2025/07/20 Update

Updated PEPS AI.
Full compile.
This commit is contained in:
Jaysyn904
2025-07-20 16:17:47 -04:00
parent d2a9c50615
commit b4f69b222a
100 changed files with 925 additions and 655 deletions

View File

@@ -17,8 +17,6 @@ void main()
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
int nDifficulty = ai_GetDifficulty(oCreature);
int nMaxLevel;
//************************** SKILL FEATURES **************************
if(ai_TryAnimalEmpathy(oCreature)) return;
// Check for moral and get the maximum spell level we should use.
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
{
@@ -30,7 +28,6 @@ void main()
{
// ************************** CLASS FEATURES ***************************
if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
if(ai_TryPolymorphSelfFeat(oCreature)) return;
// *************************** SPELL TALENTS ***************************
if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return;
}
@@ -44,6 +41,9 @@ void main()
if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
}
}
if(nDifficulty >= AI_COMBAT_MODERATE && ai_TryPolymorphSelfFeat(oCreature)) return;
//************************** SKILL FEATURES **************************
if(ai_TryAnimalEmpathy(oCreature)) return;
// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
// ************************** Ranged feat attacks **************************
object oTarget;