Updated scripts to use MyPRCGetRacialType
Updated scripts to use MyPRCGetRacialType. Full compile.
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@@ -1729,7 +1729,7 @@ int AI_EquipAndAttack()
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// Monk levels
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nMonkLevels = GetLevelByClass(CLASS_TYPE_MONK);
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if(!nMonkLevels) nMonkLevels = 1;
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nTargetCreatureRace = GetRacialType(GlobalMeleeTarget);//done later.
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nTargetCreatureRace = MyPRCGetRacialType(GlobalMeleeTarget);//done later.
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nTargetAlignment = GetAlignmentGoodEvil(GlobalMeleeTarget);
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// Now, monk, can it be done...
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if((!GetIsObjectValid(oEquipped) ||
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@@ -2637,7 +2637,7 @@ int AI_AttemptGrenadeThrowing(object oTarget)
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// We have a valid item grenade. We then throw it (or attempt to!)
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// - Check holy grenade not firing Versus non-undead
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if(ItemHostRanged == SPELL_GRENADE_HOLY &&
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GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
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MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
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{
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// Stop as they are not undead
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return FALSE;
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@@ -4487,7 +4487,7 @@ int AI_AttemptHealingSelf()
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// Determine what we should heal at...
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int nPercent = GetBoundriedAIInteger(AI_HEALING_US_PERCENT, 50, 100, 1);
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int nRace = GetRacialType(OBJECT_SELF);
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int nRace = MyPRCGetRacialType(OBJECT_SELF);
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// What % are we at? It is GlobalOurPercentHP
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// Are we under the right %?
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@@ -4654,7 +4654,7 @@ int AI_AttemptCureCondition()
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while(GetIsObjectValid(oHeal) && GetDistanceToObject(oHeal) <= 20.0)
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{
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// Don't target undead
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if(GetRacialType(oHeal) != RACIAL_TYPE_UNDEAD)
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if(MyPRCGetRacialType(oHeal) != RACIAL_TYPE_UNDEAD)
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{
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// Go through possible effects in priority order.
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nEffectHex = GetLocalInt(oHeal, AI_EFFECT_HEX);
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@@ -4985,7 +4985,7 @@ int AI_AttemptHealingAlly()
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oLoopTarget = GetLocalObject(OBJECT_SELF, ARRAY_ALLIES_RANGE_SEEN + IntToString(nCnt));
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while(GetIsObjectValid(oLoopTarget))
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{
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if(GetRacialType(oLoopTarget) != RACIAL_TYPE_CONSTRUCT &&
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if(MyPRCGetRacialType(oLoopTarget) != RACIAL_TYPE_CONSTRUCT &&
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(GetAssociateType(oLoopTarget) == ASSOCIATE_TYPE_NONE || bSummonHeal == TRUE))
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{
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// We do actually not ALWAYS use the nearest dead person, nor
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@@ -5013,7 +5013,7 @@ int AI_AttemptHealingAlly()
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// Did we find someone to heal?
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if(nChosenPercentHitPoints > 0)
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{
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int nAllyHealRace = GetRacialType(oAllyToHeal);
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int nAllyHealRace = MyPRCGetRacialType(oAllyToHeal);
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// Undead - negative energy heals!
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if(nAllyHealRace == RACIAL_TYPE_UNDEAD)
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{
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@@ -5817,7 +5817,7 @@ int AI_AttemptFeatTurning()
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if(!GetIsFriend(oTarget))
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{
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nHD = GetHitDice(oTarget) + GetTurnResistanceHD(oTarget);
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nRacial = GetRacialType(oTarget);
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nRacial = MyPRCGetRacialType(oTarget);
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// Planar creatures add spell resistance (don't bother if can't turn them)
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if(nRacial == RACIAL_TYPE_OUTSIDER && bOutsider)
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{
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@@ -7386,7 +7386,7 @@ H [Crumble] - Constructs only.
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{
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// If we are undead, we make sure we leave at least 1 for our own healing.
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if(GlobalNormalSpellsNoEffectLevel < 6 &&
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(GetRacialType(OBJECT_SELF) != RACIAL_TYPE_UNDEAD ||
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(MyPRCGetRacialType(OBJECT_SELF) != RACIAL_TYPE_UNDEAD ||
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GetHasSpell(SPELL_HARM) >= 2))
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{
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// Harm
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@@ -10077,12 +10077,12 @@ H X [Aura of Glory] - +4 Char, and allies get +4 VS Fear effects.
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{
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// This is natural AC, and only for undead. Cast it on ourselves, or
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// our summoned undead monster.
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if(GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)
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if(MyPRCGetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)
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{
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// Stone bones - cast if we do not have a natural armor AC spell.
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if(AI_ActionCastSpell(SPELL_STONE_BONES, OBJECT_SELF, 12, FALSE)) return TRUE;
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}
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else if(GetRacialType(GlobalBuffAlly) == RACIAL_TYPE_UNDEAD)
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else if(MyPRCGetRacialType(GlobalBuffAlly) == RACIAL_TYPE_UNDEAD)
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{
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// Stone bones - cast if we do not have a natural armor AC spell.
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if(AI_ActionCastSpell(SPELL_STONE_BONES, GlobalBuffAlly, 12, FALSE)) return TRUE;
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@@ -13712,7 +13712,7 @@ int AI_SetUpAllObjects(object oInputBackup)
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GlobalSpellTargetCurrentHitPoints = GetCurrentHitPoints(GlobalSpellTarget);
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// This is one of the most important.
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GlobalSeenSpell = GetObjectSeen(GlobalSpellTarget);
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GlobalSpellTargetRace = GetRacialType(GlobalSpellTarget);
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GlobalSpellTargetRace = MyPRCGetRacialType(GlobalSpellTarget);
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// Range
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GlobalSpellTargetRange = GetDistanceToObject(GlobalSpellTarget);
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@@ -13879,7 +13879,7 @@ int AI_AttemptHostileSkills()
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GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_EMPATHY, AI_OTHER_COMBAT_MASTER))
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{
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iEmpathyDC = 20;
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iRace = GetRacialType(GlobalMeleeTarget);
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iRace = MyPRCGetRacialType(GlobalMeleeTarget);
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// we add 4 (to make DC 24 + HD) if a special animal. R_T_ANIMAL is DC 20
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if(iRace == RACIAL_TYPE_BEAST || iRace == RACIAL_TYPE_MAGICAL_BEAST)
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{
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@@ -14034,7 +14034,7 @@ int AI_AttemptFeatCombatHostile()
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if(!GetItemHasItemProperty(oPrimaryWeapon, ITEM_PROPERTY_ON_HIT_PROPERTIES))
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{
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// Bless weapon
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if(GetRacialType(GlobalMeleeTarget) == RACIAL_TYPE_UNDEAD)
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if(MyPRCGetRacialType(GlobalMeleeTarget) == RACIAL_TYPE_UNDEAD)
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{
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// Bless weapon. Level 1 (Paladin). +1 Attack Bonus, +2d6 Damage to melee weapon VS undead
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if(AI_ActionCastSpell(SPELL_BLESS_WEAPON, oPrimaryWeapon, 11, FALSE)) return TRUE;
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