2025/12/16 Update
Updated PEPS Hooked up new GUI module event. Updated classes.2da Updated baseitems.2da Updated nim tools. Full compile.
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@@ -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:08.31.25";
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const string PHILOS_VERSION = "Philos' Enhancing Player System (PEPS) version:11.16.25";
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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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@@ -35,14 +35,14 @@ const int AI_MONSTER_HEAL_OUT_COMBAT_CHANCE = 70;
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const int AI_HENCHMAN_WIDGET = TRUE;
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// Change the Custom token number if it conflicts with your server.
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const int AI_BASE_CUSTOM_TOKEN = 1000;
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// Delay between creatures casting Buff spells. Must be minimum of 0.1 seconds.
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const float AI_HENCHMAN_BUFF_DELAY = 0.2;
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//******************* These can be changed within the game *******************
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// Moral checks on or off. If wounded they will make Will saves, if they fail the flee.
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const int AI_MORAL_CHECKS = FALSE;
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// Allows monsters to prebuff before combat starts.
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const int AI_PREBUFF = TRUE;
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// Allows monsters to buff with all spells before combat starts. VERY DIFFICULT!
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const int AI_FULL_BUFF = FALSE;
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// Allows monsters cast summons spells when prebuffing.
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const int AI_PRESUMMONS = TRUE;
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// Allows monsters to use tactical AI scripts such as ambush, flanker, ranged.
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@@ -111,8 +111,13 @@ const int AI_SCOUT_AHEAD_ON = TRUE;
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const int AI_OPEN_INVENTORY = TRUE;
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// Allows players to have associates pickup loot.
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const int AI_PICKUP_LOOT = TRUE;
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// Allows players to remove a henchman.
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// Allows players to take any henchman that is standing around.
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const int AI_ALLOW_TAKING_HENCHMAN = FALSE;
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// Allows players to remove a henchman through PEPS.
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const int AI_REMOVE_HENCHMAN_ON = FALSE;
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// Allows players to toggle patrolling ahead via the radial menu for remove henchman.
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// Used on my server as a way to toggle patrolling ahead via the radial menu.
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const int AI_PATROL_AHEAD_RADIAL_OPTION = FALSE;
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//***************************** Health Constants *****************************
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// % of health for when a creature is considered wounded.
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const int AI_HEALTH_WOUNDED = 50;
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@@ -162,7 +167,7 @@ const string AI_PLUGIN_SET = "AI_PLUGIN_SET";
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// Monster modification variable to let PEPS know what mods are available.
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const string AI_MONSTER_MOD_JSON = "AI_MONSTER_MOD_JSON";
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// The maximum number of henchman the code works with.
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const int AI_MAX_HENCHMAN = 12;
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const int AI_MAX_HENCHMAN = 30;
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// Delay between Henchman casting Healing spells. Must be minimum of 0.5 seconds.
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const float AI_HENCHMAN_HEALING_DELAY = 6.0;
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// A variable that can be set on creatures to stop mobile animations.
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@@ -240,6 +245,8 @@ const string AI_IS_INVISIBLE = "AI_IS_INVISIBLE";
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// Constants used in combat to keep track of a creatures last action.
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// 0+ is the last spell cast from the line number in Spells.2da.
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const string sLastActionVarname = "AI_LAST_ACTION";
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// Constants used in combat to keep track of a creatures last action time.
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const string sLastActionTimeVarname = "AI_LAST_ACTION_TIME";
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const int AI_LAST_ACTION_CAST_SPELL = -1;
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const int AI_LAST_ACTION_NONE = -2;
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const int AI_LAST_ACTION_MELEE_ATK = -3;
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@@ -527,6 +534,8 @@ const string AI_ASSOCIATE_PERCEPTION = "AI_PERCEPTION_RANGE";
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const string AI_ASSOC_PERCEPTION_DISTANCE = "AI_ASSOC_PERCEPTION_DISTANCE";
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// Variable that holds the open doors range of the henchman.
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const string AI_OPEN_DOORS_RANGE = "AI_OPEN_DOORS_RANGE";
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// Variable that holds the delay for casting buff spells.
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const string AI_DELAY_BUFF_CASTING = "AI_DELAY_BUFF_CASTING";
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// Variable that holds the Spell widgets json data.
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const string AI_SPELLS_WIDGET = "AI_SPELLS_WIDGET";
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// The number of Buff Groups
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@@ -554,6 +563,8 @@ const string AI_PC_LOCKED_TARGET = "AI_PC_LOCKED_TARGET";
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const string AI_TALENT_IMMUNITY = "AI_TALENT_IMMUNITY";
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// Variables keeps track of the maximum level for the talent category.
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const string AI_MAX_TALENT = "AI_MAX_TALENT_";
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// Variables keeps track of the maximum level for the talent level.
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const string AI_MAX_LEVEL = "AI_MAX_LEVEL_";
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// Backward compatability constants.
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const int X2_EVENT_CONCENTRATION_BROKEN = 12400;
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// Variable set on the module if the module is using PRC.
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@@ -597,6 +608,8 @@ const string AI_RULE_DEBUG_CREATURE = "AI_RULE_DEBUG_CREATURE";
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const string AI_RULE_MORAL_CHECKS = "AI_RULE_MORAL_CHECKS";
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// Allows monsters to prebuff before combat starts.
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const string AI_RULE_BUFF_MONSTERS = "AI_RULE_BUFF_MONSTERS";
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// Allows monsters to prebuff with all defensive spells before combat starts.
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const string AI_RULE_FULL_BUFF_MONSTERS = "AI_RULE_FULL_BUFF_MONSTERS";
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// Allows monsters to use the ambush AI scripts.
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const string AI_RULE_AMBUSH = "AI_RULE_AMBUSH";
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// Enemies may summon familiars and Animal companions and will be randomized.
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