/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_defensive ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for creatures put in to a defensive mode to protect themselves(Any). 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); object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST); //*************************** HEALING & CURES **************************** if(ai_TryHealingTalent(oCreature, nInMelee)) return; if(ai_TryCureConditionTalent(oCreature, nInMelee)) return; if(nInMelee && ai_MoralCheck(oCreature)) return; int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature); //**************************** SKILL FEATURES **************************** if(ai_TryAnimalEmpathy(oCreature)) return; //**************************** CLASS FEATURES **************************** if(ai_TryBardSongFeat(oCreature)) return; if(ai_TryTurningTalent(oCreature)) return; if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS)) { if(ai_TrySummonFamiliarTalent(oCreature)) return; if(ai_TrySummonAnimalCompanionTalent(oCreature)) return; } //************************** DEFENSIVE TALENTS *************************** if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel)) return; //******************** DEFENSIVE MELEE FEATS ***************************** if(nInMelee > 0) { if(ai_TryImprovedExpertiseFeat(oCreature)) return; if(ai_TryExpertiseFeat(oCreature)) return; // Lets get the strongest melee opponent in melee with us. object oTarget = ai_GetHighestCRTargetForMeleeCombat(oCreature, nInMelee); if(oTarget == OBJECT_INVALID) oTarget = oNearestEnemy; // Use knockdown when appropriate and the target is not immune if(ai_TryKnockdownFeat(oCreature, oTarget)) return; if(ai_TryParry(oCreature)) return; } //********************** PHYSICAL ATTACKS ******************************** // Even in defensive mode we want to be in battle so go find someone! ai_DoPhysicalAttackOnNearest(oCreature, nInMelee); }