/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_a_barbarian ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for associates using the Barbarian class. 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); object oTarget; if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature)) { //************************* 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_MODERATE) { // ************************ CLASS FEATURES ************************* if(ai_TryBarbarianRageFeat(oCreature)) return; // ************************* SPELL TALENTS ************************* if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return; } // 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. // ************************ Ranged feat attacks ************************ 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; } } // *************************** Melee feat attacks ************************** if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; if(ai_TryWhirlwindFeat(oCreature)) return; if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetBestTargetForMeleeCombat(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK)); if(oTarget != OBJECT_INVALID) { if(ai_TryMeleeTalents(oCreature, oTarget)) return; ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); } else ai_SearchForHiddenCreature(oCreature, FALSE); }