TheHordeOrcs_PRC8/_module/nss/ai_defensive.nss
Jaysyn904 0e9e2c6950 2025/07/18 Update
Added PEPS.
Full compile.
2025-07-18 12:13:13 -04:00

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