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Custom AI Events
Author Message
Extreme
Grandmaster Poster
***

Posts: 1,141
Likes Given: 217
Likes Received: 90 in 77 posts
Joined: May 2012
Reputation: 20

SphereCommunity

Post: #1
Custom AI Events
Hi friends,
I make these AI Events just to have fun in my local server.
I'm open to suggestions.

There we go:
PHP Code:
/////////////////////////////////////////////////////////////////////////////////////////////////////
//
//                        "Custom AI EVENTS" by Extreme for SphereCommunity.
//                     Contact via PM in SphereCommunity Forum or in the thread.
//                Thread link: http://forum.spherecommunity.net/showthread.php?tid=1684
//
// - Setup
//
//   -- Copy this script to your Scripts folder.
//   -- Find C_RAT, C_A_RAT_SEWER and C_RAT_GIANT and set TEVENTS=E_AI_RAT, MOVERATE 20 and increase their INT and DEX to be smarter to flee.
//   -- Find C_CAT and set TEVENTS=E_AI_CAT, MOVERATE 50 and increase their INT and DEX to be smarter and quick.
//   -- Find C_DOG and set TEVENTS=E_AI_DOG, MOVERATE 50 and increase their INT and DEX to be smarter and quick.
//   -- Find C_WOLF, C_A_WOLF_GRAY, C_A_WOLF_WHITE and C_A_DIREWOLF, and set TEVENTS=E_AI_WOLF, MOVERATE 50 and change their INT and DEX.
//   -- Find all snakes and set TEVENTS=E_AI_SNAKE
//   -- Find all birds and eagle and set TEVENTS=E_AI_BIRD
//   -- Find all bears and set TEVENTS=E_AI_BEAR
//   -- Find C_CHICKEN and set TEVENTS=E_AI_CHICKEN
//
//
//   1.0 Update [19/08/2012]
//       -- Added E_AI_WOLF
//          Will attack any mob that aren't carnivores, cats, dogs, rats and rabbits.
//          Will seek and destroy the first target until it death or be dead.
//          If get attacked by anything, will attack back.
//          They will get +5 in each status bonus if have other wolves near.
//          Every 5s it will be checked if they are in radius of 18 tiles (not using forchars, is just <DISTANCE>)
//          If the wolf leave the radius, the one that gained the bonus will lose it.
//          @ 2 debug lines that are commented if you want to test, just uncomment them.
//          //SERV.B @026,,1 <NAME> loosing bonus from <QVAL <UID.<REF1>>?<REF1.NAME>:a dead wolf>
//          //SERV.B @044,,1 <NAME> getting bonus from <SRC.NAME>
//       -- Added E_AI_RAT
//          Will try flee of any npc, player or monster comes near or try attack.
//       -- Added E_AI_CAT
//          Will attack any rat, birds and rabbits.
//          Will try flee from wolves and dogs.
//       -- Added E_AI_DOG
//          Will attack any rat and cats.
//          Will fight with wolves if get attacked.
//
//   1.1 Update [20/08/2012]
//       -- E_AI_BIRD
//          Will attack all snake kind except giant snake.
//          Will try flee from other mobs.
//       -- Added E_AI_SNAKE
//          Will attack all birds, rats, cats, rabbits and dogs.
//          Will try flee from other mobs.
//       -- Added C_RABBIT and C_A_JACKRABBIT in combat table. Cats and Snakes will attack them.
//
//   1.2 Update [20/08/2012]
//       -- Added rat memory and rat poop.
//          All rats will pee in ground every 30~60s.
//          When steping the rat poop, if <SRC> is rat or already poisoned or ISGM, nothing will happen.
//          Else it will get poisoned.
//       -- Added E_AI_BEAR.
//          They will attack any BRAIN_ANIMAL except Bears if they are stronger than the target.
//          They will seek and destroy the targets like wolves.
//          They will not have bonuses of near bears.
//          They will fish if near water, 50% chance to pull out a fish. Will eat and toss the head.
//        * The fish will be eaten only one time, preventing 2 bears eat the same fish and create 2 head for 1 fish.
//       -- All AI's will come back to their HOME if they DISTANCE > HOMEDIST
//       -- Added E_AI_CHICKEN
//          They will lay eggs on ground in every 120~180s.
//          When stepped, they will crack and deleted in 10~30s.
//        * They are not eating anything yet.
//        * The eggs will not be cracked by snakes and chickens.
//       -- Modified E_AI_SNAKE
//          They will lay eggs on ground in every 120~180s.
//          They will eat chicken and snake eggs, but not yours.
//
//   1.3 Update [21/08/2012]
//       -- Eggs now will decay in 60~120s.
//       -- When the eggs crush, it will change their DISPID.
//       
/////////////////////////////////////////////////////////////////////////////////////////////////////

[FUNCTION F_WOLVES_PACK]
IF <EVAL <
ARGV[0]>> == 1
 STR 
+= 5
 INT 
+= 5
 DEX 
+= 5
 MAXHITS 
+= 5
 MAXMANA 
+= 5
 MAXSTAM 
+= 5
 HITS 
+= 5
 MANA 
+= 5
 STAM 
+= 5
ELSE
 
REF1 <ARGS>
 IF <
UID.<REF1>>
  IF <
DISTANCE <REF1>> <= 18 
   TIMERF 5
F_WOLVES_PACK <REF1>
   RETURN 
1
  
ENDIF
 ENDIF
 
//SERV.B @026,,1 <NAME> loosing bonus from <QVAL <UID.<REF1>>?<REF1.NAME>:a dead wolf>
 
TAG.<REF1>
 
STR -= 5
 INT 
-= 5
 DEX 
-= 5
 MAXHITS 
-= 5
 MAXMANA 
-= 5
 MAXSTAM 
-= 5
 HITS 
-= 5
 MANA 
-= 5
 STAM 
-= 5
 
RETURN 1
ENDIF

[
EVENTS E_AI_WOLF]
ON=@NPCLOOKATCHAR
IF STRMATCH(*CARNIVORES*,<SERV.CHARDEF.<SRC.BASEID>.AVERSIONS>) || STRMATCH(*<SRC.BASEID>*,C_CAT,C_DOG,C_A_RAT_SEWER,C_RAT_GIANT)
 IF <
FINDID.I_WOLF_BERSERKER>
  IF !<
UID.<FINDID.I_WOLF_BERSERKER.TAG.ATTACK>>
   
FINDID.I_WOLF_BERSERKER.TAG.ATTACK <SRC>
  ENDIF
  
FINDID.I_WOLF_BERSERKER.TIMER 0
 
ELSE
  
LOCAL.OLDNEW <NEW>
  
SERV.NEWITEM I_WOLF_BERSERKER
  REF1 
<NEW>
  NEW <
LOCAL.OLDNEW>
  
REF1.CONT <UID>
  
REF1.TAG.ATTACK <SRC>
  
REF1.TIMER 0
 
ENDIF
ENDIF
IF 
STRMATCH(*WOLF*,<SRC.BASEID>)
 IF !<
dTAG.<SRC>>
  
TAG.<SRC1
  F_WOLVES_PACK 1
  
//SERV.B @044,,1 <NAME> getting bonus from <SRC.NAME>
  
TIMERF 5F_WOLVES_PACK <SRC>
 ENDIF
ENDIF
IF !
STRMATCH(*-1,-1*,<HOME>) && <HOME>
 IF <
DISTANCE <HOME>> > <HOMEDIST>
  GOTO <
HOME>
 ENDIF
ENDIF

ON=@NpcActFight
ARGN2 1000

ON
=@ATTACK
IF STRMATCH(*<SRC.BASEID>*,C_RAT,C_A_RAT_SEWER)
 
SRC.FLEE 10
ENDIF

[
ITEMDEF I_WOLF_BERSERKER]
ID I_MEMORY
TYPE T_EQ_SCRIPT
NAME Wolf Berserker

ON
=@CREATE
COLOR 026

ON
=@TIMER
IF <UID.<TAG0.ATTACK>>
 IF <
CONT.DISTANCE <TAG0.ATTACK>> > 1
  CONT
.TAG.OVERRIDE.MOVERATE 10
  CONT
.TIMERF 2,TAG.OVERRIDE.MOVERATE 50
  CONT
.GOTO <UID.<TAG0.ATTACK.P>
  
CONT.ATTACK <TAG0.ATTACK>
  
TIMER 5
  
RETURN 1
 
ENDIF
ENDIF
TIMER 1
RETURN 1

/////////////////////////////////////////////////////////////////////////////////////////////////////

[EVENTS E_AI_RAT]
ON=@NPCLOOKATCHAR
IF !<FINDID.I_RAT_MEM>
 
LOCAL.OLDNEW <NEW>
 
SERV.NEWITEM I_RAT_MEM
 REF1 
<NEW>
 NEW <
LOCAL.OLDNEW>
 
REF1.CONT <UID>
 
REF1.TIMER 0
ENDIF  
IF !
STRMATCH(*-1,-1*,<HOME>) && <HOME>
 IF <
DISTANCE <HOME>> > <HOMEDIST>
  GOTO <
HOME>
 ENDIF
ENDIF

ON=@NPCActFollow
ARGN1 
-1000

ON
=@GETHIT
FLEE 10

ON
=@HITTRY
FLEE 10

ON
=@NPCACTFIGHT
ARGN2 
-1000

[ITEMDEF I_RAT_MEM]
ID I_MEMORY
NAME Rat Memory
TYPE T_EQ_SCRIPT

ON
=@CREATE
COLOR 044

ON
=@TIMER
LOCAL
.OLDNEW <NEW>
SERV.NEWITEM I_RAT_POOP
REF1 
<NEW>
NEW <
LOCAL.OLDNEW>
REF1.<CONT.P>
REF1.TAG.RAT <CONT>
REF1.FIX
TIMER 
<EVAL {30 60}>
RETURN 
1

[ITEMDEF I_RAT_POOP]
ID I_BLOOD_POOL_LARGE
NAME Rat poop
TYPE T_EQ_SCRIPT

ON
=@CREATE
COLOR 035
ATTR ATTR_MOVE_NEVER
|ATTR_CAN_DECAY
DORAND 5
    DISPID 0122a
    DISPID 0122b
    DISPID 0122c
    DISPID 0122d
    DISPID 0122e
ENDDO
TIMER 
<R10,15>

ON=@TIMER
REMOVE
RETURN 1

ON
=@STEP
IF <SRC.FLAGS>&STATF_POISONED
 
RETURN 1
ENDIF
IF 
STRMATCH(*RAT*,<SRC.BASEID>)
 RETURN 
1
ENDIF
IF <
SRC.ISGM>
 RETURN 
1
ENDIF
IF <
UID.<TAG.RAT>>
 
// I set poison attacker as the target to avoid the mislinked item when the attacker (rat) die.
 // Then I do one damage using the rat uid to create the fight memory.
 
SRC.SPELLEFFECT S_POISON,500,<SRC.UID>
 
SRC.DAMAGE 1 01 <TAG.RAT>
ELSE
 
SRC.POISON 500,<SRC.UID>
ENDIF

/////////////////////////////////////////////////////////////////////////////////////////////////////

[EVENTS E_AI_CAT]
ON=@NPCLOOKATCHAR
IF STRMATCH(*<SRC.BASEID>*,C_RAT,C_A_RAT_SEWER,C_RAT_GIANT,C_RABBIT,C_A_JACKRABBIT)
 
ATTACK
ENDIF
IF !
STRMATCH(*-1,-1*,<HOME>) && <HOME>
 IF <
DISTANCE <HOME>> > <HOMEDIST>
  GOTO <
HOME>
 ENDIF
ENDIF

ON=@NPCActFollow
IF STRMATCH(*<SRC.BASEID>*,C_RAT,C_A_RAT_SEWER,C_RAT_GIANT,C_RABBIT,C_A_JACKRABBIT)
 
ATTACK
ENDIF

ON=@NPCActFight
IF STRMATCH(*<SRC.BASEID>*,C_RAT,C_A_RAT_SEWER,C_RAT_GIANT,C_RABBIT,C_A_JACKRABBIT)
 
ARGN2 1000
ELIF STRMATCH
(*<SRC.BASEID>*,C_DOG,C_WOLF,C_A_WOLF_GRAY,C_A_WOLF_WHITE,C_A_DIREWOLF)
 
ARGN2 -1000
ENDIF

/////////////////////////////////////////////////////////////////////////////////////////////////////

[EVENTS E_AI_DOG]
ON=@NPCLOOKATCHAR
IF STRMATCH(*<SRC.BASEID>*,C_CAT,C_RAT,C_A_RAT_SEWER,C_RAT_GIANT)
 
ATTACK
ENDIF
IF !
STRMATCH(*-1,-1*,<HOME>) && <HOME>
 IF <
DISTANCE <HOME>> > <HOMEDIST>
  GOTO <
HOME>
 ENDIF
ENDIF

ON=@NPCActFollow
IF STRMATCH(*<SRC.BASEID>*,C_CAT,C_RAT,C_A_RAT_SEWER,C_RAT_GIANT)
 
ATTACK
ENDIF

ON=@NPCActFight
IF STRMATCH(*<SRC.BASEID>*,C_CAT,C_RAT,C_A_RAT_SEWER,C_RAT_GIANT,C_WOLF,C_A_WOLF_GRAY,C_A_WOLF_WHITE,C_A_DIREWOLF)
 
ARGN2 1000
ENDIF

/////////////////////////////////////////////////////////////////////////////////////////////////////

[EVENTS E_AI_BIRD]   
ON=@NPCLOOKATCHAR
IF STRMATCH(*<SRC.BASEID>*,C_SNAKE,C_ICE_SNAKE,C_LAVA_SNAKE)
 
ATTACK
ENDIF
IF !
STRMATCH(*-1,-1*,<HOME>) && <HOME>
 IF <
DISTANCE <HOME>> > <HOMEDIST>
  GOTO <
HOME>
 ENDIF
ENDIF

ON=@NPCActFollow
IF STRMATCH(*<SRC.BASEID>*,C_SNAKE,C_ICE_SNAKE,C_LAVA_SNAKE)
 
ATTACK
ENDIF

ON=@NPCActFight
IF STRMATCH(*<SRC.BASEID>*,C_SNAKE,C_ICE_SNAKE,C_LAVA_SNAKE)
 
ARGN2 1000
ELSE
 
ARGN2 -1000
ENDIF

/////////////////////////////////////////////////////////////////////////////////////////////////////

[EVENTS E_AI_SNAKE
ON=@NPCLOOKATCHAR
IF STRMATCH(*<SRC.BASEID>*,C_BIRD,C_BIRD_CROW,C_BIRD_EAGLE,C_BIRD_MAGPIE,C_BIRD_RAVEN,C_BIRD_TROPICAL,C_BIRD_JUNGLE,C_EAGLE,C_CAT,C_DOG,C_RAT,C_A_RAT_SEWER,C_RAT_GIANT,C_RABBIT,C_A_JACKRABBIT)
 
ATTACK
ENDIF
IF !
STRMATCH(*-1,-1*,<HOME>) && <HOME>
 IF <
DISTANCE <HOME>> > <HOMEDIST>
  GOTO <
HOME>
 ENDIF
ENDIF
IF !<
FINDID.I_SNAKE_MEM>
 
LOCAL.OLDNEW <NEW>
 
SERV.NEWITEM I_SNAKE_MEM
 REF1 
<NEW>
 NEW <
LOCAL.OLDNEW>
 
REF1.CONT <UID>
 
REF1.TIMER 0
ENDIF

ON=@NPCActFollow
IF STRMATCH(*<SRC.BASEID>*,C_BIRD,C_BIRD_CROW,C_BIRD_EAGLE,C_BIRD_MAGPIE,C_BIRD_RAVEN,C_BIRD_TROPICAL,C_BIRD_JUNGLE,C_EAGLE,C_CAT,C_DOG,C_RAT,C_A_RAT_SEWER,C_RAT_GIANT,C_RABBIT,C_A_JACKRABBIT)
 
ATTACK
ENDIF

ON=@NPCActFight
IF STRMATCH(*<SRC.BASEID>*,C_BIRD,C_BIRD_CROW,C_BIRD_EAGLE,C_BIRD_MAGPIE,C_BIRD_RAVEN,C_BIRD_TROPICAL,C_BIRD_JUNGLE,C_EAGLE,C_CAT,C_DOG,C_RAT,C_A_RAT_SEWER,C_RAT_GIANT,C_RABBIT,C_A_JACKRABBIT)
 
ARGN2 1000
ELSE
 
ARGN2 -1000
ENDIF

[
ITEMDEF I_SNAKE_MEM]
ID I_MEMORY
TYPE T_EQ_SCRIPT
NAME Snake Memory

ON
=@CREATE
COLOR 044

ON
=@TIMER
IF <dMOREX> <= 0
 LOCAL
.OLDNEW <NEW>
 
SERV.NEWITEM I_EGGS_FRESH
 REF1 
<NEW>
 NEW <
LOCAL.OLDNEW>
 
REF1.NAME Snake eggs
 REF1
.TAG.SNAKE <CONT>
 
REF1.<CONT.P>
 
REF1.FIX
 REF1
.ATTR ATTR_DECAY
 REF1
.TIMER <EVAL {60 120}>
 
MOREX <EVAL {180 300}>
ENDIF
CONT.F_SNAKE_EAT_EGGS
MOREX 
-= 15
TIMER 15
RETURN 1

[FUNCTION F_SNAKE_EAT_EGGS]
REF1 <UID>
FORITEMS 3
 
IF STRMATCH(*eggs*,<NAME>) && STRMATCH(*I_EGGS_FRESH*,<BASEID>) && !<dTAG.EATEN> && (<DISPID>==I_EGGS_FRESH)
  IF <
TAG0.SNAKE>
   IF <
TAG0.SNAKE> != <REF1>
    
LOCAL.EGGS <UID>
   ENDIF
  ELSE        
   
LOCAL.EGGS <UID>
  ENDIF
 ENDIF
ENDFOR
IF <
LOCAL.EGGS>
 
UID.<LOCAL.EGGS>.TAG.EATEN 1
 REF1
.TIMERF 2,EMOTE eating the eggs
 REF1
.ANIM 10
 REF1
.TIMERF 1,ANIM 10
 UID
.<LOCAL.EGGS>.TIMERF 2,REMOVE
ENDIF
RETURN 
1

/////////////////////////////////////////////////////////////////////////////////////////////////////

[EVENTS E_AI_BEAR]    
ON=@NPCLOOKATCHAR
IF (<SRC.BRAIN> == BRAIN_ANIMAL) && !(STRMATCH(*BEAR*,<SRC.BASEID>)) && (<STR> > <SRC.STR>)
 IF <
FINDID.I_BEAR_BERSERKER>
  IF !<
UID.<FINDID.I_BEAR_BERSERKER.TAG.ATTACK>>
   
FINDID.I_BEAR_BERSERKER.TAG.ATTACK <SRC>
  ENDIF
  
FINDID.I_BEAR_BERSERKER.TIMER 0
 
ELSE
  
LOCAL.OLDNEW <NEW>
  
SERV.NEWITEM I_BEAR_BERSERKER
  REF1 
<NEW>
  NEW <
LOCAL.OLDNEW>
  
REF1.CONT <UID>
  
REF1.TAG.ATTACK <SRC>
  
REF1.TIMER 0
 
ENDIF
ENDIF
IF !
STRMATCH(*-1,-1*,<HOME>) && <HOME>
 IF <
DISTANCE <HOME>> > <HOMEDIST>
  GOTO <
HOME>
 ENDIF
ENDIF
IF !<
FINDID.I_BEAR_MEM>
 
LOCAL.OLDNEW <NEW>
 
SERV.NEWITEM I_BEAR_MEM
 REF1 
<NEW>
 NEW <
LOCAL.OLDNEW>
 
REF1.CONT <UID>
 
REF1.TIMER 0
ENDIF

ON=@NPCActFight
ARGN2 1000

[ITEMDEF I_BEAR_MEM]
ID I_MEMORY
TYPE T_EQ_SCRIPT
NAME Bear Memory

ON
=@CREATE
COLOR 044

ON
=@TIMER
IF <R2> == 1
 
IF <CONT.ISNEARTYPE.T_WATER 3>
  
CONT.EMOTE pulling out a fish from water
  LOCAL
.OLDNEW <NEW>
  
SERV.NEWITEM i_fish_raw_whole 1 01e16 1}
  
REF1 <NEW>
  NEW <
LOCAL.OLDNEW>
  
REF1.<CONT.P>
  
REF1.FIX
  CONT
.GOTO <REF1.P>
 ENDIF
ENDIF    
CONT.F_BEAR_EAT_FISH
TIMER 5
RETURN 1

[FUNCTION F_BEAR_EAT_FISH]
REF1 <UID>
FORITEMS 1
 
IF STRMATCH(*raw fish*,<NAME>) && !<dTAG.EATEN>
  
LOCAL.FISH <UID>
 ENDIF
ENDFOR
IF <
LOCAL.FISH>
 
UID.<LOCAL.FISH>.TAG.EATEN 1
 REF1
.TIMERF 2,EMOTE eating the fish and tossing the head
 REF1
.ANIM 10
 REF1
.TIMERF 1,ANIM 10
 LOCAL
.OLDNEW <NEW>
 
SERV.NEWITEM 01E19 1 01E1A 1}
 
REF2 <NEW>
 NEW <
LOCAL.OLDNEW>
 
REF2.P 1,1
 REF2
.ATTR 010
 REF2
.TIMERF 2,<UID.<LOCAL.FISH>.P>
 
REF2.TIMERF 2,FIX
 REF2
.TIMERF <EVAL {15 30}>,REMOVE
 UID
.<LOCAL.FISH>.TIMERF 2,FIX
 UID
.<LOCAL.FISH>.TIMERF 2,REMOVE
ENDIF
RETURN 
1

[ITEMDEF I_BEAR_BERSERKER]
ID I_MEMORY
TYPE T_EQ_SCRIPT
NAME Bear Berserker

ON
=@CREATE
COLOR 026

ON
=@TIMER
IF <UID.<TAG0.ATTACK>>
 IF <
CONT.DISTANCE <TAG0.ATTACK>> > 1
  CONT
.TAG.OVERRIDE.MOVERATE 10
  CONT
.TIMERF 2,TAG.OVERRIDE.MOVERATE 50
  CONT
.GOTO <UID.<TAG0.ATTACK.P>
  
CONT.ATTACK <TAG0.ATTACK>
  
TIMER 5
  
RETURN 1
 
ENDIF
ENDIF
TIMER 1
RETURN 1

/////////////////////////////////////////////////////////////////////////////////////////////////////

[EVENTS E_AI_CHICKEN]
ON=@NPCLOOKATCHAR
IF !<FINDID.I_CHICKEN_MEM>
 
LOCAL.OLDNEW <NEW>
 
SERV.NEWITEM I_CHICKEN_MEM
 REF1 
<NEW>
 NEW <
LOCAL.OLDNEW>
 
REF1.CONT <UID>
 
REF1.TIMER 0
ENDIF

[
ITEMDEF I_CHICKEN_MEM]
ID I_MEMORY
NAME Chicken Memory
TYPE T_EQ_SCRIPT

ON
=@CREATE
COLOR 044

ON
=@TIMER
LOCAL
.OLDNEW <NEW>
SERV.NEWITEM I_EGGS_FRESH
REF1 
<NEW>
NEW <
LOCAL.OLDNEW>
REF1.NAME Chicken eggs
REF1
.TAG.CHICKEN <CONT>
REF1.<CONT.P>
REF1.FIX
REF1
.ATTR ATTR_DECAY
REF1
.TIMER <EVAL {60 120}>
TIMER <EVAL {180 300}>
RETURN 
1

/////////////////////////////////////////////////////////////////////////////////////////////////////

[TYPEDEF T_FOOD_RAW]
ON=@STEP
IF (<BASEID> == I_EGGS_FRESH) && (<DISPID> != I_EGGSHELLS) && !(STRMATCH(*CHICKEN*,<SRC.BASEID>)) && !(STRMATCH(*SNAKE*,<SRC.BASEID>)) 
 
SRC.EMOTE crush <NAME>
 
NAME eggshells
 SOUND 01c3 
//skeletal crush sound
 
DISPID I_EGGSHELLS
 UPDATE
 ATTR ATTR_DECAY
|ATTR_MOVE_NEVER
 TIMER 
<EVAL {30 45}>
ENDIF

/////////////////////////////////////////////////////////////////////////////////////////////////////

[EOF
Updated! 20/08/2012 12:13PM

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(This post was last modified: 08-22-2012 10:41 AM by Extreme.)
08-20-2012 01:36 PM
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Messages In This Thread
Custom AI Events - Extreme - 08-20-2012 01:36 PM
RE: Custom AI Events - htid4life - 08-20-2012, 08:23 PM
RE: Custom AI Events - Extreme - 08-21-2012, 12:34 AM
RE: Custom AI Events - Skul - 08-21-2012, 01:58 AM
RE: Custom AI Events - Extreme - 08-21-2012, 02:14 AM
RE: Custom AI Events - htid4life - 08-21-2012, 02:27 AM
RE: Custom AI Events - Extreme - 08-21-2012, 07:21 AM
RE: Custom AI Events - Anarch Cassius - 08-21-2012, 08:16 AM
RE: Custom AI Events - admin phoenix - 08-21-2012, 03:30 PM
RE: Custom AI Events - Skul - 08-22-2012, 06:30 AM
RE: Custom AI Events - Extreme - 08-22-2012, 06:49 AM
RE: Custom AI Events - Skul - 08-22-2012, 09:06 AM
RE: Custom AI Events - Extreme - 08-22-2012, 10:43 AM
RE: Custom AI Events - htid4life - 08-23-2012, 08:50 AM
RE: Custom AI Events - RanXerox - 08-23-2012, 10:25 AM
RE: Custom AI Events - Pollo - 11-05-2012, 11:33 PM

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