/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_druid ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for creatures using the class Druid. OBJECT_SELF is the creature running the ai. *///////////////////////////////////////////////////////////////////////////////////////////////////// // Programmer: Philos ////////////////////////////////////////////////////////////////////////////////////////////////////// #include "0i_actions" void main() { object oCreature = OBJECT_SELF; // Get the number of enemies that we are in melee combat with. int nInMelee = ai_GetNumOfEnemiesInRange(oCreature); if(ai_TryHealingTalent(oCreature, nInMelee)) return; if(ai_TryCureConditionTalent(oCreature, nInMelee)) return; if(nInMelee && ai_MoralCheck(oCreature)) return; int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature); //******************* OFFENSIVE AREA OF EFFECT TALENTS ******************* // Check the battlefield for a group of enemies to shoot a big talent at! // We are checking here since these opportunities are rare and we need // to take advantage of them as often as possible. if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return; if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return; //**************************** CLASS FEATURES **************************** if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS) && ai_TrySummonAnimalCompanionTalent(oCreature)) return; //************************** DEFENSIVE TALENTS *************************** // Get the Spell Level we should still cast before turning into our polymorph form. int nSpellLevel = ai_GetHasPolymorphSelfFeat(oCreature); if(AI_DEBUG) ai_Debug("ai_druid", "30", "nSpellLevel: " + IntToString(nSpellLevel)); int nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_SUMMON); if(AI_DEBUG) ai_Debug("ai_druid", "32", "nMaxTalentLevel 'S' " + IntToString(nMaxTalentLevel)); if(nSpellLevel < nMaxTalentLevel && ai_UseCreatureTalent(oCreature, AI_TALENT_SUMMON, nInMelee, nMaxLevel)) return; nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_PROTECTION); if(AI_DEBUG) ai_Debug("ai_druid", "36", "nMaxTalentLevel 'P' " + IntToString(nMaxTalentLevel)); if(nSpellLevel < nMaxTalentLevel && ai_UseCreatureTalent(oCreature, AI_TALENT_PROTECTION, nInMelee, nMaxLevel)) return; nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_ENHANCEMENT); if(AI_DEBUG) ai_Debug("ai_druid", "40", "nMaxTalentLevel 'E' " + IntToString(nMaxTalentLevel)); if(nSpellLevel < nMaxTalentLevel && ai_UseCreatureTalent(oCreature, AI_TALENT_ENHANCEMENT, nInMelee, nMaxLevel)) return; //********************** OFFENSIVE TARGETED TALENTS ********************** // Look for a touch attack since we are in melee. if(nInMelee > 0) { nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_TOUCH); if(AI_DEBUG) ai_Debug("ai_druid", "48", "nMaxTalentLevel 'T' " + IntToString(nMaxTalentLevel)); if(nSpellLevel < nMaxTalentLevel && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return; } nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_RANGED); if(AI_DEBUG) ai_Debug("ai_druid", "53", "nMaxTalentLevel 'R' " + IntToString(nMaxTalentLevel)); if(nSpellLevel < nMaxTalentLevel && ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return; if(ai_TryPolymorphSelfFeat(oCreature)) return; //**************************** SKILL FEATURES **************************** if(ai_TryAnimalEmpathy(oCreature)) return; // All else fails lets see if we have any good potions. // PHYSICAL ATTACKS - Either we don't have talents or we are saving them. // ************************ RANGED ATTACKS ******************************* object oTarget; if(ai_CanIUseRangedWeapon(oCreature, nInMelee)) { if(ai_HasRangedWeaponWithAmmo(oCreature)) { // Lets pick off the nearest targets. if(!nInMelee) oTarget = ai_GetNearestPhysicalTarget(oCreature); else oTarget = ai_GetNearestPhysicalTarget(oCreature, AI_RANGE_MELEE); if(oTarget != OBJECT_INVALID) { if(ai_TryRangedTalents(oCreature, oTarget, nInMelee)) return; ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE); return; } else { ai_SearchForHiddenCreature(oCreature, TRUE); return; } } else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return; } // ************************* MELEE ATTACKS ******************************* if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee); if(oTarget != OBJECT_INVALID) { if(ai_TryMeleeTalents(oCreature, oTarget)) return; ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); } else ai_SearchForHiddenCreature(oCreature, TRUE); }