WoR_PRC8/_module/nss/j_cai_lowhealer.nss

92 lines
2.8 KiB
Plaintext
Raw Permalink Normal View History

2025-04-03 11:49:34 -04:00
/************************ [Low Healer Custom AI] *******************************
Filename: J_CAI_LowHealer
************************* [Low Healer Custom AI] *******************************
This is a custom AI file for Low Cleric's.
This is a cleric - It heals the nearest ally, after itself (if under
50% HP) that has under 50% HP.
It doesn't cast spells other then healing ones, however.
************************* [History] ********************************************
1.3 - Added as sample
************************* [Workings] *******************************************
Uses Combat_GetAITargetObject, to see if we saw something new or something.
It will only attack seen things.
Then we do:
- Healing (at 50%) using best
- Heal allies
- Potions (using random % below)
- Use turning
- Attack in melee or range.
************************* [Arguments] ******************************************
Arguments: N/A
************************* [Low Healer Custom AI] ******************************/
// Useful custom AI functions here
#include "J_INC_BASIC"
// % Chance to use a potion.
const int PERCENT_POTION = 40;
// Range, in meters, that if the enemy is in we attack in HTH.
const float RANGE_FOR_MELEE = 5.0;
void main()
{
// Get the target to attack
object oTarget = Combat_GetAITargetObject();
// Check if valid
// - Can be seen or heard
if(!Combat_GetTargetValid(oTarget))
{
// Nearest seen or heard enemy. If not valid, stop the script.
oTarget = Combat_GetNearestSeenOrHeardEnemy();
if(!GetIsObjectValid(oTarget))
{
// Heal ourselves after combat.
if(Combat_HealTarget(OBJECT_SELF)) return;
// Heal allies after combat
if(Combat_HealAllies()) return;
// Walk waypoints if we do not heal
Combat_WalkWaypoints();
return;
}
}
// Do combat.
// Heal ourselves first, if under 50% HP.
Combat_HealTarget(OBJECT_SELF);
// Heal the nearest ally under 50% HP.
// - This function uses seen allies, and heals the nearest under 50% HP.
if(Combat_HealAllies()) return;
// There is a % chance of using a potion (Set above)
if(d100() <= PERCENT_POTION)
{
// Function to use best potion we possess
if(Combat_UseAnyPotions()) { return; }
}
// Check turning
if(Combat_TurnUndead()) return;
// Equip the right weapons, and attack.
float fRange = GetDistanceToObject(oTarget);
// If under RANGE_FOR_MELEE, attack in melee, else range.
if(fRange <= RANGE_FOR_MELEE)
{
// Attack in melee - with feats, and equip most damaging.
Combat_AttackMelee(oTarget);
}
else
{
// Ranged combat
Combat_AttackRanged(oTarget);
}
}