2025/09/06 Update
Fixed damaged baseitems.2da Updated PEPS. Full compile.
This commit is contained in:
@@ -7,7 +7,7 @@
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Changes to any constants will not take effect until the scripts are recompiled.
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*///////////////////////////////////////////////////////////////////////////////
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const string PHILOS_VERSION = "Philos' Enhancing Player System (PEPS) version:07.20.25";
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const string PHILOS_VERSION = "Philos' Enhancing Player System (PEPS) version:08.31.25";
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// The following constants are designed to be changed to allow the AI to work
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// differently based on what a developer wants.
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// If you change these constants make sure the database has been removed
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@@ -18,7 +18,7 @@ const string PHILOS_VERSION = "Philos' Enhancing Player System (PEPS) version:07
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// This will only work if you are using the PEPS menu system.
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const int AI_DEBUG = FALSE;
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// Defines if we are compiling for single player or a server. Always on for servers!
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const int AI_SERVER = FALSE;
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const int AI_SERVER = TRUE;
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// The number of classes allowed for a creature to take in the server/module.
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const int AI_MAX_CLASSES_PER_CHARACTER = 8;
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// Taunts cool down time before the AI attemps another Taunt.
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@@ -141,7 +141,9 @@ const string AI_EFFECT_ICON_NUI = "ai_effect_icon_nui";
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// The following constants are core constants and changing any of these without
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// understanding the whole system could cause unforseen results.
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// CHANGE AT YOUR OWN RISK.
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// Variable used to asave a monster object for changing.
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// Variable used to check if the module is running as a server.
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const string AI_IS_SERVER = "AI_IS_SERVER";
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// Variable used to save a monster object for changing.
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const string AI_MONSTER_OBJECT = "AI_MONSTER_OBJECT";
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// Variable used to save a monsters json for changing.
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const string AI_MONSTER_JSON = "AI_MONSTER_JSON";
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@@ -219,7 +221,6 @@ const string AI_I_AM_DEAD = "AI_I_AM_DEAD";
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const string AI_I_AM_DISEASED = "AI_I_AM_DISEASED";
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const string AI_I_AM_POISONED = "AI_I_AM_POISONED";
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const string AI_I_AM_WEAK = "AI_I_AM_WEAK";
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const int AI_ALLY_SEES_AN_ENEMY = 1;
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const int AI_ALLY_HEARD_AN_ENEMY = 2;
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const int AI_ALLY_ATKED_BY_WEAPON = 3;
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const int AI_ALLY_ATKED_BY_SPELL = 4;
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@@ -228,6 +229,7 @@ const int AI_ALLY_IS_DEAD = 6;
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const int AI_ALLY_IS_DISEASED = 7;
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const int AI_ALLY_IS_POISONED = 8;
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const int AI_ALLY_IS_WEAK = 9;
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const int AI_ALLY_SEES_AN_ENEMY = 10;
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const string AI_MY_TARGET = "AI_MY_TARGET";
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// Constant used by monsters to reduce checks while searching for unseen targets.
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const string AI_AM_I_SEARCHING = "AI_AM_I_SEARCHING";
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@@ -255,6 +257,8 @@ const string AI_ATTACKED_PHYSICAL = "AI_ATTACKED_PHYSICAL";
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const string AI_ATTACKED_SPELL = "AI_ATTACKED_SPELL";
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// Variable name used to keep track of a creatures normal polymorph form.
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const string AI_NORMAL_FORM = "AI_NORMAL_FORM";
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// Variable name used to have associates defined as Polymorphed.
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const string AI_POLYMORPHED = "AI_POLYMORPHED";
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// Variable name used to keep track if a creature has been buffed yet.
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const string AI_CASTER_BUFFS_SET = "AI_CASTER_BUFFS_SET";
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// Variable name used to keep track of rounds in combat for a custom ai script.
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@@ -320,6 +324,7 @@ const int AI_CONDITION_CONFUSED = 0x00020000;
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const int AI_CONDITION_CURSE = 0x00040000;
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const int AI_CONDITION_PARALYZE = 0x00080000;
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const int AI_CONDITION_DOMINATED = 0x00100000;
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const int AI_CONDITION_DEAD = 0x00200000;
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// Database constants for Associate modes.
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const string AI_MODE_DB_TABLE = "AI_MODE_DB_TABLE";
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// Bitwise constants for Associate modes that are used with Get/SetAssociateMode().
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@@ -394,30 +399,31 @@ const int AI_MAGIC_NO_SPONTANEOUS_CURE = 0x00000800; // Caster will stop using s
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const string AI_NO_NUI_SAVE = "AI_NO_NUI_SAVE";
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// Bitwise menu constants for Widget buttons that are used with Get/SetAssociateWidgetButtons().
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const string sWidgetButtonsVarname = "ASSOCIATE_WIDGET_BUTTONS";
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const int BTN_WIDGET_OFF = 0x00000001; // Removes the widget from the screen, For PC it removes all associates.
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const int BTN_WIDGET_LOCK = 0x00000002; // Locks the widget to the current coordinates.
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const int BTN_CMD_GUARD = 0x00000004; // Command associates to Guard Me. PC widget only.
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const int BTN_CMD_FOLLOW = 0x00000008; // Command associates to Follow. PC widget only.
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const int BTN_CMD_HOLD = 0x00000010; // Command associates to Stand Ground. PC widget only.
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const int BTN_CMD_ATTACK = 0x00000020; // Command associates to Attack Nearest. PC widget only.
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const int BTN_BUFF_REST = 0x00000040; // Buffs with long duration spells after resting. Associate widget only.
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const int BTN_BUFF_SHORT = 0x00000080; // Buffs with short duration spells.
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const int BTN_BUFF_LONG = 0x00000100; // Buffs with long duration spells.
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const int BTN_BUFF_ALL = 0x00000200; // Buffs with all spells.
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const int BTN_CMD_ACTION = 0x00000400; // Command associate to do an action.
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const int BTN_CMD_GHOST_MODE = 0x00000800; // Toggle's associates ghost mode.
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const int BTN_CMD_AI_SCRIPT = 0x00001000; // Toggle's special tactics ai scripts.
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const int BTN_CMD_PLACE_TRAP = 0x00002000; // A trapper may place traps.
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const int BTN_CMD_CAMERA = 0x00004000; // Places camera view on associate.
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const int BTN_CMD_INVENTORY = 0x00008000; // Opens inventory of associate.
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const int BTN_CMD_FAMILIAR = 0x00010000; // Summons familiar.
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const int BTN_CMD_COMPANION = 0x00020000; // Summons Companion.
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const int BTN_CMD_SEARCH = 0x00040000; // Command all associates to use search mode. PC widget only.
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const int BTN_CMD_STEALTH = 0x00080000; // Command all associates to use stealth mode. PC widget only.
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const int BTN_CMD_SCOUT = 0x00100000; // Command associate to scout ahead of the part.
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const int BTN_CMD_SPELL_WIDGET = 0x00200000; // Allows adding or removing spells from Spell Widget.
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const int BTN_CMD_JUMP_TO = 0x00400000; // Player can make associates jump to them.
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const int BTN_WIDGET_VERTICAL = 0x80000000; // Widget will be displayed vertical.
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const int BTN_WIDGET_OFF = 0x00000001; // Removes the widget from the screen, For PC it removes all associates.
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const int BTN_WIDGET_LOCK = 0x00000002; // Locks the widget to the current coordinates.
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const int BTN_CMD_GUARD = 0x00000004; // Command associates to Guard Me. PC widget only.
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const int BTN_CMD_FOLLOW = 0x00000008; // Command associates to Follow. PC widget only.
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const int BTN_CMD_HOLD = 0x00000010; // Command associates to Stand Ground. PC widget only.
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const int BTN_CMD_ATTACK = 0x00000020; // Command associates to Attack Nearest. PC widget only.
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const int BTN_BUFF_REST = 0x00000040; // Buffs with long duration spells after resting. Associate widget only.
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const int BTN_BUFF_SHORT = 0x00000080; // Buffs with short duration spells.
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const int BTN_BUFF_LONG = 0x00000100; // Buffs with long duration spells.
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const int BTN_BUFF_ALL = 0x00000200; // Buffs with all spells.
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const int BTN_CMD_ACTION = 0x00000400; // Command associate to do an action.
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const int BTN_CMD_GHOST_MODE = 0x00000800; // Toggle's associates ghost mode.
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const int BTN_CMD_AI_SCRIPT = 0x00001000; // Toggle's special tactics ai scripts.
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const int BTN_CMD_PLACE_TRAP = 0x00002000; // A trapper may place traps.
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const int BTN_CMD_CAMERA = 0x00004000; // Places camera view on associate.
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const int BTN_CMD_INVENTORY = 0x00008000; // Opens inventory of associate.
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const int BTN_CMD_FAMILIAR = 0x00010000; // Summons familiar.
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const int BTN_CMD_COMPANION = 0x00020000; // Summons Companion.
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const int BTN_CMD_SEARCH = 0x00040000; // Command all associates to use search mode. PC widget only.
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const int BTN_CMD_STEALTH = 0x00080000; // Command all associates to use stealth mode. PC widget only.
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const int BTN_CMD_SCOUT = 0x00100000; // Command associate to scout ahead of the part.
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const int BTN_CMD_SPELL_WIDGET = 0x00200000; // Allows adding or removing spells from Spell Widget.
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const int BTN_CMD_JUMP_TO = 0x00400000; // Player can make associates jump to them.
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const int BTN_ASSOC_WIDGETS_OFF = 0x00800000; // Turns all associate widgets on/off.
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const int BTN_WIDGET_VERTICAL = 0x80000000; // Widget will be displayed vertical.
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// Bitwise menu constants for Associate AI buttons that are used with Get/SetAssociateAIButtons().
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const string sAIButtonsVarname = "ASSOCIATE_AI_BUTTONS";
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const int BTN_AI_FOR_PC = 0x00000001; // PC use AI. PC widget only.
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@@ -568,6 +574,12 @@ const string AI_MODULE_GUI_EVENT = "AI_MODULE_GUI_EVENT";
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const string AI_TARGET_MODE = "AI_TARGET_MODE";
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// Variable used on the player to define which associate triggered the OnPlayer Target.
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const string AI_TARGET_ASSOCIATE = "AI_TARGET_ASSOCIATE";
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// Variable use on the player to define if the player is using target mode on an associate.
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const string AI_TARGET_MODE_ON = "AI_TARGET_MODE_ON";
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// Variable used on the player to define what associate has Target Mode set on it.
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const string AI_TARGET_MODE_ASSOCIATE = "AI_TARGET_MODE_ASSOCIATE";
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// Variable used on a creature to define how long ago their immunities were saved.
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const string sIPTimeStampVarname = "AI_IP_TIMESTAMP";
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// Bitwise constants for immune damage item properties that is used with Get/SetItemProperty().
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const string sIPImmuneVarname = "AI_IP_IMMUNE";
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// Bitwise constants for resisted damage item properties that is used with Get/SetItemProperty().
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