// AI update in rule death match type 0 void AI_OnUpdate_Death_0(int id) { } // AI update in rule death match type 1 void AI_OnUpdate_Death_1(int id) { } // AI update in rule death match type 2 void AI_OnUpdate_Death_2(int id) { } void AI_Jump_Testing(int id) { if(GetAIPerformFunc(id) != AI_PERFORM_JUMP) AIPerform(id, AI_PERFORM_JUMP); } void AI_Defend_Testing(int id) { if(GetAIPerformFunc(id) != AI_PERFORM_DEFEND) AIPerform(id, AI_PERFORM_DEFEND, 10000); } void AI_Attack_Testing(int id) { if(GetAIPerformFunc(id) != AI_PERFORM_ATTACK) AIPerform(id, AI_PERFORM_ATTACK); } void AI_ATK_Perform(int id) { if(GetAIPerformFunc(id) != AI_PERFORM_ATTACK) AIPerform(id, AI_PERFORM_ATTACK, "vX"); } void AI_Combo_Defender(int id) { int player; int ai; int hp; player = GetCharaState(GetPlayerChara()); if (ai == 0) { hp = GetCharaAttrib(id, CHARA_HP); ai++; } else if (ai == 1) { if (hp > GetCharaAttrib(id, CHARA_HP)) { hp = GetCharaAttrib(id, CHARA_HP); ai++; } } else if (ai == 2) { /* if (player == 16) { ai = 0; } else { AIPerform(id, AI_PERFORM_DEFEND, 1); } */ AIPerform(id, AI_PERFORM_DEFEND, 5); ai = 0; } }