/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_invisible ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for creatures(Any) that 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); //*************************** 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); // Skill, Class, Offensive AOE's, and Defensive talents. // *************************** SPELL TALENTS *************************** // ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************ int nRound = ai_GetCurrentRound(oCreature); if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return; // ************************** CLASS FEATURES *************************** if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS)) { if(ai_TrySummonFamiliarTalent(oCreature)) return; if(ai_TrySummonAnimalCompanionTalent(oCreature)) return; } // ******************* 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_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; // PHYSICAL ATTACKS - Either we don't have talents or we are saving them. // 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_CanIUseRangedWeapon(oCreature, nInMelee)) { if(ai_HasRangedWeaponWithAmmo(oCreature)) { if(!nInMelee) oTarget = ai_GetNearestTarget(oCreature); else oTarget = ai_GetNearestTarget(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, TRUE); return; } } } else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return; } // ************************** Melee feat attacks ************************* if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; if(ai_TrySneakAttack(oCreature, nInMelee)) return; 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, TRUE); }