No need to specify melee type, since it's inherited from the equipped weapon

merge/2021-11-19
kaetemi 3 years ago
parent bc5d0fae17
commit efd2dea7e4
No known key found for this signature in database
GPG Key ID: 9873C4D40BB479BC

@ -12,7 +12,7 @@ if not os.path.isdir(aiActionFolder):
base = {
"combat": {
"fauna": meleeSpec,
"melee": meleeSpec,
"melee": [ "" ],
"range": meleeSpec,
},
# "enchanted": { # These 1.5x the damage (regular melee plus 0.5x magic damage)
@ -187,6 +187,8 @@ printEgsConfiguration()
for skill in base["combat"]:
for spec in base["combat"][skill]:
name = "combat_" + skill + "_" + spec
if spec == "":
name = "combat_" + skill
type = "Melee"
if skill == "range":
type = "Range"
@ -206,7 +208,8 @@ for skill in base["combat"]:
f.write(" <ATOM Name=\"CombatDamageType\" Value=\"" + combatDamageType + "\"/>\n")
f.write(" <ATOM Name=\"Critic\" Value=\"0.1\"/>\n")
f.write(" <ATOM Name=\"AimingType\" Value=\"Random\"/>\n")
f.write(" <ATOM Name=\"Behaviour\" Value=\"" + behaviour + "\"/>\n")
if behaviour != "UNKNOWN_BEHAVIOUR":
f.write(" <ATOM Name=\"Behaviour\" Value=\"" + behaviour + "\"/>\n")
f.write(" </STRUCT>\n")
f.write("</FORM>\n")

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