/* 23/1/21 by Stratovarius A soulspark attacks by focusing soul energy on its target as a ranged attack. This doesn’t provoke attacks of opportunity. */ //:://///////////////////////////////////////////// //:: Custom Beholder AI //:: x2_ai_behold //:: Copyright (c) 2003 Bioware Corp. //::////////////////////////////////////////////// /* This is the Hordes of the Underdark campaign Mini AI run on the beholders. It does not use any spells assigned to the beholder, if you want to make a custom beholder you need to deactivate this AI by removing the approriate variable from your beholder creature in the toolset Short overview: Beholder will always use its eyes, unless a) If threatened in melee, it will try to move away or float away to the nearest waypoint tagged X2_WP_BEHOLDER_TUNNEL b) If threatened in melee and below 1/5 hp it will always try to float b) If affected by antimagic itself, it melee attack c) If target is affected by petrification, it will melee attack Logic for eye ray usage are in the appropriate spellscripts setting X2_BEHOLDER_AI_NOJUMP to 1 will prevent the beholders from jumping, even if there are jump points nearby */ //::////////////////////////////////////////////// //:: Created By: Georg Zoeller //:: Created On: 2003-08-21 //::////////////////////////////////////////////// #include "nw_i0_generic" #include "x0_i0_spells" #include "x2_inc_switches" void main() { //return; //The following two lines should not be touched object oIntruder = GetCreatureOverrideAIScriptTarget(); ClearCreatureOverrideAIScriptTarget(); SetCreatureOverrideAIScriptFinished(); /*if (GetLocalString(OBJECT_SELF,"UID") =="") { SetLocalString(OBJECT_SELF,"UID",RandomName()); } string UID = GetLocalString(OBJECT_SELF,"UID"); if (GetLocalInt(GetModule(),"TEST")>0 ) { if (GetLocalInt(GetModule(),"TEST") ==2) { if (!GetLocalInt (OBJECT_SELF,"IN_DEBUG") ==0) { return; } } SetLocalInt(GetModule(),"TEST",2); SpawnScriptDebugger(); SetLocalInt (OBJECT_SELF,"IN_DEBUG",TRUE); } */ // ********************* Start of custom AI script **************************** // Here you can write your own AI to run in place of DetermineCombatRound. // The minimalistic approach would be something like // // TalentFlee(oTarget); // flee on any combat activity if(GetAssociateState(NW_ASC_IS_BUSY)) { return; } if(BashDoorCheck(oIntruder)) {return;} // * BK: stop fighting if something bizarre that shouldn't happen, happens if (bkEvaluationSanityCheck(oIntruder, GetFollowDistance()) == TRUE) return; int nDiff = GetCombatDifficulty(); SetLocalInt(OBJECT_SELF, "NW_L_COMBATDIFF", nDiff); if (GetIsObjectValid(oIntruder) == FALSE) oIntruder = bkAcquireTarget(); if (GetIsObjectValid(oIntruder) == FALSE) { oIntruder = GetNearestSeenOrHeardEnemy(); } if (GetIsObjectValid(oIntruder) == FALSE) { oIntruder = GetLastAttacker(); } if (GetIsObjectValid(oIntruder) && GetIsDead(oIntruder) == TRUE) { return; } if (__InCombatRound() == TRUE) { return; } __TurnCombatRoundOn(TRUE); //SpeakString("AI Target: " + GetName(oIntruder)); if(GetIsObjectValid(oIntruder)) { // * Will put up things like Auras quickly if(TalentPersistentAbilities()) { __TurnCombatRoundOn(FALSE); return; } if(TalentHealingSelf() == TRUE) { __TurnCombatRoundOn(FALSE); return; } if(TalentUseProtectionOnSelf() == TRUE) { __TurnCombatRoundOn(FALSE); return; } //Used for Potions of Enhancement and Protection if(TalentBuffSelf() == TRUE) { __TurnCombatRoundOn(FALSE); return; } if(TalentAdvancedProtectSelf() == TRUE) { __TurnCombatRoundOn(FALSE); return; } ClearAllActions(); ActionCastSpellAtObject(18956,oIntruder,METAMAGIC_ANY,TRUE,0,PROJECTILE_PATH_TYPE_DEFAULT,TRUE); __TurnCombatRoundOn(FALSE); return; } else { } __TurnCombatRoundOn(FALSE); //This is a call to the function which determines which // way point to go back to. ClearAllActions(TRUE); SetLocalObject(OBJECT_SELF, "NW_GENERIC_LAST_ATTACK_TARGET", OBJECT_INVALID); WalkWayPoints(); }