AutoAction
When it is decided that a combatant has the initiative and is able to perform some sort of action such as 'MOVE', 'AIM', etc. we ask the question "Is the combatant's action to be determined automatically by the Engine?" For monsters this is always true. For Player Characters it is true after the player has previously selected "AUTO". But, in either case, you might want to create a spell that causes the character to temporarily or permanently be under control of the Engine. For example, a spell might cause a character to flee and the player should no longer be able to control that character while it is under the influence of the spell.
The Script should return a string of results separated by commas. There are currently two possible results:
- A result starting with 'F'. The script should return a result starting with 'F' to force the combatant into "Flee" mode. You should probably append an integer saying which combatant to flee. For example, "F5" would say that the combatant should flee from combatant number 5. If no integer is appended then the fleeing combatant will flee from his last attacker and, if none, then will simply guard because he knows not which way to go! If no "F" is found in the script's results, then fleeing that was previously caused by "AutoAction" will be terminated.
- A result starting with 'C'. The script should return a result starting with 'C' to determine the Control mode of the combatant. If the 'C' is followed by a 'P' then the player will control the combatant. If the 'C' is followed by an 'A' then the combatant will be under control of the AI (Auto mode). You might use this to force an NPC into player-control mode if a Paladin is in the party, for example. If no result starting with 'C' is found the the combatant will return to the default mode. If a result starting with 'F' is found then the result starting with 'C' will be ignored.
Parameters
None
Context
Combatant