MMD_PRC8/_module/nss/0c_if_ass_convo.nss
Jaysyn904 d77404f157 2025/07/15 Update
Added PEPS AI.
Updated module name.
Set all henchmen to have a random race &/or class based name using a custom version of Markshire's Nomeclature scripts, as well as appearance.
Set Constructs, Undead, Outsiders & Elementals to not require food or drink.
Full compile.
2025-07-15 22:19:46 -04:00

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/*//////////////////////////////////////////////////////////////////////////////
Script: 0c_if_ass_convo
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Text Appears When script that has the henchman tell the player what options
have been selected.
sOption will decide what the henchman says.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_associates"
int StartingConditional()
{
object oPC = GetPCSpeaker();
object oAssociate = OBJECT_SELF;
string sParam = GetScriptParam("sOption");
if(sParam == "BaseMode")
{
string sBaseMode = "I'm ready to attack.";
string sVolume = " While shouting when I see things.";
// Lets get which base mode the henchman is in.
if(ai_GetAIMode(oAssociate, AI_MODE_STAND_GROUND)) sBaseMode = "I'm holding here.";
else if(ai_GetAIMode(oAssociate, AI_MODE_DEFEND_MASTER)) sBaseMode = "I'm defending you.";
else if(ai_GetAIMode(oAssociate, AI_MODE_FOLLOW)) sBaseMode = "I'm following you.";
if(GetLocalString(oAssociate, AI_COMBAT_SCRIPT) == "ai_a_peaceful") sBaseMode = "I will not fight the enemy!";
if(ai_GetAIMode(oAssociate, AI_MODE_DO_NOT_SPEAK)) sVolume = " While not speaking unless spoken to.";
SetCustomToken(AI_BASE_CUSTOM_TOKEN, sBaseMode + sVolume);
}
else if(sParam == "CombatTactics")
{
string sRangedUse = "", sCombatTactic = "I'm using my best judgement in combat ";
string sAtkAssociates = "";
string sTargets = "against all enemies and ";
// Lets get which base mode the henchman is in.
if(ai_GetAIMode(oAssociate, AI_MODE_CHECK_ATTACK)) sTargets = "against enemies I can handle and ";
if(GetLocalString(oAssociate, AI_COMBAT_SCRIPT) == "ai_a_ambusher") sCombatTactic = "I'm using ambush tactics ";
else if(GetLocalString(oAssociate, AI_COMBAT_SCRIPT) == "ai_a_defensive") sCombatTactic = "I'm using defensive tactics ";
else if(GetLocalString(oAssociate, AI_COMBAT_SCRIPT) == "ai_a_taunter") sCombatTactic = "I'm ready to taunt ";
else if(GetLocalString(oAssociate, AI_COMBAT_SCRIPT) == "ai_a_cntrspell") sCombatTactic = "I'm ready to counter spell ";
if(GetLocalString(oAssociate, AI_COMBAT_SCRIPT) == "ai_a_peaceful")
{
sCombatTactic = "I will not fight the enemy!";
sTargets = "";
}
else
{
if(ai_GetAIMode(oAssociate, AI_MODE_STOP_RANGED)) sRangedUse = "will not use a ranged weapon.";
else sRangedUse = "will use a ranged weapon.";
if(ai_GetAIMode(oAssociate, AI_MODE_IGNORE_ASSOCIATES)) sAtkAssociates = " I will also ignore familiars, companions, and summons.";
else sAtkAssociates = " I will also attack familiars, companions, and summons.";
}
SetCustomToken(AI_BASE_CUSTOM_TOKEN + 1, sCombatTactic + sTargets + sRangedUse + sAtkAssociates);
}
else if(sParam == "Plans")
{
float fFollowRange = GetLocalFloat(oAssociate, AI_FOLLOW_RANGE);
string sFollowRange = FloatToString(fFollowRange, 0, 0);
string sDistance = "I'm following from " + sFollowRange + " meters away while";
string sStealth, sSearch, sPickup;
if(ai_GetAIMode(oAssociate, AI_MODE_PICKUP_ITEMS)) sPickup = " picking up items";
else sPickup = " not picking up any items";
if(ai_GetAIMode(oAssociate, AI_MODE_AGGRESSIVE_STEALTH)) sStealth = " in stealth";
else sStealth = "";
if(ai_GetAIMode(oAssociate, AI_MODE_AGGRESSIVE_SEARCH)) sSearch = " and searching";
else sSearch = "";
SetCustomToken(AI_BASE_CUSTOM_TOKEN + 2, sDistance + sPickup + sStealth + sSearch + ".");
}
else if(sParam == "Healing")
{
string sHealingIn = IntToString(GetLocalInt(oAssociate, AI_HEAL_IN_COMBAT_LIMIT)) + "%";
string sHealingOut = IntToString(GetLocalInt(oAssociate, AI_HEAL_OUT_OF_COMBAT_LIMIT)) + "%";
SetCustomToken(AI_BASE_CUSTOM_TOKEN + 5, "I'm healing our allies if they go below " +
sHealingIn + " health in combat and " + sHealingOut + " out of combat.");
}
else if(sParam == "Spells")
{
string sCastingLevel = "[" + IntToString(GetLocalInt(oAssociate, AI_DIFFICULTY_ADJUSTMENT)) + "] ";
string sCasting = "I'm casting";
string sType = " spells I choose.";
string sBuff = " I'll also targeting anyone that needs it ";
string sDispel = "while using Dispel spells.";
string sMagicItems = " Lastly I'll use any magic items I have.";
if(ai_GetMagicMode(oAssociate, AI_MAGIC_BUFF_MASTER)) sBuff = " Ofcourse I'll target you first ";
if(ai_GetMagicMode(oAssociate, AI_MAGIC_STOP_DISPEL)) sDispel = "while not using Dispel spells.";
if(GetLocalString(oAssociate, AI_COMBAT_SCRIPT) == "ai_a_cntrspell")
{
sCasting = "I'm ready to counter spell our enemies.";
sType = "";
sBuff = "";
sDispel = "";
}
if(ai_GetMagicMode(oAssociate, AI_MAGIC_NO_MAGIC))
{
sCasting = "I'm not use any magic.";
sType = "";
sBuff = "";
sDispel = "";
}
else if(ai_GetMagicMode(oAssociate, AI_MAGIC_DEFENSIVE_CASTING)) sType = " defensive spells only.";
else if(ai_GetMagicMode(oAssociate, AI_MAGIC_OFFENSIVE_CASTING))
{
sType = " offensive spells only.";
sBuff = "";
}
else if(ai_GetMagicMode(oAssociate, AI_MAGIC_NO_MAGIC_ITEMS)) sMagicItems = " Finally I'll not use magic items.";
SetCustomToken(AI_BASE_CUSTOM_TOKEN + 5, sCastingLevel + sCasting + sType + sBuff + sDispel+ sMagicItems);
}
else if(sParam == "Objects")
{
int bTraps = ai_GetAIMode(oAssociate, AI_MODE_DISARM_TRAPS);
int bLocks = ai_GetAIMode(oAssociate, AI_MODE_PICK_LOCKS);
int bBash = ai_GetAIMode(oAssociate, AI_MODE_BASH_LOCKS);
string sText = "I'm going to ignore all traps and locks.";
if(bTraps && bLocks && bBash)
{
sText = "I'm disarming all the traps and am either picking or bashing any of the locks we find.";
}
else if(bTraps && bLocks) sText = "I'm going to disarm all the traps and I'll pick all the locks we encounter.";
else if(bTraps && bBash) sText = "I shall disarm all the traps and will bash any locks we come across.";
else if(bTraps) sText = "I will disarm all the traps I can but will leave any locks for you to deal with.";
else if(bLocks && bBash) sText = "I will leave the traps for you but will either pick or bash any locks we see.";
else if(bLocks) sText = "I'll keep my distance from any traps we see, but will pick the locks found.";
else if(bBash) sText = "I'll let you mess with the traps, but I'll bash any locks that are out there.";
SetCustomToken(AI_BASE_CUSTOM_TOKEN + 3, sText);
}
else if(sParam == "RestBuffing")
{
string sRestBuffing = "";
if(!ai_GetMagicMode(oAssociate, AI_MAGIC_BUFF_AFTER_REST)) sRestBuffing = "not ";
SetCustomToken(AI_BASE_CUSTOM_TOKEN + 10, "After we rest I am " + sRestBuffing + "casting my long buff spells on us.");
}
return TRUE;
}