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