/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_a_invisible ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for associates to use when they are invisible. 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); // Has our master told us to not use magic? int bUseMagic = !ai_GetMagicMode(oCreature, AI_MAGIC_NO_MAGIC); //*************************** HEALING & CURES **************************** if(ai_TryHealingTalent(oCreature, nInMelee)) return; if(ai_TryCureConditionTalent(oCreature, nInMelee)) 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) { if(nInMelee && ai_MoralCheck(oCreature)) return; nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty); } // Skill, Class, Offensive AOE's, and Defensive talents. if(nDifficulty >= AI_COMBAT_EASY) { // *************************** SPELL TALENTS *************************** if(ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING)) return; // ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************ // Does our master want to be buffed first? object oTarget = OBJECT_INVALID; if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature); int nRound = ai_GetCurrentRound(oCreature); if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound, oTarget)) return; // ************************** CLASS FEATURES *************************** if(ai_TrySummonAnimalCompanionTalent(oCreature)) return; if(ai_TrySummonFamiliarTalent(oCreature)) return; } // Class and Offensive single target talents. if(nDifficulty >= AI_COMBAT_EFFORTLESS) { // *************************** SPELL TALENTS *************************** if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING)) { // ******************* OFFENSIVE AOE TALENTS *********************** // Check the battlefield for a group of enemies to shoot a big spell at! // We are checking here since these opportunities are rare and we need // to take advantage of them as often as possible. if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING)) { if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return; if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return; } 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; // ************************** Melee feat attacks ************************* // If we won't loose invisibility then ranged attacks are ok! // ************************ RANGED ATTACKS ******************************* if(GetHasSpellEffect(SPELL_IMPROVED_INVISIBILITY) || GetHasSpellEffect(SPELLABILITY_AS_IMPROVED_INVISIBLITY)) { if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee)) { if(ai_HasRangedWeaponWithAmmo(oCreature)) { // Are we suppose to protect our master first? if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) { // Lets pick off the weakest targets. if(!nInMelee) oTarget = ai_GetLowestCRTarget(oCreature); else oTarget = ai_GetLowestCRTarget(oCreature, AI_RANGE_MELEE); } if(oTarget != OBJECT_INVALID) { if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return; ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE); return; } else { ai_SearchForHiddenCreature(oCreature, FALSE); return; } } else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return; } } if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; if(ai_TrySneakAttack(oCreature, nInMelee)) return; if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTargetForMeleeCombat(oCreature, nInMelee); if(oTarget != OBJECT_INVALID) { talent tUse = GetCreatureTalentBest(TALENT_CATEGORY_HARMFUL_MELEE, 20, oCreature); if(GetIsTalentValid(tUse)) { int nId = GetIdFromTalent(tUse); if(nId == FEAT_POWER_ATTACK) { if(ai_TryPowerAttackFeat(oCreature, oTarget)) return; } else if(nId == FEAT_KNOCKDOWN) { if(ai_TryKnockdownFeat(oCreature, oTarget)) return; } else if(nId == FEAT_SMITE_EVIL) { if(ai_TrySmiteEvilFeat(oCreature, oTarget)) return; } else if(nId == FEAT_SMITE_GOOD) { if(ai_TrySmiteGoodFeat(oCreature, oTarget)) return; } else if(nId == FEAT_IMPROVED_POWER_ATTACK) { if(ai_TryImprovedPowerAttackFeat(oCreature, oTarget)) return; } else if(nId == FEAT_FLURRY_OF_BLOWS) { if(ai_TryFlurryOfBlowsFeat(oCreature, oTarget)) return; } else if(nId == FEAT_STUNNING_FIST) { if(ai_TryStunningFistFeat(oCreature, oTarget)) return; } else if(nId == FEAT_SAP) { if(ai_TrySapFeat(oCreature, oTarget)) return; } else if(nId == FEAT_DISARM) { if(ai_TryDisarmFeat(oCreature, oTarget)) return; } else if(nId == FEAT_KI_DAMAGE) { if(ai_TryKiDamageFeat(oCreature, oTarget)) return; } else if(nId == FEAT_CALLED_SHOT) { if(ai_TryCalledShotFeat(oCreature, oTarget)) return; } } ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); } else ai_SearchForHiddenCreature(oCreature, FALSE); }