/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_ranged ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for monsters to use the ranged ai. OBJECT_SELF is the creature running the ai. Will attempt to use ranged weapons/spells until surrounded. *///////////////////////////////////////////////////////////////////////////////////////////////////// // 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; // Check for moral and get the maximum spell level we should use. if(nInMelee && ai_MoralCheck(oCreature)) return; int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature); //******************* OFFENSIVE AREA OF EFFECT TALENTS ******************* // Check the battlefield for a group of enemies to shoot a big talent 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; //**************************** SKILL FEATURES **************************** if(ai_TryAnimalEmpathy(oCreature)) return; //**************************** CLASS FEATURES **************************** if(ai_TryBarbarianRageFeat(oCreature)) return; if(ai_TryBardSongFeat(oCreature)) return; if(ai_TryTurningTalent(oCreature)) return; if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS)) { if(ai_TrySummonFamiliarTalent(oCreature)) return; if(ai_TrySummonAnimalCompanionTalent(oCreature)) return; } //************************** DEFENSIVE TALENTS *************************** int nRound = ai_GetCurrentRound(oCreature); if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return; // ************************** CLASS FEATURES ******************************* if(ai_TryTurningTalent(oCreature)) return; //********************** OFFENSIVE TARGETED TALENTS ********************** // Look for a touch attack since we are in melee. 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; // ************************** Ranged feat attacks ************************** if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) && (nInMelee < 3 || ai_GetEnemyAttackingMe(oCreature) == OBJECT_INVALID)) { if(ai_HasRangedWeaponWithAmmo(oCreature)) { // Lets pick off the ranged then nearest targets. if(!nInMelee) { if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature); if(oTarget == OBJECT_INVALID) oTarget == ai_GetRangedTarget(oCreature); if(oTarget == OBJECT_INVALID && ai_TryRangedSneakAttack(oCreature, nInMelee)) return; if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature); } else { if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE); if(oTarget == OBJECT_INVALID) 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, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE); return; } } else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return; } // ************************** Melee feat attacks ************************* object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST); if(nInMelee) { oTarget = ai_GetEnemyAttackingMe(oCreature); if(oTarget != OBJECT_INVALID) { if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; if(ai_TrySneakAttack(oCreature, nInMelee)) return; if(ai_TryWhirlwindFeat(oCreature)) return; if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee); if(oTarget != OBJECT_INVALID) { if(ai_TryMeleeTalents(oCreature, oTarget)) return; ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); return; } } } if(oNearestEnemy != OBJECT_INVALID) { float fDistance = GetDistanceBetween(oCreature, oNearestEnemy); float fRange = AI_RANGE_LONG; if(GetHasFeat(FEAT_SNEAK_ATTACK, oCreature)) fRange = AI_RANGE_CLOSE; if(fDistance < fRange) { int bRun = ai_CanIMoveInCombat(oCreature); ActionMoveAwayFromObject(oNearestEnemy, bRun, fRange - fDistance + 2.0); } } else ai_SearchForHiddenCreature(oCreature, FALSE, OBJECT_INVALID, AI_RANGE_CLOSE); }