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.
94 lines
5.3 KiB
Plaintext
94 lines
5.3 KiB
Plaintext
/*////////////////////////////////////////////////////////////////////////////////////////////////////
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// Script Name: ai_invisible
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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ai script for creatures(Any) that are invisible.
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OBJECT_SELF is the creature running the ai.
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*/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Programmer: Philos
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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void main()
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{
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object oCreature = OBJECT_SELF;
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// Get the number of enemies that we are in melee combat with.
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int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
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//*************************** HEALING & CURES ****************************
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if(ai_TryHealingTalent(oCreature, nInMelee)) return;
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if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
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if(nInMelee && ai_MoralCheck(oCreature)) return;
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int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
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// Skill, Class, Offensive AOE's, and Defensive talents.
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// *************************** SPELL TALENTS ***************************
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// ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************
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int nRound = ai_GetCurrentRound(oCreature);
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if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return;
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// ************************** CLASS FEATURES ***************************
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if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS))
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{
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if(ai_TrySummonFamiliarTalent(oCreature)) return;
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if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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}
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// ******************* OFFENSIVE AOE TALENTS ***********************
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// Check the battlefield for a group of enemies to shoot a big spell at!
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// We are checking here since these opportunities are rare and we need
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// to take advantage of them as often as possible.
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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object oTarget;
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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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// If we won't loose invisibility then ranged attacks are ok!
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// ************************ RANGED ATTACKS *******************************
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if(GetHasSpellEffect(SPELL_IMPROVED_INVISIBILITY) || GetHasSpellEffect(SPELLABILITY_AS_IMPROVED_INVISIBLITY))
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{
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if(ai_CanIUseRangedWeapon(oCreature, nInMelee))
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{
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if(ai_HasRangedWeaponWithAmmo(oCreature))
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{
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if(!nInMelee) oTarget = ai_GetNearestTarget(oCreature);
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else oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
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ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
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return;
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}
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else
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{
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ai_SearchForHiddenCreature(oCreature, TRUE);
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return;
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}
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}
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}
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else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
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}
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// ************************** Melee feat attacks *************************
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if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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if(ai_TrySneakAttack(oCreature, nInMelee)) return;
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTargetForMeleeCombat(oCreature, nInMelee);
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if(oTarget != OBJECT_INVALID)
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{
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talent tUse = GetCreatureTalentBest(TALENT_CATEGORY_HARMFUL_MELEE, 20, oCreature);
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if(GetIsTalentValid(tUse))
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{
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int nId = GetIdFromTalent(tUse);
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if(nId == FEAT_POWER_ATTACK) { if(ai_TryPowerAttackFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_KNOCKDOWN) { if(ai_TryKnockdownFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_SMITE_EVIL) { if(ai_TrySmiteEvilFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_SMITE_GOOD) { if(ai_TrySmiteGoodFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_IMPROVED_POWER_ATTACK) { if(ai_TryImprovedPowerAttackFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_FLURRY_OF_BLOWS) { if(ai_TryFlurryOfBlowsFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_STUNNING_FIST) { if(ai_TryStunningFistFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_SAP) { if(ai_TrySapFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_DISARM) { if(ai_TryDisarmFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_KI_DAMAGE) { if(ai_TryKiDamageFeat(oCreature, oTarget)) return; }
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else if(nId == FEAT_CALLED_SHOT) { if(ai_TryCalledShotFeat(oCreature, oTarget)) return; }
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}
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ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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}
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else ai_SearchForHiddenCreature(oCreature, TRUE);
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}
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