66 lines
3.3 KiB
Plaintext
66 lines
3.3 KiB
Plaintext
/*////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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);
|
|
}
|