/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_polymorphed ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for polymorphed creatures. We check for abilities based on the form we are using and if we should polymorph back. OBJECT_SELF is the creature running the ai. *///////////////////////////////////////////////////////////////////////////////////////////////////// // Programmer: Philos ////////////////////////////////////////////////////////////////////////////////////////////////////// #include "0i_actions" void main() { object oCreature = OBJECT_SELF; int nInMelee = ai_GetNumOfEnemiesInRange(oCreature); object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST); if(ai_TryHealingTalent(oCreature, nInMelee)) return; if(ai_TryCureConditionTalent(oCreature, nInMelee)) return; if(GetPercentageHPLoss(oCreature) <= AI_HEALTH_BLOODY) { if(AI_DEBUG) ai_Debug("ai_polymorphed", "20", "We are wounded and are transforming back!"); ai_RemoveASpecificEffect(oCreature, EFFECT_TYPE_POLYMORPH); DeleteLocalInt(oCreature, AI_POLYMORPHED); // We need to create the creatures normal forms talent list. DelayCommand(0.0, ai_ClearTalents(oCreature)); DelayCommand(0.1, ai_SetCreatureTalents(oCreature, TRUE, TRUE)); return; } int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature); // When polymorphed we turn back then check moral. // if(nInMelee && ai_MoralCheck(oCreature)) return; // Skill, Class, Offensive AOE's, and Defensive talents. // *************************** SPELL TALENTS *************************** if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return; // Class and Offensive single target talents. // *************************** SPELL TALENTS *************************** if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return; if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return; // 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)) { 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 **************************** oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee); if(oTarget != OBJECT_INVALID) ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); else ai_SearchForHiddenCreature(oCreature, TRUE); }