/************************ [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 ************************* [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 very short duration: 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. ************************* [Arguments] ****************************************** Arguments: N/A ************************* [On Heartbeat - Buff] *******************************/ // Wrapper, to stop repeating the same lines! :-) int BuffCastSpell(int iSpell); void main() { // For summons counter. int nCnt, iBreak; // FAST BUFF SELF // Stop what we are doing first, to perform the actions. ClearAllActions(); //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_OWLS_WISDOM)) BuffCastSpell(SPELL_OWLS_WISDOM); if(!BuffCastSpell(SPELL_GREATER_ENDURANCE)) BuffCastSpell(SPELL_ENDURANCE); // Mage armor or shield. Don't stack them. if(!BuffCastSpell(SPELL_SHIELD)) BuffCastSpell(SPELL_MAGE_ARMOR); // Protection from negative energy if(!BuffCastSpell(SPELL_UNDEATHS_ETERNAL_FOE)) BuffCastSpell(SPELL_DEATH_WARD); //Misc Protections which have no more powerful. // Low durations (Rounds per caster level) // if(!BuffCastSpell(SPELL_ELEMENTAL_SHIELD)) // BuffCastSpell(SPELL_WOUNDING_WHISPERS); 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); //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 && iBreak != TRUE); nCnt--) { if(BuffCastSpell(nCnt)) iBreak = TRUE; } // Then undead if(iBreak != 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 iSpell) { if(GetHasSpell(iSpell)) { ActionCastSpellAtObject(iSpell, OBJECT_SELF, METAMAGIC_ANY, FALSE, FALSE, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); return TRUE; } return FALSE; }