/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_a_defensive ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for associates put in to a defensive mode to protect themselves. OBJECT_SELF is the creature running the ai. Our actions. 1 - Get nearest enemy and the difficulty of the battle. 2 - Check for healing potions if this is a simple+ battle. 3 - Check moral if wounded and is a simple+ battle. 4 - Check for a magical ranged attack if not in melee and a difficult+ battle. 5 - Check for a buff if this is a difficult+ battle. 6 - Check for defensive ability such as knockdown, expertise or parry. 7 - If we can't fight defensive then flee. 8 - If we are out of range with no ability then stand and watch. *///////////////////////////////////////////////////////////////////////////////////////////////////// // 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 oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST); if(AI_DEBUG) ai_Debug("ai_a_defensive", "25", "oNearest Enemy: " + GetName(oNearestEnemy) + " Distance to Nearest Enemy: " + FloatToString(GetDistanceToObject(oNearestEnemy), 0, 2)); // ALWAYS - Check for healing and cure talents. if(ai_TryHealingTalent(oCreature, nInMelee)) return; if(ai_TryCureConditionTalent(oCreature, nInMelee)) return; int nDifficulty = ai_GetDifficulty(oCreature); int nMaxLevel; // SIMPLE+ - Check for moral and get what spell power we should be using. if(nDifficulty >= AI_COMBAT_EFFORTLESS) { if(nInMelee && ai_MoralCheck(oCreature)) return; nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty); } // DIFFICULT+ - Class talents, Offensive AOE's, Defensive talents, and Potion talents. if(nDifficulty >= AI_COMBAT_MODERATE) { //************************** SKILL FEATURES ************************** if(ai_TryAnimalEmpathy(oCreature)) return; // ************************** CLASS FEATURES *************************** if(ai_TryBardSongFeat(oCreature)) return; if(ai_TrySummonAnimalCompanionTalent(oCreature)) return; if(ai_TrySummonFamiliarTalent(oCreature)) return; if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING)) { // ********** 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; } } object oTarget; // PHYSICAL ATTACKS - Either we don't have talents or we are saving them. if(nInMelee > 0) { if(ai_TryImprovedExpertiseFeat(oCreature)) return; if(ai_TryExpertiseFeat(oCreature)) return; // Lets get the strongest melee opponent in melee with us. oTarget = ai_GetHighestCRTarget(oCreature, AI_RANGE_MELEE); if(oTarget == OBJECT_INVALID) oTarget = oNearestEnemy; // Use knockdown when appropriate and the target is not immune. if(ai_TryKnockdownFeat(oCreature, oTarget)) return; if (ai_TryParry (oCreature)) return; // We have tried everything to protect ourselves so the only thing left // to do is man up and attack! ai_DoPhysicalAttackOnLowestCR(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK)); return; } //********************** PHYSICAL ATTACKS ******************************** // Even in defensive mode we want to be in battle so go find someone! ai_DoPhysicalAttackOnBest(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK)); }