MMD_PRC8/_module/nss/ai_a_taunter.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

54 lines
2.7 KiB
Plaintext

/*//////////////////////////////////////////////////////////////////////////////
Script Name: ai_a_taunter
////////////////////////////////////////////////////////////////////////////////
ai script for creatures using defined to use the taunt skill.
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;
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_MODERATE)
{
//************************** SKILL FEATURES **************************
if(ai_TryAnimalEmpathy(oCreature)) return;
// ************************** CLASS FEATURES ***************************
if(ai_TryBarbarianRageFeat(oCreature)) return;
if(ai_TryBardSongFeat(oCreature)) return;
// *************************** SPELL TALENTS ***************************
if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return;
}
// Class and Offensive single target talents.
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
{
// ************************** CLASS FEATURES ***************************
if(ai_TryTurningTalent(oCreature)) return;
// *************************** SPELL TALENTS ***************************
if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
{
if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
}
}
// Taunt the nearest target!
if (ai_TryTaunt (oCreature, ai_GetNearestTargetForMeleeCombat (oCreature, nInMelee))) return;
// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
ai_DoPhysicalAttackOnLowestCR(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
}