2025/10/21 Update
Added PEPS AI. Hopefully stopped "bleed" bug after being healed from dying. Full compile.
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65
_module/nss/ai_polymorphed.nss
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65
_module/nss/ai_polymorphed.nss
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/*////////////////////////////////////////////////////////////////////////////////////////////////////
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// Script Name: ai_polymorphed
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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ai script for polymorphed creatures.
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We check for abilities based on the form we are using and if we should polymorph back.
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OBJECT_SELF is the creature 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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int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
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object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
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if(ai_TryHealingTalent(oCreature, nInMelee)) return;
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if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
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if(GetPercentageHPLoss(oCreature) <= AI_HEALTH_BLOODY)
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{
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if(AI_DEBUG) ai_Debug("ai_polymorphed", "20", "We are wounded and are transforming back!");
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ai_RemoveASpecificEffect(oCreature, EFFECT_TYPE_POLYMORPH);
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DeleteLocalInt(oCreature, AI_POLYMORPHED);
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// We need to create the creatures normal forms talent list.
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DelayCommand(0.0, ai_ClearTalents(oCreature));
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DelayCommand(0.1, ai_SetCreatureTalents(oCreature, TRUE, TRUE));
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return;
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}
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int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
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// When polymorphed we turn back then check moral.
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// if(nInMelee && ai_MoralCheck(oCreature)) return;
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// Skill, Class, Offensive AOE's, and Defensive talents.
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// *************************** SPELL TALENTS ***************************
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if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return;
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// Class and Offensive single target talents.
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// *************************** SPELL TALENTS ***************************
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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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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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// *************************** RANGED ATTACKS ****************************
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object oTarget;
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if(ai_CanIUseRangedWeapon(oCreature, nInMelee))
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{
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if(ai_HasRangedWeaponWithAmmo(oCreature))
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{
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if(!nInMelee) oTarget = ai_GetNearestPhysicalTarget(oCreature);
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else oTarget = ai_GetNearestPhysicalTarget(oCreature, AI_RANGE_MELEE);
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if(oTarget != OBJECT_INVALID)
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{
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if(ai_TryRangedTalents(oCreature, oTarget, nInMelee)) return;
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ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
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return;
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}
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else
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{
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ai_SearchForHiddenCreature(oCreature, TRUE);
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return;
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}
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}
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else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
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}
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// **************************** MELEE ATTACKS ****************************
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oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee);
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if(oTarget != OBJECT_INVALID) ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
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else ai_SearchForHiddenCreature(oCreature, TRUE);
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}
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