86 lines
2.8 KiB
Plaintext
86 lines
2.8 KiB
Plaintext
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/************************ [Flying Fighter Custom AI] ***************************
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Filename: J_CAI_Flying
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************************* [Flying Fighter Custom AI] ***************************
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This is a custom AI file for flying fighters.
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Basically, flying is the aim. We can apply EffectDisappearAppear() and
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jump or "fly" to a new target.
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This is in the normal AI, but of course, having it seperate is both more
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efficient, and if you wanted to add it to custom AI.
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************************* [History] ********************************************
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1.3 - Added as sample
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************************* [Workings] *******************************************
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Uses Combat_GetAITargetObject, to see if we saw something new or something.
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Similar to fighter custom AI - J_CAI_Fighter
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Then we do:
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- Healing (at 50%) using best
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- Potions (using random % below)
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- Attack in melee, flying if over RANGE_FOR_MELEE
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************************* [Arguments] ******************************************
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Arguments: N/A
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************************* [Flying Fighter Custom AI] **************************/
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// Useful custom AI functions here
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#include "J_INC_BASIC"
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// % Chance to use a potion.
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const int PERCENT_POTION = 40;
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// Range, in meters, that we will fly to the target from.
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const float RANGE_FOR_MELEE = 5.0;
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void main()
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{
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// Get the target to attack
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object oTarget = Combat_GetAITargetObject();
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// Check if valid
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// - Can be seen or heard
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if(!Combat_GetTargetValid(oTarget))
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{
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// Nearest seen or heard enemy. If not valid, stop the script.
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oTarget = Combat_GetNearestSeenOrHeardEnemy();
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if(!GetIsObjectValid(oTarget))
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{
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// Heal ourselves after combat.
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if(Combat_HealTarget(OBJECT_SELF)) return;
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// Walk waypoints if we do not heal
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Combat_WalkWaypoints();
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return;
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}
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}
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// Do combat.
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// Heal ourselves first, if under 50% HP.
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Combat_HealTarget(OBJECT_SELF);
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// There is a % chance of using a potion (Set above)
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if(d100() <= PERCENT_POTION)
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{
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// Function to use best potion we possess
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if(Combat_UseAnyPotions()) { return; }
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}
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// Equip the right weapons, and attack.
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float fRange = GetDistanceToObject(oTarget);
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// If under RANGE_FOR_MELEE, attack in melee, else range.
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if(fRange <= RANGE_FOR_MELEE)
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{
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// Attack in melee - with feats, and equip most damaging.
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Combat_AttackMelee(oTarget);
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}
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else
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{
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// Fly to the target!
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effect eAppearDis = EffectDisappearAppear(GetLocation(oTarget));
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ClearAllActions();
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// Fly for an amount of seconds half of the range (so 10M = 5 seconds)
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAppearDis, OBJECT_SELF, fRange/2);
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}
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}
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