RATDOG/_module/nss/j_ai_heart_buff.nss
Jaysyn904 1c1c90e986 Updated Jasperre's AI
Updated Jasperre's AI to 1.4, fixed a few other coding bugs & fully compiled module.
2021-08-30 17:31:44 -04:00

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/*/////////////////////// [On Heartbeat - Buff] ////////////////////////////////
Filename: j_ai_heart_buff
///////////////////////// [On Heartbeat - Buff] ////////////////////////////////
This is ExecuteScript'ed from the heartbeat file, if they want to buff
themselves with spells to be prepared for any battle coming up.
///////////////////////// [History] ////////////////////////////////////////////
1.3 - Added
1.4 - Will Add all the appropriate Hordes spells, notably the missing epic ones.
///////////////////////// [Workings] ///////////////////////////////////////////
This contains Advance Buffing - IE quick protection spells.
I've done what ones I think are useful - IE most protection ones & summons!
This doesn't include any which are (potentionally) very short duration (IE:
1 round/level, or a set value):
Elemntal shield/Wounding whispers (though you can add all of these!)
Aid, bless, aura of vitality, aura of glory, blood frenzy, prayer,
divine* Range (Power, Might, Shield, Favor), Expeditious retreat,
holy/unholy aura (or protection from /magic circle against),
natures balance, one with the land, shield of faith, virtue, war cry, dirge,
death armor, mestals acid sheath.
///////////////////////// [Arguments] //////////////////////////////////////////
Arguments: N/A
///////////////////////// [On Heartbeat - Buff] //////////////////////////////*/
// Constants for some unconstantanated spells
#include "J_INC_CONSTANTS"
// Wrapper, to stop repeating the same lines! :-)
int BuffCastSpell(int nSpell);
void main()
{
// For summons counter.
int nCnt, bBreak;
// FAST BUFF SELF
// Stop what we are doing first, to perform the actions.
ClearAllActions();
// Always cast "Epic Warding" and "Epic Mage Armor".
BuffCastSpell(FEAT_EPIC_SPELL_EPIC_WARDING);
BuffCastSpell(FEAT_EPIC_SPELL_MAGE_ARMOUR);
// Combat Protections
if(!BuffCastSpell(SPELL_PREMONITION))
if(!BuffCastSpell(SPELL_GREATER_STONESKIN))
BuffCastSpell(SPELL_STONESKIN);
// Visage Protections
if(!BuffCastSpell(SPELL_SHADOW_SHIELD))
if(!BuffCastSpell(SPELL_ETHEREAL_VISAGE))
BuffCastSpell(SPELL_GHOSTLY_VISAGE);
// Mantle Protections
if(!BuffCastSpell(SPELL_GREATER_SPELL_MANTLE))
if(!BuffCastSpell(SPELL_SPELL_MANTLE))
BuffCastSpell(SPELL_LESSER_SPELL_MANTLE);
// True seeing, see invisibility. We take true seeing to be better then the latter.
if(BuffCastSpell(SPELL_TRUE_SEEING))
BuffCastSpell(SPELL_SEE_INVISIBILITY);
// Elemental Protections. 4 lots. From 40/- to 10/-
if(!BuffCastSpell(SPELL_ENERGY_BUFFER))
if(!BuffCastSpell(SPELL_PROTECTION_FROM_ELEMENTS))
if(!BuffCastSpell(SPELL_RESIST_ELEMENTS))
BuffCastSpell(SPELL_ENDURE_ELEMENTS);
// Mental Protections
if(!BuffCastSpell(SPELL_MIND_BLANK))
if(!BuffCastSpell(SPELL_LESSER_MIND_BLANK))
BuffCastSpell(SPELL_CLARITY);
// Globes
if(!BuffCastSpell(SPELL_GLOBE_OF_INVULNERABILITY))
BuffCastSpell(SPELL_MINOR_GLOBE_OF_INVULNERABILITY);
// Invisibility
// Note: Improved has 50% consealment, etherealness has just invisiblity.
if(!BuffCastSpell(SPELL_IMPROVED_INVISIBILITY))
BuffCastSpell(SPELL_DISPLACEMENT);//50% consealment
if(!BuffCastSpell(SPELL_ETHEREALNESS))
if(!BuffCastSpell(SPELL_INVISIBILITY_SPHERE))
if(!BuffCastSpell(SPELL_INVISIBILITY))
BuffCastSpell(SPELL_SANCTUARY);
// The stat-increasing ones.
if(!BuffCastSpell(SPELL_GREATER_BULLS_STRENGTH))
BuffCastSpell(SPELL_BULLS_STRENGTH);
if(!BuffCastSpell(SPELL_GREATER_CATS_GRACE))
BuffCastSpell(SPELL_CATS_GRACE);
if(!BuffCastSpell(SPELL_GREATER_EAGLE_SPLENDOR))
BuffCastSpell(SPELL_EAGLE_SPLEDOR);
if(!BuffCastSpell(SPELL_GREATER_FOXS_CUNNING))
BuffCastSpell(SPELL_FOXS_CUNNING);
if(!BuffCastSpell(SPELL_GREATER_ENDURANCE))
BuffCastSpell(SPELL_ENDURANCE);
if(!BuffCastSpell(AI_SPELL_OWLS_INSIGHT))
if(!BuffCastSpell(SPELL_GREATER_OWLS_WISDOM))
BuffCastSpell(SPELL_OWLS_WISDOM);
// Mage armor or shield. Don't stack them.
if(!BuffCastSpell(SPELL_SHIELD))
BuffCastSpell(SPELL_MAGE_ARMOR);
// Entropic Shield (20% consealment, 1 turn/level)
BuffCastSpell(SPELL_ENTROPIC_SHIELD);
// Protection from negative energy
if(!BuffCastSpell(SPELL_UNDEATHS_ETERNAL_FOE))
BuffCastSpell(SPELL_DEATH_WARD);
//Misc Protections which have no more powerful.
BuffCastSpell(SPELL_BARKSKIN);
BuffCastSpell(SPELL_ENTROPIC_SHIELD);
BuffCastSpell(SPELL_PROTECTION_FROM_SPELLS);
BuffCastSpell(SPELL_REGENERATE);
BuffCastSpell(SPELL_DARKVISION);
BuffCastSpell(SPELL_REGENERATE);
BuffCastSpell(SPELL_SPELL_RESISTANCE);
BuffCastSpell(SPELL_FREEDOM_OF_MOVEMENT);
BuffCastSpell(SPELL_FREEDOM_OF_MOVEMENT);
// Low durations (Rounds per caster level)
// if(!BuffCastSpell(SPELL_ELEMENTAL_SHIELD))
// BuffCastSpell(SPELL_WOUNDING_WHISPERS);
// BuffCastSpell(SPELL_DEATH_ARMOR);
//Summon Ally.
// Spell ID's: These are quite odd. Spells.2da:
/*
174 Summon_Creature_I 1
175 Summon_Creature_II 2
176 Summon_Creature_III 3
177 Summon_Creature_IV 4
178 Summon_Creature_IX 9
179 Summon_Creature_V 5
180 Summon_Creature_VI 6
181 Summon_Creature_VII 7
182 Summon_Creature_VIII 8
*/
// We can loop through. 9 first, then 8-5, then undead ones, then 4-1
if(!BuffCastSpell(SPELL_SUMMON_CREATURE_IX))// 9
{
// 8, 7, 6, 5.
for(nCnt = SPELL_SUMMON_CREATURE_VIII;
(nCnt >= SPELL_SUMMON_CREATURE_V && bBreak != TRUE);
nCnt--)
{
if(BuffCastSpell(nCnt)) bBreak = TRUE;
}
// Then undead
if(bBreak != TRUE)
{
if(!BuffCastSpell(SPELL_CREATE_GREATER_UNDEAD))
{
if(!BuffCastSpell(SPELL_CREATE_UNDEAD))
{
if(!BuffCastSpell(SPELL_ANIMATE_DEAD))
{
// Lastly, the 4-1 ones.
for(nCnt = SPELL_SUMMON_CREATURE_IV;
nCnt >= SPELL_SUMMON_CREATURE_I;
nCnt--)
{
if(BuffCastSpell(nCnt)) break;
}
}
}
}
}
}
// Finally, equip the best melee weapon to look more prepared.
// Don't use a ranged, we can equip it manually if need be :=P
// but sneak attackers would have a field day if we didn't have
// a melee weapon out...
ActionEquipMostDamagingMelee();
}
// Wrapper, to stop repeating the same lines! :-)
int BuffCastSpell(int nSpell)
{
if(GetHasSpell(nSpell))
{
ActionCastSpellAtObject(nSpell, OBJECT_SELF, METAMAGIC_ANY, FALSE, FALSE, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
return TRUE;
}
return FALSE;
}