85 lines
3.3 KiB
Plaintext
85 lines
3.3 KiB
Plaintext
/*/////////////////////// [On Rested] //////////////////////////////////////////
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Filename: J_AI_OnRest or nw_c2_defaulta
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///////////////////////// [On Rested] //////////////////////////////////////////
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This will play the sitting animation for 6 seconds, just something for resting.
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Also, walks waypoints (as resting would stop this) :-) and signals event (if so be)
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Feel free to edit.
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It does have the spell trigger information resetting, however. This can
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only be removed if they have no spell triggers, although it is hardly worth it.
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///////////////////////// [History] ////////////////////////////////////////////
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1.3 - Added sitting.
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1.4 - Will be editing this down. No need to reset anything on rest, for a
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better working AI.
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IDEA: Change so that we will work through all spells/feats in order.
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If, at cirtain levels, we do not have any spells to cast from that
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level (set in a global stored integer in the general AI) we ignore all
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spells in that level. Same for each talent category (no need to use
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talents for them in the spawn script).
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If not in combat (EG: In heartbeat) we reset the integers saying "don't
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bother checking those spells" to false.
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///////////////////////// [Workings] ///////////////////////////////////////////
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This fires once, at the END of resting.
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If ClearAllActions is added, the resting is actually stopped, or so it seems.
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It doesn't fire more then once.
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///////////////////////// [Arguments] //////////////////////////////////////////
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Arguments: None, it seems.
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///////////////////////// [On Rested] ////////////////////////////////////////*/
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#include "J_INC_CONSTANTS"
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// Resets all spell triggers used for sString
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void LoopResetTriggers(string sString, object oTrigger);
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void main()
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{
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// Pre-rest-event. Returns TRUE if we interrupt this script call.
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if(FirePreUserEvent(AI_FLAG_UDE_RESTED_PRE_EVENT, EVENT_RESTED_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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// Simple debug.
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// 66: "[Rested] Resting. Type: " + IntToString(GetLastRestEventType())
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DebugActionSpeakByInt(66, OBJECT_INVALID, GetLastRestEventType());
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// Reset all spell triggers.
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// Set all triggers
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object oTrigger = GetAIObject(AI_SPELL_TRIGGER_CREATURE);
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if(GetIsObjectValid(oTrigger))
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{
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LoopResetTriggers(SPELLTRIGGER_NOT_GOT_FIRST_SPELL, oTrigger);
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LoopResetTriggers(SPELLTRIGGER_DAMAGED_AT_PERCENT, oTrigger);
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LoopResetTriggers(SPELLTRIGGER_IMMOBILE, oTrigger);
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LoopResetTriggers(SPELLTRIGGER_START_OF_COMBAT, oTrigger);
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}
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// Some sitting for a few seconds.
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ActionPlayAnimation(ANIMATION_LOOPING_SIT_CROSS, 1.0, 6.0);
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DelayCommand(9.0, ExecuteScript(FILE_WALK_WAYPOINTS, OBJECT_SELF));
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// Fire End-heartbeat-UDE
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FireUserEvent(AI_FLAG_UDE_RESTED_EVENT, EVENT_RESTED_EVENT);
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}
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// Resets all spell triggers used for sString
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void LoopResetTriggers(string sString, object oTrigger)
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{
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int nCnt, bBreak, bUsed;
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for(nCnt = 1; bBreak != TRUE; nCnt++)
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{
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// Check max for this setting
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bUsed = GetLocalInt(oTrigger, sString + USED);
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if(bUsed)
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{
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DeleteLocalInt(oTrigger, sString + USED);
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}
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else
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{
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bBreak = TRUE;
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}
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}
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}
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