RATDOG/_module/nss/j_ai_wingbuffet.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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/*/////////////////////// [Ability - Dragon Wing Buffet] ///////////////////////
Filename: J_AI_WingBuffet
///////////////////////// [Ability - Dragon Wing Buffet] ///////////////////////
"The dragon will launch into the air, knockdown
all opponents who fail a Reflex Save and then
land on one of those opponents doing damage
up to a maximum of the Dragons HD + 10."
This is modified by Jasperre for use by Dragons in the AI. Instead of
crashing, using effect appear, disspear, it just uses effect appear.
///////////////////////// [History] ////////////////////////////////////////////
1.3 - Made the "action attack" work better, getting the nearest
seen and heard instead of the nearest (which may not be seen or heard).
- Added in random damage for each target!
- Faction Equal as well as GetIsFriend check.
1.4 - Cleaned it up a bit, to be more readable.
///////////////////////// [Workings] ///////////////////////////////////////////
Executed via. ExecuteScript from the AI file, it is seperate because it is
almost a new AI ability.
///////////////////////// [Arguments] //////////////////////////////////////////
Arguments: N/A
///////////////////////// [Ability - Dragon Wing Buffet] /////////////////////*/
void main()
{
// Stop the creature's actions.
ClearAllActions();// To rid errors.
// Declare major variables
int nDamage;
int nDC = GetHitDice(OBJECT_SELF);
location lSelf = GetLocation(OBJECT_SELF);
string sMessage = GetName(OBJECT_SELF) + " is using its wing buffet against you!";
location lTarget;
float fRandomKnockdown;
// Use a delay based on range,
float fDelay;
// Declare effects
effect eDam;
effect eKnockDown = EffectKnockdown();
effect eVis = EffectVisualEffect(VFX_IMP_PULSE_WIND);
// Pulse of wind applied...
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lSelf);
// Get first target in spell area
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_GARGANTUAN, lSelf);
while(GetIsObjectValid(oTarget))
{
// Get thier location (for visual) and the delay.
lTarget = GetLocation(oTarget);
fDelay = GetDistanceToObject(oTarget)/20.0;
// Wind pulse to all
DelayCommand(fDelay, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lTarget));
// Do not effect allies.
if(!GetIsFriend(oTarget) && !GetFactionEqual(oTarget))
{
// Send a message about the wing buffet (allies do not see this)
SendMessageToPC(oTarget, sMessage);
// Huge creatures (IE: Dragon size) are not affected.
if(GetCreatureSize(oTarget) != CREATURE_SIZE_HUGE)
{
// A standard (not spell) reflex save negates the damage and knockdown
if(!ReflexSave(oTarget, nDC))
{
// Randomise damage. (nDC = Hit dice)
nDamage = Random(nDC) + 11;
// Define the damage
eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING);
// Randomise knockdown duration, to minimum of 6.0 (1.0/2 = 0.5. + 5.5 = 6.0)
fRandomKnockdown = 5.5 + ((IntToFloat(Random(30)) + 1.0)/10.0);
// We'll have a windy effect..depending on range
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eKnockDown, oTarget, fRandomKnockdown));
}
}
}
// Get next target in spell area
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_GARGANTUAN, lSelf);
}
// Do a great flapping wings on land effect.
effect eAppear = EffectAppear();
ApplyEffectToObject(DURATION_TYPE_INSTANT, eAppear, OBJECT_SELF);
// Attack the nearest seen (so not to stand there for 6 seconds, but get
// back in the action!).
object oNearest = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN, CREATURE_TYPE_IS_ALIVE, TRUE);
if(GetIsObjectValid(oNearest))
{
DelayCommand(1.0, ActionAttack(oNearest));
}
else
{
oNearest = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_HEARD, CREATURE_TYPE_IS_ALIVE, TRUE);
if(GetIsObjectValid(oNearest))
{
DelayCommand(1.0, ActionAttack(oNearest));
}
}
}