1(()) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 EquipMostDamagingMelee() SetGlobal("LOCALS","melee",1) AttackOneRound(Player1(()) END IF !StateCheck(NearestEnemyOf(Myself(()),STATE_INVISIBLE) // <FALSE> ActionListEmpty() // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 EquipMostDamagingMelee() SetGlobal("LOCALS","melee",1) AttackOneRound(NearestEnemyOf(Myself(())) END IF !StateCheck(NearestEnemyOf(Myself(()),STATE_INVISIBLE) // <FALSE> ActionListEmpty() // <FALSE> See(NearestEnemyOf(Myself(())) // <TRUE> Allegiance(Myself((),ENEMY) // <TRUE> THEN RESPONSE #100 EquipMostDamagingMelee() SetGlobal("LOCALS","melee",1) AttackOneRound(NearestEnemyOf(Myself(())) END EDIT: Forgot to mention that I installed EBG1 *after* having killed Sarevok. I then continued from the "Final Save" the game creates. Don't know if this might cause some problems. As you can see from the install log though, I'm mostly just interested in the main component and don't care for Sarevok's item drops and such. EDIT 2: Some further info that may be helpful in figuring out the problem: When I loaded my save file from just before starting the fight with Sarevok (standing just outside his vision in the Cathedral), and then went to the Palace (used the console as a shortcut), the problem didn't trigger. Belt and Jannath were neutral (blue). So I guess it could be one of the actions triggered via the Dead("Sarevok") checks that cause the problem. - - - EDIT 3 / Solution: OK, so calling C:SetGlobal("SarevokBehavior", "GLOBAL", 4) from the console, before entering the palace, fixed the issue. Perhaps this is done by some script that the mod adds which didn't run in my case because I loaded a game where Sarevok was already dead? I can't find it in any TPL file in the "maincomponent" directory of the mod though. Perhaps it used to be done by the game itself but BG:EE 2.6 removed it, thinking it's unnecessary? Or maybe SCS fools with the value? I'm also curious as to why Jannath and Belt turned hostile though. I think it relates to this part of the AR0108 script: IF Global("GLOBAL","SarevokBehavior",3) // <TRUE> Global("ar0108","bd_once",0) // <FALSE> THEN RESPONSE #100 SetGlobalTimerRandom("GLOBAL","EndGame",ONE_MINUTETHREE_MINUTES) Enemy() Enemy() Enemy() SetGlobal("ar0108","bd_once",1) END (The check for "bd_once" = 0 says <FALSE> but that's because I invoked WriteScript() after entering the place (don't know if I can do it before) so it had already set bd_once to 1. When I called GetGlobal() on that variable before entering the palace, I was able to confirm that it was unset, meaning that this script runs when I enter the palace the first time.) Sadly, this decompiled script doesn't show the parameters for the three invocations of the Enemy() action, but I'm sure that whatever their parameters are, it causes Jannath and Belt to become hostile. And the "EndGame" timer seems to be what's responsible for spawning "WINSKI" (further down in the AR0108 script) who insta-kills the PC to force a game over. I really wonder what the original script (with the real parameters) does, and why my "SarevokBehavior" global was set to 3 and not 4... Just my curiosity as a programmer. Edited January 20, 2021 by Taylan Quote
jastey Posted January 20, 2021 Author Posted January 20, 2021 3 hours ago, Taylan said: Perhaps this is done by some script that the mod adds which didn't run in my case because I loaded a game where Sarevok was already dead? This is a variable from the original game. All mod added content uses a prefix. 3 hours ago, Taylan said: I really wonder what the original script (with the real parameters) does, and why my "SarevokBehavior" global was set to 3 and not 4... Just my curiosity as a programmer. As far as I know SarevokBehavior is at 3 after Sarevok died. What you encountered was obviously a failsafe from the devs in case the game doesn't end after Sarevok died. You can use NearInfinity to search for variable names in the game, then you can look up where SarevokBehavior is set to 3 etc. Your issues are because you installed the mod late and played a game after Sarevok already died on the beta 2.6 - this is obviously not covered by this mod. Since it leads to all other sorts of issues to install the mod so late (in your playthrough) as I mentioned in the BeamDog's thread I will not include this into the mod. Thank you for sharing your experiences nontheless. EDIT: I will have to consider the 2.6 changes, though. Thank you for the heads up! Quote
jastey Posted January 20, 2021 Author Posted January 20, 2021 @Taylan this is something introduced by changes in the 2.6. For whatever reasons, the devs thought they need this failsafe which now destroys ebg1 until I consider the changes. Thank you for the heads up! The mod is not compatible with the 2.6 patch, obviously. Quote
Taylan Posted January 20, 2021 Posted January 20, 2021 Ah, thanks for the explanation! My curiosity is quenched. Thanks again for the great mod! Quote
jastey Posted January 20, 2021 Author Posted January 20, 2021 @Taylan Thanks for your interest and the kind words! The timer that triggers in 2.6 Winski's spawning is also set in Sarevok's dialogue before the fight. That's why setting the "SarvokBehavior" to 4 only prevents the forced end for some time until it all happens again. I really don't know why this was inserted. Quote
jastey Posted January 23, 2021 Author Posted January 23, 2021 Just for info: I understood the purpose of the new script block in 2.6 now that currently makes the mod incompatible with patch 2.6. Quote
Guest Remar Posted October 14, 2021 Posted October 14, 2021 Thanks for the mod, but I had couple of small issues with it, when I moved from bg1 straight to bg2 (without moving to sod): 1) Familiar wasn't properly removed - it was removed from inventory but extra hp remained and familiar related variables weren't set properly so I couldn't summon another familiar. 2) Minsc and Jaheira's bg1 equipment wasn't stripped when they were put in cages in Irenicus dungeon. Quote
jastey Posted October 15, 2021 Author Posted October 15, 2021 Remar: Thanks for reporting, that's intersesting. Point 1 is probably nothing EndlessBG1 can do anything about, but I'll have a look at it nontheless. Point 2 arises because EET expects them to be in the party at the transition, so if they are not, their items need to be handled separately. That's probably also true for Transitions, @Lauriel? Quote
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