MMD_PRC8/_module/nss/ai_a_invisible.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

124 lines
6.8 KiB
Plaintext

/*////////////////////////////////////////////////////////////////////////////////////////////////////
// Script Name: ai_a_invisible
//////////////////////////////////////////////////////////////////////////////////////////////////////
ai script for associates to use when they 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);
// Has our master told us to not use magic?
int bUseMagic = !ai_GetMagicMode(oCreature, AI_MAGIC_NO_MAGIC);
//*************************** HEALING & CURES ****************************
if(ai_TryHealingTalent(oCreature, nInMelee)) return;
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
int nDifficulty = ai_GetDifficulty(oCreature);
int nMaxLevel;
// Check for moral and get the maximum spell level we should use.
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
{
if(nInMelee && ai_MoralCheck(oCreature)) return;
nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
}
// Skill, Class, Offensive AOE's, and Defensive talents.
if(nDifficulty >= AI_COMBAT_EASY)
{
// *************************** SPELL TALENTS ***************************
if(ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING)) return;
// ********** 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;
// ************************** CLASS FEATURES ***************************
if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
if(ai_TrySummonFamiliarTalent(oCreature)) return;
}
// Class and Offensive single target talents.
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
{
// *************************** SPELL TALENTS ***************************
if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
{
// ******************* 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_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
{
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;
// ************************** Melee feat attacks *************************
// 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_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee))
{
if(ai_HasRangedWeaponWithAmmo(oCreature))
{
// Are we suppose to protect our master first?
if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
if(oTarget == OBJECT_INVALID)
{
// Lets pick off the weakest targets.
if(!nInMelee) oTarget = ai_GetLowestCRTarget(oCreature);
else oTarget = ai_GetLowestCRTarget(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);
return;
}
}
else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
}
}
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
if(ai_TrySneakAttack(oCreature, nInMelee)) return;
if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
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, FALSE);
}