/*//////////////////////////////////////////////////////////////////////////////////////////////////// // 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); }