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.