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HiddenTradition_PRC/_module/nss/ai_polymorphed.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_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);
}