MMD_PRC8/_module/nss/ai_a_polymorphed.nss

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/*////////////////////////////////////////////////////////////////////////////////////////////////////
// Script Name: ai_a_polymorphed
//////////////////////////////////////////////////////////////////////////////////////////////////////
ai script for polymorphed associates.
We check for abilities based on the form we are using and if we should polymorph back.
OBJECT_SELF is the creature running the ai.
*/////////////////////////////////////////////////////////////////////////////////////////////////////
// Programmer: Philos
//////////////////////////////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void ai_DoActions(object oCreature, int nForm)
{
int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
if(ai_TryHealingTalent(oCreature, nInMelee)) return;
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
if(GetPercentageHPLoss(oCreature) <= AI_HEALTH_BLOODY)
{
//ai_Debug("ai_a_polymorphed", "24", "We are wounded and are transforming back!");
ai_RemoveASpecificEffect(oCreature, EFFECT_TYPE_POLYMORPH);
return;
}
int nDifficulty = ai_GetDifficulty(oCreature);
int nMaxLevel;
// Check for moral and get the maximum spell level we should use.
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
{
// When polymorphed we turn back then check moral.
//if(nInMelee && ai_MoralCheck(oCreature)) return;
nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
}
// Skill, Class, Offensive AOE's, and Defensive talents.
if(nDifficulty >= AI_COMBAT_MODERATE)
{
// *************************** SPELL TALENTS ***************************
if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return;
}
// Class and Offensive single target talents.
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
{
// *************************** SPELL TALENTS ***************************
if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
{
if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
}
}
// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
object oTarget = ai_GetLowestCRTargetForMeleeCombat(oCreature, nInMelee);
// If we don't find a target then we don't want to fight anyone!
if(oTarget != OBJECT_INVALID) ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
else ai_SearchForHiddenCreature(oCreature, FALSE);
}
void main()
{
object oCreature = OBJECT_SELF;
// Need to know who we are so we can use thier abilities.
int nForm = GetAppearanceType(oCreature);
// Check to see if we are back to our normal form?(-1 to get the actual form #)
if(nForm == GetLocalInt(oCreature, AI_NORMAL_FORM) - 1)
{
// If we are transformed back then go back to our primary ai.
ai_SetCreatureAIScript(oCreature);
DeleteLocalInt(oCreature, AI_NORMAL_FORM);
string sAI = GetLocalString(oCreature, AI_COMBAT_SCRIPT);
if(sAI == "ai_a_polymorphed" || sAI == "") sAI = "ai_a_default";
ExecuteScript(sAI, oCreature);
}
else ai_DoActions(oCreature, nForm);
}