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If(bkEvaluationSanit圜heck(oIntruder, 0.0)) return OBJECT_INVALID If(BashDoorCheck(oIntruder)) return OBJECT_INVALID Object oIntruder = GetCreatureOverrideAIScriptTarget()
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Object NWSH_DetermineCombatRoundTarget() or obtains new attack target (nearest hostile creature) validates current attack target (passed to DetermineCombatRound()) If(_InCombatRound() || GetAssociateState(NW_ASC_IS_BUSY)) * returns FALSE - do not proceed with override script * returns TRUE - can proceed with override script initializes combat round override - MUST be called first SetCreatureOverrideAIScript(oCreature, sScript)
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Void NWSH_SetCreatureOverrideAIScript(string sScript, object oCreature=OBJECT_SELF) wrapper for SetCreatureOverrideAIScript Save this script as nwsh_dcr - this is my DCR hack library /*ĬUSTOM COMBAT OVERRIDE FOR VANILLA DETERMINE COMBAT ROUNDĪllows vanilla AI to be called from custom AI However I made a quick and dirty hack allowing injecting this feat (or any feat really) into the vanilla DCR pipeline. Putting Divine Might to offensive talent category indeed causes the NPC to deadlock. They didn’t provide a “do something yourself first but let vanilla finish it” third option. But do check them out.īW did let us hook into DetermineCombatRound, but of course they turned it into a binary choice: either you handle whole combat yourself or you let vanilla handle whole combat.
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There is a few projects in the Vault that do this, but they are full packages which may not do what you want (or do too much other stuff). Scripting a (good) AI is one of the hardest things to do.