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Ai wykonane przez eplipswich 
int face_distance() 
 // distance to target, positive when faced towards it 
 // 80 pixels may be considered as a maximum distance allowing close combat 
 { 
     return ( self.x - target.x ) * ( 2 * ( self.facing ? 1 : 0 ) - 1 ); 
 } 
 
 bool dist_between( int min, int max ) 
 // checks whether distance to target is within bounds 
 { 
     return ( ( face_distance() < max ) && ( face_distance() > min ) ); 
 } 
 
 bool z_axis_dist( int dist ) 
 { 
     return ( abs( self.z - target.z ) <= dist ) ? true : false; 
 } 
 
 bool same_z_axis() 
 // checks whether our character is on the same z axis as the opponent 
 { 
     return ( abs( self.z - target.z ) <= 8 ) ? true : false; 
 } 
 
 int ego() 
 { 
 if( dist_between(150,200) && same_z_axis() && ( self.mp >= 200 ) && ( target.state != 14 )) 
     { 
         if( self.facing ) 
         { 
             DlJ(); 
         } 
         else 
         { 
             DrJ(); 
         } 
         return 0; 
     } 
 
 if( dist_between(150,200) && ( self.mp >= 200 ) ) 
     { 
             DuJ(); 
             return 0; 
     } 
      
 if( dist_between(100,180) && same_z_axis() && ( self.mp >= 80 ) ) 
     { 
         if( self.facing ) 
         { 
             DlA(); 
         } 
         else 
         { 
             DrA(); 
         } 
         return 0; 
     } 
      
 if( dist_between(180,275) && ( self.mp >= 75 ) && ( target.state != 14 )) 
     { 
             DdJ(); 
             return 0; 
     } 
      
     return 0; 
 }  |