Initial module commit
Initial module commit.
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170
_module/nss/j_ai_heart_buff.nss
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170
_module/nss/j_ai_heart_buff.nss
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/************************ [On Heartbeat - Buff] ********************************
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Filename: j_ai_heart_buff
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************************* [On Heartbeat - Buff] ********************************
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This is ExecuteScript'ed from the heartbeat file, if they want to buff
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themselves with spells to be prepared for any battle coming up.
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************************* [History] ********************************************
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1.3 - Added
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************************* [Workings] *******************************************
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This contains Advance Buffing - IE quick protection spells.
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I've done what ones I think are useful - IE most protection ones & summons!
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This doesn't include any which are very short duration:
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Elemntal shield/Wounding whispers (though you can add all of these!)
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Aid, bless, aura of vitality, aura of glory, blood frenzy, prayer,
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divine* Range (Power, Might, Shield, Favor), Expeditious retreat,
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holy/unholy aura (or protection from /magic circle against),
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natures balance, one with the land, shield of faith, virtue, war cry.
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************************* [Arguments] ******************************************
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Arguments: N/A
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************************* [On Heartbeat - Buff] *******************************/
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// Wrapper, to stop repeating the same lines! :-)
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int BuffCastSpell(int iSpell);
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void main()
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{
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// For summons counter.
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int nCnt, iBreak;
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// FAST BUFF SELF
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// Stop what we are doing first, to perform the actions.
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ClearAllActions();
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//Combat Protections
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if(!BuffCastSpell(SPELL_PREMONITION))
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if(!BuffCastSpell(SPELL_GREATER_STONESKIN))
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BuffCastSpell(SPELL_STONESKIN);
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//Visage Protections
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if(!BuffCastSpell(SPELL_SHADOW_SHIELD))
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if(!BuffCastSpell(SPELL_ETHEREAL_VISAGE))
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BuffCastSpell(SPELL_GHOSTLY_VISAGE);
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//Mantle Protections
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if(!BuffCastSpell(SPELL_GREATER_SPELL_MANTLE))
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if(!BuffCastSpell(SPELL_SPELL_MANTLE))
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BuffCastSpell(SPELL_LESSER_SPELL_MANTLE);
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// True seeing, see invisibility. We take true seeing to be better then the latter.
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if(BuffCastSpell(SPELL_TRUE_SEEING))
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BuffCastSpell(SPELL_SEE_INVISIBILITY);
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//Elemental Protections. 4 lots. From 40/- to 10/-
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if(!BuffCastSpell(SPELL_ENERGY_BUFFER))
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if(!BuffCastSpell(SPELL_PROTECTION_FROM_ELEMENTS))
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if(!BuffCastSpell(SPELL_RESIST_ELEMENTS))
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BuffCastSpell(SPELL_ENDURE_ELEMENTS);
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//Mental Protections
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if(!BuffCastSpell(SPELL_MIND_BLANK))
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if(!BuffCastSpell(SPELL_LESSER_MIND_BLANK))
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BuffCastSpell(SPELL_CLARITY);
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// Globes
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if(!BuffCastSpell(SPELL_GLOBE_OF_INVULNERABILITY))
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BuffCastSpell(SPELL_MINOR_GLOBE_OF_INVULNERABILITY);
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//Invisibility
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// Note: Improved has 50% consealment, etherealness has just invisiblity.
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if(!BuffCastSpell(SPELL_IMPROVED_INVISIBILITY))
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BuffCastSpell(SPELL_DISPLACEMENT);//50% consealment
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if(!BuffCastSpell(SPELL_ETHEREALNESS))
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if(!BuffCastSpell(SPELL_INVISIBILITY_SPHERE))
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if(!BuffCastSpell(SPELL_INVISIBILITY))
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BuffCastSpell(SPELL_SANCTUARY);
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// The stat-increasing ones.
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if(!BuffCastSpell(SPELL_GREATER_BULLS_STRENGTH))
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BuffCastSpell(SPELL_BULLS_STRENGTH);
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if(!BuffCastSpell(SPELL_GREATER_CATS_GRACE))
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BuffCastSpell(SPELL_CATS_GRACE);
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if(!BuffCastSpell(SPELL_GREATER_EAGLE_SPLENDOR))
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BuffCastSpell(SPELL_EAGLE_SPLEDOR);
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if(!BuffCastSpell(SPELL_GREATER_FOXS_CUNNING))
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BuffCastSpell(SPELL_FOXS_CUNNING);
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if(!BuffCastSpell(SPELL_GREATER_OWLS_WISDOM))
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BuffCastSpell(SPELL_OWLS_WISDOM);
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if(!BuffCastSpell(SPELL_GREATER_ENDURANCE))
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BuffCastSpell(SPELL_ENDURANCE);
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// Mage armor or shield. Don't stack them.
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if(!BuffCastSpell(SPELL_SHIELD))
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BuffCastSpell(SPELL_MAGE_ARMOR);
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// Protection from negative energy
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if(!BuffCastSpell(SPELL_UNDEATHS_ETERNAL_FOE))
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BuffCastSpell(SPELL_DEATH_WARD);
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//Misc Protections which have no more powerful.
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// Low durations (Rounds per caster level)
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// if(!BuffCastSpell(SPELL_ELEMENTAL_SHIELD))
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// BuffCastSpell(SPELL_WOUNDING_WHISPERS);
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BuffCastSpell(SPELL_BARKSKIN);
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BuffCastSpell(SPELL_ENTROPIC_SHIELD);
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BuffCastSpell(SPELL_PROTECTION_FROM_SPELLS);
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BuffCastSpell(SPELL_REGENERATE);
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BuffCastSpell(SPELL_DARKVISION);
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BuffCastSpell(SPELL_REGENERATE);
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BuffCastSpell(SPELL_SPELL_RESISTANCE);
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BuffCastSpell(SPELL_FREEDOM_OF_MOVEMENT);
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//Summon Ally.
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// Spell ID's: These are quite odd. Spells.2da:
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/*
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174 Summon_Creature_I 1
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175 Summon_Creature_II 2
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176 Summon_Creature_III 3
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177 Summon_Creature_IV 4
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178 Summon_Creature_IX 9
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179 Summon_Creature_V 5
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180 Summon_Creature_VI 6
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181 Summon_Creature_VII 7
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182 Summon_Creature_VIII 8
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*/
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// We can loop through. 9 first, then 8-5, then undead ones, then 4-1
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if(!BuffCastSpell(SPELL_SUMMON_CREATURE_IX))// 9
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{
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// 8, 7, 6, 5.
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for(nCnt = SPELL_SUMMON_CREATURE_VIII;
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(nCnt >= SPELL_SUMMON_CREATURE_V && iBreak != TRUE);
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nCnt--)
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{
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if(BuffCastSpell(nCnt)) iBreak = TRUE;
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}
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// Then undead
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if(iBreak != TRUE)
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{
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if(!BuffCastSpell(SPELL_CREATE_GREATER_UNDEAD))
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{
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if(!BuffCastSpell(SPELL_CREATE_UNDEAD))
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{
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if(!BuffCastSpell(SPELL_ANIMATE_DEAD))
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{
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// Lastly, the 4-1 ones.
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for(nCnt = SPELL_SUMMON_CREATURE_IV;
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(nCnt >= SPELL_SUMMON_CREATURE_I);
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nCnt--)
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{
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if(BuffCastSpell(nCnt)) break;
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}
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}
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}
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}
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}
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}
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// Finally, equip the best melee weapon to look more prepared.
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// Don't use a ranged, we can equip it manually if need be :=P
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// but sneak attackers would have a field day if we didn't have
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// a melee weapon out...
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ActionEquipMostDamagingMelee();
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}
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// Wrapper, to stop repeating the same lines! :-)
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int BuffCastSpell(int iSpell)
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{
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if(GetHasSpell(iSpell))
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{
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ActionCastSpellAtObject(iSpell, OBJECT_SELF, METAMAGIC_ANY, FALSE, FALSE, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
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return TRUE;
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}
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return FALSE;
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}
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