/*//////////////////////////////////////////////////////////////////////////////////////////////////// // Script Name: ai_a_druid ////////////////////////////////////////////////////////////////////////////////////////////////////// ai script for associates using the Druid class. 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); //*************************** HEALING & CURES **************************** if(ai_TryHealingTalent(oCreature, nInMelee)) return; if(ai_TryCureConditionTalent(oCreature, nInMelee)) return; int nDifficulty = ai_GetDifficulty(oCreature); int nMaxLevel; // Check for moral and get the maximum spell level we should use. if(nDifficulty >= AI_COMBAT_EFFORTLESS) { if(nInMelee && ai_MoralCheck(oCreature)) return; nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty); } // Skill, Class, Offensive AOE's, and Defensive talents. object oTarget = OBJECT_INVALID; // Get the Spell Level we should still cast before turning into our polymorph form. int nSpellLevel = ai_GetHasPolymorphSelfFeat(oCreature); int nMaxTalentLevel; if(AI_DEBUG) ai_Debug("ai_a_druid", "31", "nSpellLevel: " + IntToString(nSpellLevel)); if(nDifficulty >= AI_COMBAT_MODERATE) { // *************************** SPELL TALENTS *************************** if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING)) { 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(ai_TrySummonAnimalCompanionTalent(oCreature)) return; //************************** DEFENSIVE TALENTS *************************** if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING)) { if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature); nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_SUMMON); if(AI_DEBUG) ai_Debug("ai_a_druid", "47", "nMaxTalentLevel 'S' " + IntToString(nMaxTalentLevel)); if(nSpellLevel < nMaxTalentLevel && ai_UseCreatureTalent(oCreature, AI_TALENT_SUMMON, nInMelee, nMaxLevel, oTarget)) return; nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_PROTECTION); if(AI_DEBUG) ai_Debug("ai_a_druid", "51", "nMaxTalentLevel 'P' " + IntToString(nMaxTalentLevel)); if(nSpellLevel < nMaxTalentLevel && ai_UseCreatureTalent(oCreature, AI_TALENT_PROTECTION, nInMelee, nMaxLevel, oTarget)) return; nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_ENHANCEMENT); if(AI_DEBUG) ai_Debug("ai_a_druid", "55", "nMaxTalentLevel 'E' " + IntToString(nMaxTalentLevel)); if(nSpellLevel < nMaxTalentLevel && ai_UseCreatureTalent(oCreature, AI_TALENT_ENHANCEMENT, nInMelee, nMaxLevel, oTarget)) return; } } // Offensive single target talents. if(nDifficulty >= AI_COMBAT_EFFORTLESS) { // *************************** SPELL TALENTS *************************** if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING)) { if(nInMelee > 0) { nMaxTalentLevel = GetLocalInt(oCreature, AI_MAX_TALENT + AI_TALENT_TOUCH); if(AI_DEBUG) ai_Debug("ai_druid", "69", "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", "74", "nMaxTalentLevel 'R' " + IntToString(nMaxTalentLevel)); if(nSpellLevel < nMaxTalentLevel && ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return; } if(nDifficulty >= AI_COMBAT_MODERATE && ai_TryPolymorphSelfFeat(oCreature)) return; } //************************** SKILL FEATURES ************************** if(ai_TryAnimalEmpathy(oCreature)) return; // PHYSICAL ATTACKS - Either we don't have talents or we are saving them. // ************************** Ranged feat attacks ************************** if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee)) { if(ai_HasRangedWeaponWithAmmo(oCreature)) { // Are we suppose to protect our master first? if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) { // Lets pick off the weakest targets. if(!nInMelee) oTarget = ai_GetLowestCRPhysicalTarget(oCreature); else oTarget = ai_GetLowestCRPhysicalTarget(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, FALSE); return; } } else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return; } // ************************** Melee feat attacks ************************* if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return; if(ai_GetAIMode(oCreature, AI_MODE_DEFEND_MASTER)) oTarget = ai_GetLowestCRAttackerOnMaster(oCreature); if(oTarget == OBJECT_INVALID) oTarget = ai_GetBestTargetForMeleeCombat(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK)); if(oTarget != OBJECT_INVALID) { if(ai_TryMeleeTalents(oCreature, oTarget)) return; ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget); } else ai_SearchForHiddenCreature(oCreature, FALSE); }