2025/09/06 Update

Fixed damaged baseitems.2da
Updated PEPS.
Full compile.
This commit is contained in:
Jaysyn904
2025-09-06 12:13:11 -04:00
parent c5e44a075b
commit 41bbc115c1
193 changed files with 104993 additions and 2164 deletions

View File

@@ -92,18 +92,18 @@ void main()
if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
if(oTarget == OBJECT_INVALID) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRPhysicalTarget(oCreature);
}
else
{
if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
if(oTarget == OBJECT_INVALID) ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER, AI_RANGE_MELEE);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRTarget(oCreature, AI_RANGE_MELEE);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetLowestCRPhysicalTarget(oCreature, AI_RANGE_MELEE);
}
if(oTarget != OBJECT_INVALID)
{
if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
if(ai_TryRangedTalents(oCreature, oTarget, nInMelee)) return;
if(AI_DEBUG) ai_Debug("0i_actions", "519", "Do ranged attack against nearest: " + GetName(oTarget) + "!");
ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
return;
@@ -133,7 +133,7 @@ void main()
{
oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk);
// If we didn't get a target then get any target within range.
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestPhysicalTarget(oCreature, AI_RANGE_MELEE, AI_ENEMY, bAlwaysAtk);
}
// If not then lets go find someone to attack!
else
@@ -141,7 +141,7 @@ void main()
// Get the nearest enemy.
oTarget = ai_GetNearestClassTarget(oCreature, AI_CLASS_TYPE_CASTER, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk);
// If we didn't get a target then get any target within range.
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestPhysicalTarget(oCreature, AI_RANGE_PERCEPTION, AI_ENEMY, bAlwaysAtk);
}
}
}