Initial module commit
Initial module commit.
This commit is contained in:
478
_module/nss/nw_c2_defaultb.nss
Normal file
478
_module/nss/nw_c2_defaultb.nss
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@@ -0,0 +1,478 @@
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/************************ [On Spell Cast At] ***********************************
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Filename: j_ai_onspellcast or nw_c2_defaultb
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************************* [On Spell Cast At] ***********************************
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What does this do? Well...
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- Any AOE spell effects are set in a timer, so we can react to them right
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- Reacts to hostile casters, or allies in combat
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And the normal attack :-)
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************************* [History] ********************************************
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1.3 - Added special AOE checks.
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- Hide checks.
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************************* [Workings] *******************************************
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This is fired when EventSpellCastAt(object oCaster, int nSpell, int bHarmful=TRUE)
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is signaled on the creature.
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GetLastSpellCaster() = oCaster (Door, Placeable, Creature who cast it)
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GetLastSpell() = nSpell (The spell cast at us)
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GetLastSpellHarmful()= bHarmful (If it is harmful!)
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************************* [Arguments] ******************************************
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Arguments: GetLastSpellCaster, GetLastSpellHarmful GetLastSpell()
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************************* [On Spell Cast At] **********************************/
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#include "j_inc_other_ai"
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// Sets a local timer if the spell is an AOE one
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void SetAOESpell(int iSpellCast, object oCaster);
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// Gets the nearest AOE cast by oCaster, of sTag.
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object GetNearestAOECastBy(string sTag, object oCaster);
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// Gets the amount of protections we have - IE globes
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int GetOurSpellLevelImmunity();
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void main()
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{
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// Pre-heartbeat-event
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if(FireUserEvent(AI_FLAG_UDE_SPELL_CAST_AT_PRE_EVENT, EVENT_SPELL_CAST_AT_PRE_EVENT))
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// We may exit if it fires
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if(ExitFromUDE(EVENT_SPELL_CAST_AT_PRE_EVENT)) return;
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// AI status check. Is the AI on?
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if(GetAIOff()) return;
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object oCaster = GetLastSpellCaster();
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int iHarmful = GetLastSpellHarmful();
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int iSpellCast = GetLastSpell();
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object oAttackerOfCaster;
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// If harmful, we set the spell to a timer, if an AOE one.
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if(iHarmful && GetIsObjectValid(oCaster))
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{
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// Might set AOE spell to cast.
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SetAOESpell(iSpellCast, oCaster);
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}
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// If not a creature, probably an AOE or trap.
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if(GetObjectType(oCaster) != OBJECT_TYPE_CREATURE)
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{
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// 67: "[Spell] Caster isn't a creature! May look for target [Caster] " + GetName(oCaster)
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DebugActionSpeakByInt(67, oCaster);
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// Attack anyone else around
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if(!CannotPerformCombatRound())
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{
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DetermineCombatRound();
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}
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}
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else if(GetIsObjectValid(oCaster) && !GetIsDM(oCaster) &&
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!GetIgnore(oCaster) && oCaster != OBJECT_SELF && !GetIsDead(oCaster))
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{
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// 1.3 changes here:
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// - We do NOT need to know if it is hostile or not, except if it is hostile
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// and they are not our faction! We do, however, use iHarmful for speakstrings.
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if(!GetFactionEqual(oCaster))
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{
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// If harmful, we attack anyone! (and if is enemy)
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if(iHarmful || GetIsEnemy(oCaster))
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{
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if(iHarmful)
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{
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// Hostile spell speaksting, if set.
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SpeakArrayString(AI_TALK_ON_HOSTILE_SPELL_CAST_AT);
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}
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// Turn of hiding check
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TurnOffHiding(oCaster);
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// Attack
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AISpeakString(I_WAS_ATTACKED);
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// We attack
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if(!CannotPerformCombatRound())
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{
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// 68: "[Spell:Enemy/Hostile] Not in combat. Attacking: [Caster] " + GetName(oCaster)
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DebugActionSpeakByInt(68, oCaster);
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DetermineCombatRound(oCaster);
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}
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}
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}
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// Else, faction is equal, we normally ignore, and only move to attack.
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else
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{
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// Spawn in condition hostile thingy
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if(GetSpawnInCondition(AI_FLAG_OTHER_CHANGE_FACTIONS_TO_HOSTILE_ON_ATTACK, AI_OTHER_MASTER))
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{
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if(!GetIsEnemy(oCaster))
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{
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AdjustReputation(oCaster, OBJECT_SELF, -100);
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}
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}
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// We move to the person, if they are attacking something we cannot see...
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AISpeakString(CALL_TO_ARMS);
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// Not in combat
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if(!CannotPerformCombatRound())
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{
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// 69: "[Spell] (ally). Not in combat. May Attack/Move [Caster] " + GetName(oCaster)
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DebugActionSpeakByInt(69, oCaster);
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ClearAllActions();
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// Check thier target. Might not be valid (IE AOE spell at location)
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oAttackerOfCaster = GetAttackTarget(oCaster);
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// - Faster then DetermineCombatRound(); and looping targets until
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// we get this ally, and get this attacker! :-)
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if(GetIsObjectValid(oAttackerOfCaster))
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{
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// Move to the attack target, and wait for a proper on
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// perception event (as we are not currently in combat)
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ActionMoveToObject(oCaster, TRUE);
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}
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else
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{
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// Move to the caster otherwise
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ActionMoveToObject(oCaster, TRUE);
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}
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}
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}
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}
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// Fire End-spell cast at-UDE
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FireUserEvent(AI_FLAG_UDE_SPELL_CAST_AT_EVENT, EVENT_SPELL_CAST_AT_EVENT);
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}
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// Sets a local timer if the spell is an AOE one
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void SetAOESpell(int iSpellCast, object oCaster)
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{
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// Check it is one we can check
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int iImmuneLevel = GetOurSpellLevelImmunity();
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switch(iSpellCast)
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{
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case SPELL_ACID_FOG:
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case SPELL_MIND_FOG:
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case SPELL_STORM_OF_VENGEANCE:
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case SPELL_GREASE:
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case SPELL_CREEPING_DOOM:
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case SPELL_SILENCE:
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case SPELL_BLADE_BARRIER:
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case SPELL_CLOUDKILL:
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case SPELL_STINKING_CLOUD:
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case SPELL_WALL_OF_FIRE:
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case SPELL_INCENDIARY_CLOUD:
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case SPELL_ENTANGLE:
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case SPELL_EVARDS_BLACK_TENTACLES:
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case SPELL_CLOUD_OF_BEWILDERMENT:
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case SPELL_STONEHOLD:
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case SPELL_VINE_MINE:
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case SPELL_SPIKE_GROWTH:
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case SPELL_VINE_MINE_HAMPER_MOVEMENT:
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case SPELL_VINE_MINE_ENTANGLE:
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{
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// Pass though, unless we are totally immune.
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if(iImmuneLevel >= i9)
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{
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return;
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}
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}
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break;
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// Any other spell
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default:
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{
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return;
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}
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break;
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}
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// We do use intelligence here...
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int iAIInt = GetBoundriedAIInteger(AI_INTELLIGENCE);
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int iIgnoreSaves;
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int iIgnoreImmunities;
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object oAOE;
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// If it is low, we ignore all things that we could ignore with it...
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if(iAIInt <= i3)
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{
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iIgnoreSaves = TRUE;
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iIgnoreImmunities = TRUE;
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}
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// Average ignores saves
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else if(iAIInt <= i7)
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{
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iIgnoreSaves = TRUE;
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iIgnoreImmunities = FALSE;
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}
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// Else, we do both.
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else
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{
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iIgnoreSaves = FALSE;
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iIgnoreImmunities = FALSE;
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}
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int SetAOE = FALSE;// TRUE means set to timer
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int iSaveDC = i11;
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// Get the caster DC, the most out of WIS, INT or CHA...
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int iInt = GetAbilityModifier(ABILITY_INTELLIGENCE, oCaster);
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int iWis = GetAbilityModifier(ABILITY_WISDOM, oCaster);
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int iCha = GetAbilityModifier(ABILITY_CHARISMA, oCaster);
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if(iInt > iWis && iInt > iCha)
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{
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iSaveDC += iInt;
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}
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else if(iWis > iCha)
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{
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iSaveDC += iWis;
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}
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else
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{
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iSaveDC += iCha;
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}
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// Note:
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// - No reaction type/friendly checks. Signal Event is only fired if the
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// spell WILL pierce any PvP/Friendly/Area settings
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// We check immunities here, please note...
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switch(iSpellCast)
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{
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// First: IS GetIsReactionTypeHostile ones.
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case SPELL_EVARDS_BLACK_TENTACLES:
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// Fortitude save, but if we are immune to the hits, its impossible to hurt us
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{
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// If save immune OR AC immune, we ignore this.
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if(i25 >= GetAC(OBJECT_SELF) && iImmuneLevel < i4 &&
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((GetFortitudeSavingThrow(OBJECT_SELF) < iSaveDC + i2) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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// Nearest string of tag
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oAOE = GetNearestAOECastBy(AI_AOE_PER_EVARDS_BLACK_TENTACLES, oCaster);
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}
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}
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case SPELL_SPIKE_GROWTH:
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case SPELL_VINE_MINE_HAMPER_MOVEMENT:
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// d4 damage. LOTS of speed loss.
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// Reflex save, or immunity, would stop the speed
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{
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if(iImmuneLevel < i3 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE) || iIgnoreImmunities) &&
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((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i5) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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// Both use ENTANGLE AOE's
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oAOE = GetNearestAOECastBy(AI_AOE_PER_ENTANGLE, oCaster);
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}
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}
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break;
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case SPELL_ENTANGLE:
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case SPELL_VINE_MINE_ENTANGLE:
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{
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if(iImmuneLevel < i1 &&
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(!GetHasFeat(FEAT_WOODLAND_STRIDE) || iIgnoreImmunities) &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_ENTANGLE) || iIgnoreImmunities) &&
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((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i4) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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// Both use ENTANGLE AOE's
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oAOE = GetNearestAOECastBy(AI_AOE_PER_ENTANGLE, oCaster);
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}
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}
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break;
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case SPELL_WEB:
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{
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if(iImmuneLevel < i1 &&
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(!GetHasFeat(FEAT_WOODLAND_STRIDE) || iIgnoreImmunities) &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_ENTANGLE) || iIgnoreImmunities) &&
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((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i4) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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// Web AOE
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oAOE = GetNearestAOECastBy(AI_AOE_PER_WEB, oCaster);
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}
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}
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break;
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// Fort save
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case SPELL_STINKING_CLOUD:
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{
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if(iImmuneLevel < i3 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_POISON) || iIgnoreImmunities) &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_DAZED) || iIgnoreImmunities) &&
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((GetFortitudeSavingThrow(OBJECT_SELF) < iSaveDC + i6) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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// Stinking cloud persistant AOE.
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGSTINK, oCaster);
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}
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}
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break;
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// Fort save
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case SPELL_CLOUD_OF_BEWILDERMENT:
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{
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if(iImmuneLevel < i2 &&
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((GetFortitudeSavingThrow(OBJECT_SELF) < iSaveDC + i7) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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// Bewilderment cloud persistant AOE.
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGBEWILDERMENT, oCaster);
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}
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}
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break;
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// Special: Mind save is the effect.
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case SPELL_STONEHOLD:
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{
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if(iImmuneLevel < i6 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_MIND_SPELLS) || iIgnoreImmunities) &&
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((GetWillSavingThrow(OBJECT_SELF) < iSaveDC + i7) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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// Stonehold persistant AOE.
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oAOE = GetNearestAOECastBy(AI_AOE_PER_STONEHOLD, oCaster);
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}
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}
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break;
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// Special: EFFECT_TYPE_SAVING_THROW_DECREASE is the effect.
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case SPELL_MIND_FOG:
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{
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if(iImmuneLevel < i5 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_SAVING_THROW_DECREASE) || iIgnoreImmunities) &&
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((GetWillSavingThrow(OBJECT_SELF) < iSaveDC + i6) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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// Mind fog
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGMIND, oCaster);
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}
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}
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break;
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// Special: Feats, knockdown
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case SPELL_GREASE:
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{
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if(iImmuneLevel < i1 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_KNOCKDOWN) || iIgnoreImmunities) &&
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(!GetHasFeat(FEAT_WOODLAND_STRIDE, OBJECT_SELF) || iIgnoreImmunities) &&
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((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i2) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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// Grease
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oAOE = GetNearestAOECastBy(AI_AOE_PER_GREASE, oCaster);
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}
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}
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break;
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// All other ReactionType ones. Some have different saves though!
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case SPELL_BLADE_BARRIER: // Reflex
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case SPELL_INCENDIARY_CLOUD:// reflex
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case SPELL_WALL_OF_FIRE:// Reflex
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{
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if(iImmuneLevel < i6 &&
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(((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i6) &&
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!GetHasFeat(FEAT_IMPROVED_EVASION) &&
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!GetHasFeat(FEAT_EVASION)) || iIgnoreSaves))
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{
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SetAOE = TRUE;
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if(iSpellCast == SPELL_BLADE_BARRIER)
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{
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// BB
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oAOE = GetNearestAOECastBy(AI_AOE_PER_WALLBLADE, oCaster);
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}
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else if(iSpellCast == SPELL_INCENDIARY_CLOUD)
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{
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// Fog of fire
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGFIRE, oCaster);
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}
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else if(iSpellCast == SPELL_WALL_OF_FIRE)
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{
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// Wall of fire
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oAOE = GetNearestAOECastBy(AI_AOE_PER_WALLFIRE, oCaster);
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}
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}
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}
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break;
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case SPELL_ACID_FOG: // Fort: Half. No check, always damages.
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case SPELL_CLOUDKILL:// No save!
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case SPELL_CREEPING_DOOM: // No save!
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{
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if(iImmuneLevel < i6)
|
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{
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SetAOE = TRUE;
|
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if(iSpellCast == SPELL_ACID_FOG)
|
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{
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// Acid fog
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGACID, oCaster);
|
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}
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else if(iSpellCast == SPELL_CLOUDKILL)
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{
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// Cloud Kill
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGKILL, oCaster);
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}
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else if(iSpellCast == SPELL_CREEPING_DOOM)
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{
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// Creeping doom
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oAOE = GetNearestAOECastBy(AI_AOE_PER_CREEPING_DOOM, oCaster);
|
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}
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}
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}
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// Storm - because the AI likes it, we stay in it if it is ours :-)
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case SPELL_STORM_OF_VENGEANCE: // Reflex partial. No check, always damages.
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{
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if(oCaster != OBJECT_SELF && iImmuneLevel < i9)
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{
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SetAOE = TRUE;
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// Storm of vengance
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oAOE = GetNearestAOECastBy(AI_AOE_PER_STORM, oCaster);
|
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}
|
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}
|
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}
|
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if(SetAOE)
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{
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if(!GetLocalTimer(AI_TIMER_AOE_SPELL_EVENT + IntToString(iSpellCast)))
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{
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SetLocalTimer(AI_TIMER_AOE_SPELL_EVENT + IntToString(iSpellCast), f18);
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// Set nearest AOE
|
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if(GetIsObjectValid(oAOE))
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{
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// Set nearest AOE of this spell to the local
|
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object oNearest = GetAIObject(AI_TIMER_AOE_SPELL_EVENT + IntToString(iSpellCast));
|
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if(GetDistanceToObject(oAOE) < GetDistanceToObject(oNearest) ||
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||||
!GetIsObjectValid(oNearest))
|
||||
{
|
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SetAIObject(AI_TIMER_AOE_SPELL_EVENT + IntToString(iSpellCast), oAOE);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Gets the nearest AOE cast by oCaster, of sTag.
|
||||
object GetNearestAOECastBy(string sTag, object oCaster)
|
||||
{
|
||||
int iCnt = i1;
|
||||
object oAOE = GetNearestObjectByTag(sTag, OBJECT_SELF, iCnt);
|
||||
object oReturn = OBJECT_INVALID;
|
||||
// Loop
|
||||
while(GetIsObjectValid(oAOE) && !GetIsObjectValid(oReturn))
|
||||
{
|
||||
// Check creator
|
||||
if(GetAreaOfEffectCreator(oAOE) == oCaster)
|
||||
{
|
||||
oReturn = oAOE;
|
||||
}
|
||||
iCnt++;
|
||||
oAOE = GetNearestObjectByTag(sTag, OBJECT_SELF, iCnt);
|
||||
}
|
||||
return oReturn;
|
||||
}
|
||||
|
||||
// Gets the amount of protections we have - IE globes
|
||||
int GetOurSpellLevelImmunity()
|
||||
{
|
||||
int iNatural = GetLocalInt(OBJECT_SELF, AI_SPELL_IMMUNE_LEVEL);
|
||||
// Stop here, if natural is over 4
|
||||
if(iNatural > i4) return iNatural;
|
||||
|
||||
// Big globe affects 4 or lower spells
|
||||
if(GetHasSpellEffect(SPELL_GLOBE_OF_INVULNERABILITY, OBJECT_SELF) || iNatural >= i4)
|
||||
return i4;
|
||||
// Minor globe is 3 or under
|
||||
if(GetHasSpellEffect(SPELL_MINOR_GLOBE_OF_INVULNERABILITY, OBJECT_SELF) ||
|
||||
// Shadow con version
|
||||
GetHasSpellEffect(SPELL_GREATER_SHADOW_CONJURATION_MINOR_GLOBE, OBJECT_SELF) ||
|
||||
iNatural >= i3)
|
||||
return i3;
|
||||
// 2 and under is ethereal visage.
|
||||
if(GetHasSpellEffect(SPELL_ETHEREAL_VISAGE, OBJECT_SELF) || iNatural >= i2)
|
||||
return i2;
|
||||
// Ghostly Visarge affects 1 or 0 level spells, and any spell immunity.
|
||||
if(GetHasSpellEffect(SPELL_GHOSTLY_VISAGE, OBJECT_SELF) || iNatural >= i1 ||
|
||||
// Or shadow con version.
|
||||
GetHasSpellEffect(SPELL_GREATER_SHADOW_CONJURATION_MIRROR_IMAGE, OBJECT_SELF))
|
||||
return i1;
|
||||
// Return iNatural, which is 0-9
|
||||
return FALSE;
|
||||
}
|
Reference in New Issue
Block a user