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