72 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| /*////////////////////////////////////////////////////////////////////////////////////////////////////
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| // Script Name: ai_paladin
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| //////////////////////////////////////////////////////////////////////////////////////////////////////
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|  ai script for creatures using the class Paladin.
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|  Paladins face the strongest opponents on the battlefield first!
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|  OBJECT_SELF is the creature running the ai.
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| */////////////////////////////////////////////////////////////////////////////////////////////////////
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| // Programmer: Philos
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| //////////////////////////////////////////////////////////////////////////////////////////////////////
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| #include "0i_actions"
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| void main()
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| {
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|     object oCreature = OBJECT_SELF;
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|     // Get the number of enemies that we are in melee combat with.
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|     int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
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|     //***************************  HEALING & CURES  ****************************
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|     if(ai_TryHealingTalent(oCreature, nInMelee)) return;
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|     if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
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|     if(nInMelee && ai_MoralCheck(oCreature)) return;
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|     int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
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|     //*******************  OFFENSIVE AREA OF EFFECT TALENTS  *******************
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|     // Check the battlefield for a group of enemies to shoot a big talent at!
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|     // We are checking here since these opportunities are rare and we need
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|     // to take advantage of them as often as possible.
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|     if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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|     if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
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|     //****************************  CLASS FEATURES  ****************************
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|     if(ai_TryTurningTalent(oCreature)) return;
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|     //**************************  DEFENSIVE TALENTS  ***************************
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|     int nRound = ai_GetCurrentRound(oCreature);
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|     if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return;
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|     if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return;
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|     if(ai_TryDivineMightFeat(oCreature, nInMelee)) return;
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|     //**********************  OFFENSIVE TARGETED TALENTS  **********************
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|     // Look for a touch attack since we are in melee.
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|     if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
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|     if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
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|     // PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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|     // ************************  RANGED ATTACKS  *******************************
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|     object oTarget;
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|     if(ai_CanIUseRangedWeapon(oCreature, nInMelee))
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|     {
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|         if(ai_HasRangedWeaponWithAmmo(oCreature))
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|         {
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|             // Paladins face the biggest challenges first!
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|             if(!nInMelee) oTarget = ai_GetHighestCRTarget(oCreature);
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|             else oTarget = ai_GetHighestCRTarget(oCreature, AI_RANGE_MELEE);
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|             if(oTarget != OBJECT_INVALID)
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|             {
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|                 ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
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|                 return;
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|             }
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|             else
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|             {
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|                 ai_SearchForHiddenCreature(oCreature, TRUE);
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|                 return;
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|             }
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|         }
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|         else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
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|     }
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|     // *************************  MELEE ATTACKS  *******************************
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|     if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
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|     // Paladins face the biggest challenges first!
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|     oTarget = ai_GetHighestCRTargetForMeleeCombat(oCreature, nInMelee);
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|     if(oTarget != OBJECT_INVALID)
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|     {
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|         if(ai_TryMeleeTalents(oCreature, oTarget)) return;
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|         ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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|     }
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|     else ai_SearchForHiddenCreature(oCreature, TRUE);
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| }
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