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GNOLLFB.bcs is an AI script in Baldur's Gate: Enhanced Edition that is used by the three gnolls in the northernmost tent of the Bandit Camp. It adds and removes features, compared to the standard gnoll script, GNOLLF.bcs.

Code[]

IF
	Heard("GARCLAX",1)  // Garclax
THEN
	RESPONSE #100
		Enemy()
		AttackReevaluate(NearestEnemyOf(Myself),45)
END

IF
	See([PC])
	!Global("JoinedBandits","GLOBAL",1)
	!Global("JoinedBandits","GLOBAL",2)
	!Global("BeatTazok","GLOBAL",1)
THEN
	RESPONSE #100
		Enemy()
		AttackReevaluate(NearestEnemyOf(Myself),45)
END

IF
	Delay(15)
	See(NearestEnemyOf(Myself))
	Exists(LastAttackerOf(LastSeenBy(Myself)))
	NumCreatureGT([ENEMY],1)
THEN
	RESPONSE #100
		RandomWalk()
END

IF
	See(NearestEnemyOf(Myself))
THEN
	RESPONSE #100
		Help()
		AttackReevaluate(NearestEnemyOf(Myself),45)
END

Script[]

Compared to the base script, GNOLLFB.bcs removes the RandomWalkContinuous feature for the status effect panic. It adds checks for certain events to determine if the gnolls will attack the party, specifically if those infiltrated the Bandit Camp and are accepted by Tazok or if they stormed it.

Cut content[]

An additional feature is implemented but can't be executed, as the needed "shout" from Garclax will not be heard.

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