This action instructs the active creature to a ranged weapon from the weapons available in the quickslots.
IF
See([EVILCUTOFF])
!Range([EVILCUTOFF],4)
OR(28)
!HasItemEquiped("Bow01",())
!HasItemEquiped("Bow02",())
!HasItemEquiped("Bow03",())
!HasItemEquiped("Bow04",())
!HasItemEquipedReal("Bow05",())
!HasItemEquipedReal("Bow06",())
!HasItemEquipedReal("Bow07",())
!HasItemEquipedReal("Bow08",())
!HasItemEquipedReal("Bow09",())
!HasItemEquipedReal("Bow10",())
!HasItemEquipedReal("Bow11",())
!HasItemEquipedReal("Bow12",())
!HasItemEquipedReal("Bow13",())
!HasItemEquipedReal("Bow14",())
!HasItemEquipedReal("Bow15",())
!HasItemEquipedReal("Bow16",())
!HasItemEquipedReal("Bow17",())
!HasItemEquipedReal("Bow18",())
!HasItemEquipedReal("Bow19",())
!HasItemEquipedReal("Bow20",())
!HasItemEquipedReal("Bow21",())
!HasItemEquipedReal("Bow22",())
!HasItemEquipedReal("Bow23",())
!HasItemEquipedReal("Bow24",())
!HasItemEquipedReal("Bow25",())
!HasItemEquipedReal("Bow26",())
!HasItemEquipedReal("Bow98",())
!HasItemEquipedReal("Bow99",())
THEN
RESPONSE #100
EquipRanged()
AttackReevaluate([EVILCUTOFF],30)
END
BG2 barrel re-exports.
Generated by ts-update. Do not edit manually.
Uses named re-exports (not export *) so esbuild can statically resolve each binding without falling back to runtime __reExport helpers for externalized .d.ts modules.