generated from Jaysyn/ModuleTemplate
2025/07/21 Update
Added PEPS AI Full compile.
This commit is contained in:
@@ -1,103 +1,92 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Default On Heartbeat
|
||||
//:: NW_C2_DEFAULT1
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
This script will have people perform default
|
||||
animations.
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Nov 23, 2001
|
||||
//:://////////////////////////////////////////////
|
||||
#include "NW_I0_GENERIC"
|
||||
#include "inc_utility"
|
||||
|
||||
/*//////////////////////////////////////////////////////////////////////////////
|
||||
Script: nw_c2_default1
|
||||
Programmer: Philos
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
Monster OnHeartbeat script;
|
||||
This will usually fire every 6 seconds (1 game round).
|
||||
*///////////////////////////////////////////////////////////////////////////////
|
||||
#include "0i_module"
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_npc_hb", OBJECT_SELF);
|
||||
|
||||
if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY))
|
||||
{
|
||||
if(TalentAdvancedBuff(40.0))
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING))
|
||||
{
|
||||
int nDay = FALSE;
|
||||
if(GetIsDay() || GetIsDawn())
|
||||
{
|
||||
nDay = TRUE;
|
||||
}
|
||||
if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay)
|
||||
{
|
||||
if(nDay == TRUE)
|
||||
{
|
||||
SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE);
|
||||
}
|
||||
WalkWayPoints();
|
||||
}
|
||||
}
|
||||
|
||||
if(!PRCGetHasEffect(EFFECT_TYPE_SLEEP))
|
||||
{
|
||||
if(!GetIsPostOrWalking())
|
||||
{
|
||||
if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
|
||||
{
|
||||
if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN)))
|
||||
{
|
||||
if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF))
|
||||
{
|
||||
if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN))
|
||||
{
|
||||
PlayMobileAmbientAnimations();
|
||||
}
|
||||
else if(GetIsEncounterCreature() &&
|
||||
!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN)))
|
||||
{
|
||||
PlayMobileAmbientAnimations();
|
||||
}
|
||||
else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) &&
|
||||
!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN)))
|
||||
{
|
||||
PlayImmobileAmbientAnimations();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DetermineSpecialBehavior();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//DetermineCombatRound();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
// If not runnning normal or better AI then exit for performance reasons
|
||||
if (GetAILevel(OBJECT_SELF) == AI_LEVEL_VERY_LOW) return;
|
||||
object oCreature = OBJECT_SELF;
|
||||
ExecuteScript("prc_npc_hb", oCreature);
|
||||
if(AI_DEBUG) ai_Debug("nw_c2_default1", "16", GetName(oCreature) + " Heartbeat." +
|
||||
" OnSpawn: " + IntToString(GetLocalInt(oCreature, AI_ONSPAWN_EVENT)));
|
||||
// We run our OnSpawn in the heartbeat so the creator can use the original
|
||||
// OnSpawn for their own use. If we have to recreate the creature then we
|
||||
// skip the rest of the heartbeat since this version is being destroyed!
|
||||
if(ai_OnMonsterSpawn(oCreature)) return;
|
||||
if(AI_DEBUG) ai_Debug("nw_c2_default1", "16", GetName(oCreature) + " Heartbeat." +
|
||||
" Searching: " + IntToString(GetLocalInt(oCreature, AI_AM_I_SEARCHING)));
|
||||
if(ai_GetHasEffectType(oCreature, EFFECT_TYPE_SLEEP))
|
||||
{
|
||||
// If we're asleep and this is the result of sleeping
|
||||
// at night, apply the floating 'z's visual effect
|
||||
// every so often
|
||||
if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT))
|
||||
{
|
||||
effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
|
||||
if(d10() > 6)
|
||||
{
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oCreature);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Send the user-defined event signal if specified here so it doesn't get skipped.
|
||||
if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT))
|
||||
{
|
||||
SignalEvent(OBJECT_SELF, EventUserDefined(1001));
|
||||
SignalEvent(oCreature, EventUserDefined(EVENT_HEARTBEAT));
|
||||
}
|
||||
if(ai_GetIsBusy(oCreature) || ai_Disabled(oCreature) ||
|
||||
GetLocalInt(oCreature, AI_AM_I_SEARCHING)) return;
|
||||
if(ai_GetIsInCombat(oCreature))
|
||||
{
|
||||
if(ai_GetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE))
|
||||
{
|
||||
object oTarget = ai_GetNearestEnemy(oCreature, 1, 7, 7, -1, -1, TRUE);
|
||||
if(GetDistanceBetween(oCreature, oTarget) <= 6.0)
|
||||
{
|
||||
if(GetLevelByClass(CLASS_TYPE_DRUID, oTarget) == 0 && GetLevelByClass(CLASS_TYPE_RANGER, oTarget) == 0)
|
||||
{
|
||||
SetLocalString(oCreature, AI_COMBAT_SCRIPT, "ai_coward");
|
||||
ActionMoveAwayFromObject(oTarget, TRUE, AI_RANGE_LONG);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
ai_DoMonsterCombatRound(oCreature);
|
||||
return;
|
||||
}
|
||||
if(ai_CheckForCombat(oCreature, TRUE)) return;
|
||||
// If we have not set up our talents then we need to check to see if we should.
|
||||
if(!GetLocalInt(oCreature, AI_TALENTS_SET))
|
||||
{
|
||||
// We setup our talents when a PC gets withing Battlefield range 40.0 meters.
|
||||
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, oCreature, 1, CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
|
||||
if(oPC != OBJECT_INVALID && GetDistanceBetween(oCreature, oPC) <= AI_RANGE_BATTLEFIELD)
|
||||
{
|
||||
if(AI_DEBUG) ai_Debug("nw_c2_default1", "72", GetName(oCreature) + " is " +
|
||||
FloatToString(GetDistanceBetween(oCreature, oPC), 0, 2) + " from " + GetName(oPC));
|
||||
if(AI_DEBUG) ai_Debug("nw_c2_default1", "74", GetName(oCreature) + " is Setting Creature Talents and buffing!");
|
||||
ai_SetupMonsterBuffTargets(oCreature);
|
||||
// To save steps and time we set the talents while we buff!
|
||||
ai_SetCreatureTalents(oCreature, TRUE);
|
||||
ai_ClearBuffTargets(oCreature, "AI_ALLY_TARGET_");
|
||||
}
|
||||
}
|
||||
if(!IsInConversation (oCreature))
|
||||
{
|
||||
if(GetWalkCondition(NW_WALK_FLAG_CONSTANT)) WalkWayPoints();
|
||||
if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)) PlayMobileAmbientAnimations_NonAvian();
|
||||
else if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) PlayMobileAmbientAnimations_Avian();
|
||||
else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)) PlayImmobileAmbientAnimations();
|
||||
else if(GetLocalInt(GetModule(), AI_RULE_WANDER) && GetStandardFactionReputation(STANDARD_FACTION_HOSTILE, oCreature) > 89)
|
||||
{
|
||||
ai_AmbientAnimations();
|
||||
}
|
||||
}
|
||||
if(ai_TryHealing(oCreature, oCreature)) return;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user