/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_a_atk_casters ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for associates to the nearest casting creatures. OBJECT_SELF is the creature running the ai. Our actions. 1 - Get nearest enemy. 2 - Check for healing and curing first. 3 - Check moral if wounded and this is a simple+ battle. 4 - Check for a magical ranged attack if not in melee and a difficult+ battle. 5 - Check for a buff or summons if this is a difficult+ battle. 6 - Check for a Class ability and an offensive spell if this is a simple+ battle. 7 - Check for a physical attack. *///////////////////////////////////////////////////////////////////////////////////////////////////// // Programmer: Philos ////////////////////////////////////////////////////////////////////////////////////////////////////// #include "0i_actions" void main() { object oCreature = OBJECT_SELF; // Get the number of enemies that we are in melee combat with. int nInMelee = ai_GetNumOfEnemiesInRange(oCreature); //*************************** HEALING & CURES **************************** if(ai_TryHealingTalent(oCreature, nInMelee)) return; if(ai_TryCureConditionTalent(oCreature, nInMelee)) return; int nDifficulty = ai_GetDifficulty(oCreature); int nMaxLevel; // Check for moral and get the maximum spell level we should use. if(nDifficulty >= AI_COMBAT_EFFORTLESS) { if(nInMelee && ai_MoralCheck(oCreature)) return; nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty); } // Skill, Class, Offensive AOE's, and Defensive talents. if(nDifficulty >= AI_COMBAT_MODERATE) { // *************************** SPELL TALENTS *************************** // ******************* OFFENSIVE AOE TALENTS *********************** // Check the battlefield for a group of enemies to shoot a big spell at! // We are checking here since these opportunities are rare and we need // to take advantage of them as often as possible. if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING)) { if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return; if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return; } if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING)) { // ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************ // Does our master want to be buffed first? object oTarget = OBJECT_INVALID; if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature); if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, 0, oTarget)) return; if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return; if(ai_TryDivineMightFeat(oCreature, nInMelee)) return; } //************************** SKILL FEATURES ************************** if(ai_TryAnimalEmpathy(oCreature)) return; // ************************** CLASS FEATURES *************************** if(ai_TryBarbarianRageFeat(oCreature)) return; if(ai_TryBardSongFeat(oCreature)) return; if(ai_TrySummonAnimalCompanionTalent(oCreature)) return; if(ai_TrySummonFamiliarTalent(oCreature)) return; } // Class and Offensive single target talents. if(nDifficulty >= AI_COMBAT_EFFORTLESS) { // ************************** CLASS FEATURES *************************** if(ai_TryTurningTalent(oCreature)) return; // *************************** SPELL TALENTS *************************** if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING)) { if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return; if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return; } } // PHYSICAL ATTACKS - Either we don't have talents or we are saving them. object oTarget; int bAlwaysAtk = !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK); if(AI_DEBUG) ai_Debug("ai_a_atk_casters", "80", "Check for ranged attack on nearest casting enemy!"); // ************************** Ranged feat attacks ************************** if(!GetHasFeatEffect(FEAT_BARBARIAN_RAGE, oCreature) && !ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee)) { if(ai_HasRangedWeaponWithAmmo(oCreature)) { if(ai_TryRangedSneakAttack(oCreature, nInMelee)) return; // Lets pick off the nearest targets first. if(!nInMelee) { if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature); if(oTarget == OBJECT_INVALID) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER); if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature); } else { if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE); if(oTarget == OBJECT_INVALID) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER, AI_RANGE_MELEE); if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature, AI_RANGE_MELEE); } if(oTarget != OBJECT_INVALID) { if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return; if(AI_DEBUG) ai_Debug("0i_actions", "519", "Do ranged attack against nearest: " + GetName(oTarget) + "!"); ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE); return; } else { ai_SearchForHiddenCreature(oCreature, TRUE); return; } } else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return; } if(AI_DEBUG) ai_Debug("ai_a_atk_casters", "119", "Check for melee attack on nearest enemy!"); // ************************** Melee feat attacks ************************* if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; if(ai_TryWhirlwindFeat(oCreature)) return; if(ai_TrySneakAttack(oCreature, nInMelee, bAlwaysAtk)) return; if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_PERCEPTION, bAlwaysAtk); if(oTarget == OBJECT_INVALID) { object oPCTarget = GetLocalObject(oCreature, AI_PC_LOCKED_TARGET); if(oPCTarget == OBJECT_INVALID) { // Are we in melee? If so try to get the nearest enemy in melee. if(nInMelee > 0) { oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk); // If we didn't get a target then get any target within range. if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk); } // If not then lets go find someone to attack! else { // Get the nearest enemy. oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk); // If we didn't get a target then get any target within range. if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk); } } } // We might not have a target this is fine as sometimes we don't want to attack! if(AI_DEBUG) ai_Debug("ai_a_atk_casters", "149", GetName(oTarget) + " is the nearest target for melee combat!"); // If we don't find a target then we don't want to fight anyone! if(oTarget != OBJECT_INVALID) { if(ai_TryMeleeTalents(oCreature, oTarget)) return; if(AI_DEBUG) ai_Debug("ai_a_atk_casters", "154", "Do melee attack against (caster/nearest): " + GetName(oTarget) + "!"); ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); } else ai_SearchForHiddenCreature(oCreature, TRUE); }