/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_polymorphed ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for polymorphed creatures. We check for abilities based on the form we are using and if we should polymorph back. OBJECT_SELF is the creature running the ai. *///////////////////////////////////////////////////////////////////////////////////////////////////// // Programmer: Philos ////////////////////////////////////////////////////////////////////////////////////////////////////// #include "0i_actions" void ai_DoActions(object oCreature, int nForm) { int nInMelee = ai_GetNumOfEnemiesInRange(oCreature); object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST); if(ai_TryHealingTalent(oCreature, nInMelee)) return; if(ai_TryCureConditionTalent(oCreature, nInMelee)) return; if(GetPercentageHPLoss(oCreature) <= AI_HEALTH_BLOODY) { if(AI_DEBUG) ai_Debug("ai_polymorphed", "19", "We are wounded and are transforming back!"); ai_RemoveASpecificEffect(oCreature, EFFECT_TYPE_POLYMORPH); return; } int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature); // When polymorphed we turn back then check moral. // if(nInMelee && ai_MoralCheck(oCreature)) return; // Skill, Class, Offensive AOE's, and Defensive talents. // *************************** SPELL TALENTS *************************** if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return; // Class and Offensive single target talents. // *************************** SPELL TALENTS *************************** 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 = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee); // If we don't find a target then we don't want to fight anyone! if(oTarget != OBJECT_INVALID) ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); else ai_SearchForHiddenCreature(oCreature, TRUE); } void main() { object oCreature = OBJECT_SELF; // Need to know who we are so we can use thier abilities. int nForm = GetAppearanceType(oCreature); // Check to see if we are back to our normal form?(-1 to get the actual form #) if(nForm == GetLocalInt(oCreature, AI_NORMAL_FORM) - 1) { // If we are transformed back then go back to our primary ai. ai_SetCreatureAIScript(oCreature); DeleteLocalInt(oCreature, AI_NORMAL_FORM); string sAI = GetLocalString(oCreature, AI_COMBAT_SCRIPT); if(sAI == "ai_polymorphed" || sAI == "") sAI = "ai_default"; ExecuteScript(sAI, oCreature); } else ai_DoActions(oCreature, nForm); }