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HiddenTradition_PRC/_module/nss/ai_dragon_boss.nss
Jaysyn904 41bbc115c1 2025/09/06 Update
Fixed damaged baseitems.2da
Updated PEPS.
Full compile.
2025-09-06 12:13:11 -04:00

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/*////////////////////////////////////////////////////////////////////////////////////////////////////
// Script Name: ai_dragon_boss
//////////////////////////////////////////////////////////////////////////////////////////////////////
ai script a unique dragon that lives deep in a dark cave using it as a defense.
OBJECT_SELF is the dragon 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);
//**************************************************************************
//************************ ROUND BASED AI SCRIPTS *************************
//**************************************************************************
int nRound = ai_GetCurrentRound(oCreature);
// First time fly to our enemy, the rest of combat lets not do that!
object oTarget;
if(!GetLocalInt(OBJECT_SELF, "AI_DONE_FLYING"))
{
SetLocalInt(OBJECT_SELF, "AI_DONE_FLYING", TRUE);
oTarget = ai_GetLowestCRTarget(oCreature);
// We assign the voice to the PC so they get to hear it.
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
AssignCommand(oPC, PlaySound("vs_ndredm_bat2"));
// Can we do a crush attack(HD 18+)?
if(ai_TryCrushAttack(oCreature, oTarget)) return;
ai_FlyToTarget(oCreature, oTarget);
return;
}
else if(nRound == 2)
{
oTarget = ai_GetLowestCRTarget(oCreature, AI_RANGE_CLOSE);
ai_TryDragonBreathAttack(oCreature, nRound, oTarget);
return;
}
//*************************** HEALING & CURES ****************************
if(ai_TryHealingTalent(oCreature, nInMelee)) return;
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
// Check to see if we need to retreat to get healing.
int nPercentageHP = ai_GetPercHPLoss(oCreature);
//ai_Debug("ai_dragon_boss", "43", "nPercentageHP: " + IntToString(nPercentageHP));
if(nPercentageHP < 75 && !GetLocalInt(oCreature, "AI_HOME"))
{
string sWaypoint;
// If we are below half then go to last defensive position.
if(nPercentageHP < 50)
{
SetLocalInt(oCreature, "AI_HOME", TRUE);
sWaypoint = "0_wp_dragon2";
}
// else we just go back a little bit to heal up.
else sWaypoint = "0_wp_dragon1";
if(!GetLocalInt(oCreature, sWaypoint))
{
string sVoice;
switch(d6())
{
case 1 :
case 2 : sVoice = "vs_ndredm_attk"; break;
case 3 :sVoice = "vs_ndredm_heal"; break;
case 4 :sVoice = "vs_ndredm_help"; break;
case 5 :sVoice = "vs_ndredm_no"; break;
case 6 :sVoice = "vs_ndredm_bat3"; break;
}
SetImmortal(oCreature, TRUE);
DelayCommand(6.0f, SetImmortal(oCreature, FALSE));
AssignCommand(ai_GetNearestTarget(oCreature), PlaySound(sVoice));
object oWaypoint = GetNearestObjectByTag(sWaypoint);
//ai_Debug("ai_dragon_boss", "71", "Flying to " + sWaypoint + ".");
effect eFly = EffectDisappearAppear(GetLocation(oWaypoint));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oCreature, 6.0f);
SetLocalInt(oCreature, sWaypoint, TRUE);
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;
//************************** DEFENSIVE TALENTS ***************************
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return;
//********************** OFFENSIVE TARGETED TALENTS **********************
// Look for a touch attack since we are in melee.
if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
// ************************ MELEE ATTACKS ********************************
oTarget = ai_GetLowestCRTargetForMeleeCombat(oCreature, nInMelee);
if(oTarget != OBJECT_INVALID)
{
if(ai_TryDragonBreathAttack(oCreature, nRound)) return;
ai_TryWingAttacks(oCreature);
// If we don't do a Tail sweep attack(HD 30+) then see if we can do a Tail slap(HD 12+)!
if(!ai_TryTailSweepAttack(oCreature)) ai_TryTailSlap(oCreature);
ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
}
else ai_SearchForHiddenCreature(oCreature, TRUE);
}