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.
80 lines
4.1 KiB
Plaintext
80 lines
4.1 KiB
Plaintext
/*////////////////////////////////////////////////////////////////////////////////////////////////////
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// Script Name: ai_ranger
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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ai script for creatures using the class Ranger.
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Need to add ---> Rangers will take out favored enemies first!
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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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//******************* OFFENSIVE AREA OF EFFECT TALENTS *******************
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// Check the battlefield for a group of enemies to shoot a big talent 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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//**************************** SKILL FEATURES ****************************
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if(ai_TryAnimalEmpathy(oCreature)) return;
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//**************************** CLASS FEATURES ****************************
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if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS) && ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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//************************** DEFENSIVE 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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//********************** OFFENSIVE TARGETED TALENTS **********************
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// Look for a touch attack since we are in melee.
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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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// ************************ RANGED ATTACKS *******************************
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object oTarget;
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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)
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{
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oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature);
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}
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else
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{
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oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
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}
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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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else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
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}
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// ************************* MELEE ATTACKS *******************************
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if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
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if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee);
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_TryMeleeTalents(oCreature, oTarget)) return;
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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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