MMD_PRC8/_module/nss/ai_default.nss

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/*////////////////////////////////////////////////////////////////////////////////////////////////////
// Script Name: ai_default
//////////////////////////////////////////////////////////////////////////////////////////////////////
ai script for default creatures(Any).
OBJECT_SELF is the creature running the ai.
*/////////////////////////////////////////////////////////////////////////////////////////////////////
// Programmer: Philos
//////////////////////////////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void main()
{
object oCreature = OBJECT_SELF;
// Get the number of enemies that we are in melee combat with.
int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
//*************************** HEALING & CURES ****************************
if(ai_TryHealingTalent(oCreature, nInMelee)) return;
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
if(nInMelee && ai_MoralCheck(oCreature)) return;
int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
//******************* OFFENSIVE AREA OF EFFECT TALENTS *******************
// Check the battlefield for a group of enemies to shoot a big talent at!
// We are checking here since these opportunities are rare and we need
// to take advantage of them as often as possible.
if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
//**************************** SKILL FEATURES ****************************
if(ai_TryAnimalEmpathy(oCreature)) return;
//**************************** CLASS FEATURES ****************************
if(ai_TryBarbarianRageFeat(oCreature)) return;
if(ai_TryBardSongFeat(oCreature)) return;
if(ai_TryTurningTalent(oCreature)) return;
if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS))
{
if(ai_TrySummonFamiliarTalent(oCreature)) return;
if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
}
if(ai_TryPolymorphSelfFeat(oCreature)) return;
//************************** DEFENSIVE TALENTS ***************************
int nRound = ai_GetCurrentRound(oCreature);
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return;
if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return;
if(ai_TryDivineMightFeat(oCreature, nInMelee)) return;
//********************** OFFENSIVE TARGETED TALENTS **********************
// Look for a touch attack since we are in melee.
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.
ai_DoPhysicalAttackOnNearest(oCreature, nInMelee);
}