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