494 lines
17 KiB
Plaintext
494 lines
17 KiB
Plaintext
/*/////////////////////// [On Spell Cast At] ///////////////////////////////////
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Filename: j_ai_onspellcast or nw_c2_defaultb
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///////////////////////// [On Spell Cast At] ///////////////////////////////////
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What does this do? Well...
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- Any AOE spell effects are set in a timer, so we can react to them right
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- Reacts to hostile casters, or allies in combat
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And the normal attack :-)
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///////////////////////// [History] ////////////////////////////////////////////
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1.3 - Added special AOE checks.
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- Hide checks.
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1.4 - Added more silent shouts. Edited the formatting. Moved a few things around.
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///////////////////////// [Workings] ///////////////////////////////////////////
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This is fired when EventSpellCastAt(object oCaster, int nSpell, int bHarmful=TRUE)
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is signaled on the creature.
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GetLastSpellCaster() = oCaster (Door, Placeable, Creature who cast it)
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GetLastSpell() = nSpell (The spell cast at us)
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GetLastSpellHarmful()= bHarmful (If it is harmful!)
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///////////////////////// [Arguments] //////////////////////////////////////////
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Arguments: GetLastSpellCaster, GetLastSpellHarmful GetLastSpell()
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///////////////////////// [On Spell Cast At] /////////////////////////////////*/
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#include "J_INC_OTHER_AI"
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// Sets a local timer if the spell is an AOE one
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void SetAOESpell(int nSpellCast, object oCaster);
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// Gets the nearest AOE cast by oCaster, of sTag.
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object GetNearestAOECastBy(string sTag, object oCaster);
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// Gets the amount of protections we have - IE globes
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int GetOurSpellLevelImmunity();
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void main()
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{
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// Pre-spell cast at-event. Returns TRUE if we interrupt this script call.
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if(FirePreUserEvent(AI_FLAG_UDE_SPELL_CAST_AT_PRE_EVENT, EVENT_SPELL_CAST_AT_PRE_EVENT)) return;
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// AI status check. Is the AI on?
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if(GetAIOff()) return;
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object oCaster = GetLastSpellCaster();
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int bHarmful = GetLastSpellHarmful();
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int nSpellCast = GetLastSpell();
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object oAttackerOfCaster;
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// If harmful, we set the spell to a timer, if an AOE one.
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if(bHarmful && GetIsObjectValid(oCaster))
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{
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// Might set AOE spell to cast.
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SetAOESpell(nSpellCast, oCaster);
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}
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// If not a creature, probably an AOE or trap.
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if(GetObjectType(oCaster) != OBJECT_TYPE_CREATURE)
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{
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// 67: "[Spell] Caster isn't a creature! May look for target [Caster] " + GetName(oCaster)
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DebugActionSpeakByInt(67, oCaster);
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// Shout to allies to attack, or be prepared.
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AISpeakString(AI_SHOUT_CALL_TO_ARMS);
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// Attack anyone else around
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if(!CannotPerformCombatRound())
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{
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// Determine Combat Round
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DetermineCombatRound();
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}
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}
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// If a friend, or dead, or a DM, or invalid, or self, we ignore them.
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else if(!GetIgnoreNoFriend(oCaster) && oCaster != OBJECT_SELF)
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{
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// 1.3 changes here:
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// - We do NOT need to know if it is hostile or not, except if it is hostile
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// and they are not our faction! We do, however, use bHarmful for speakstrings.
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// If harmful, we attack anyone! (and if is enemy)
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// 1.4: Faction equal check in GetIgnoreNoFriend()
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if(bHarmful || GetIsEnemy(oCaster))
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{
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// Spawn in condition hostile thingy
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if(GetSpawnInCondition(AI_FLAG_OTHER_CHANGE_FACTIONS_TO_HOSTILE_ON_ATTACK, AI_OTHER_MASTER))
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{
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if(!GetIsEnemy(oCaster))
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{
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AdjustReputation(oCaster, OBJECT_SELF, -100);
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}
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}
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if(bHarmful)
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{
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// * Don't speak when dead. 1.4 change (an obvious one to make)
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if(CanSpeak())
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{
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// Hostile spell speaksting, if set.
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SpeakArrayString(AI_TALK_ON_HOSTILE_SPELL_CAST_AT);
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}
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}
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// Turn of hiding check
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TurnOffHiding(oCaster);
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// We attack
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if(!CannotPerformCombatRound())
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{
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// 68: "[Spell:Enemy/Hostile] Not in combat. Attacking: [Caster] " + GetName(oCaster)
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DebugActionSpeakByInt(68, oCaster);
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DetermineCombatRound(oCaster);
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}
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// Shout to allies to attack the enemy who attacked me, got via. Last Hostile Actor.
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AISpeakString(AI_SHOUT_I_WAS_ATTACKED);
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}
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// Else, was neutral perhaps. Don't attack them anyway.
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else
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{
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// 69: "[Spell] (ally). Not in combat. May Attack/Move [Caster] " + GetName(oCaster)
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DebugActionSpeakByInt(69, oCaster);
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// Set special action to investigate - as if this event was triggered
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// by I_WAS_ATTACKED.
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// If we are already attacking, we do not move
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if(CannotPerformCombatRound())
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{
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// Shout to allies to attack, or be prepared.
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AISpeakString(AI_SHOUT_CALL_TO_ARMS);
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}
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else
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{
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// We react as if the caster, a neutral, called for help ala
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// I_WAS_ATTACKED (they might not have, might just be
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// preperation for something), but normally, this is a neutral
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// casting a spell. Do not respond to PC's.
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if(!GetIsPC(oCaster))
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{
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IWasAttackedResponse(oCaster);
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}
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}
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}
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}
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// If they are not a faction equal, and valid, we help them.
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else if(GetIsObjectValid(oCaster) && GetFactionEqual(oCaster))
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{
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IWasAttackedResponse(oCaster);
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}
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// Fire End-spell cast at-UDE
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FireUserEvent(AI_FLAG_UDE_SPELL_CAST_AT_EVENT, EVENT_SPELL_CAST_AT_EVENT);
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}
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// Sets a local timer if the spell is an AOE one
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void SetAOESpell(int nSpellCast, object oCaster)
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{
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// Check it is one we can check
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int bStop = TRUE;
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switch(nSpellCast)
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{
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case SPELL_ACID_FOG:
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case SPELL_MIND_FOG:
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case SPELL_STORM_OF_VENGEANCE:
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case SPELL_GREASE:
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case SPELL_CREEPING_DOOM:
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case SPELL_SILENCE:
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case SPELL_BLADE_BARRIER:
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case SPELL_CLOUDKILL:
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case SPELL_STINKING_CLOUD:
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case SPELL_WALL_OF_FIRE:
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case SPELL_INCENDIARY_CLOUD:
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case SPELL_ENTANGLE:
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case SPELL_EVARDS_BLACK_TENTACLES:
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case SPELL_CLOUD_OF_BEWILDERMENT:
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case SPELL_STONEHOLD:
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case SPELL_VINE_MINE:
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case SPELL_SPIKE_GROWTH:
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case SPELL_VINE_MINE_HAMPER_MOVEMENT:
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case SPELL_VINE_MINE_ENTANGLE:
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{
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bStop = FALSE;
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}
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break;
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}
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// Check immune level
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int nImmuneLevel = GetOurSpellLevelImmunity();
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if(nImmuneLevel >= 9)
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{
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bStop = TRUE;
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}
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// Check
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if(bStop == TRUE)
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{
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return;
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}
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// We do use intelligence here...
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int nAIInt = GetBoundriedAIInteger(AI_INTELLIGENCE);
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int bIgnoreSaves;
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int bIgnoreImmunities;
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object oAOE;
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// If it is low, we ignore all things that we could ignore with it...
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if(nAIInt <= 3)
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{
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bIgnoreSaves = TRUE;
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bIgnoreImmunities = TRUE;
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}
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// Average ignores saves
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else if(nAIInt <= 7)
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{
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bIgnoreSaves = TRUE;
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bIgnoreImmunities = FALSE;
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}
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// Else, we do both.
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else
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{
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bIgnoreSaves = FALSE;
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bIgnoreImmunities = FALSE;
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}
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int bSetAOE = FALSE;// TRUE means set to timer
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int nSaveDC = 11;
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// Get the caster DC, the most out of WIS, INT or CHA...
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int nInt = GetAbilityModifier(ABILITY_INTELLIGENCE, oCaster);
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int nWis = GetAbilityModifier(ABILITY_WISDOM, oCaster);
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int nCha = GetAbilityModifier(ABILITY_CHARISMA, oCaster);
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if(nInt > nWis && nInt > nCha)
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{
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nSaveDC += nInt;
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}
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else if(nWis > nCha)
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{
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nSaveDC += nWis;
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}
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else
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{
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nSaveDC += nCha;
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}
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// Note:
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// - No reaction type/friendly checks. Signal Event is only fired if the
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// spell WILL pierce any PvP/Friendly/Area settings
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// We check immunities here, please note...
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switch(nSpellCast)
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{
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// First: IS GetIsReactionTypeHostile ones.
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case SPELL_EVARDS_BLACK_TENTACLES:
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// Fortitude save, but if we are immune to the hits, its impossible to hurt us
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{
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// If save immune OR AC immune, we ignore this.
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if(25 >= GetAC(OBJECT_SELF) && nImmuneLevel < 4 &&
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((GetFortitudeSavingThrow(OBJECT_SELF) < nSaveDC + 2) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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// Nearest string of tag
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oAOE = GetNearestAOECastBy(AI_AOE_PER_EVARDS_BLACK_TENTACLES, oCaster);
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}
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}
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case SPELL_SPIKE_GROWTH:
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case SPELL_VINE_MINE_HAMPER_MOVEMENT:
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// d4 damage. LOTS of speed loss.
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// Reflex save, or immunity, would stop the speed
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{
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if(nImmuneLevel < 3 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE) || bIgnoreImmunities) &&
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((GetReflexSavingThrow(OBJECT_SELF) < nSaveDC + 5) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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// Both use ENTANGLE AOE's
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oAOE = GetNearestAOECastBy(AI_AOE_PER_ENTANGLE, oCaster);
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}
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}
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break;
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case SPELL_ENTANGLE:
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case SPELL_VINE_MINE_ENTANGLE:
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{
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if(nImmuneLevel < 1 &&
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(!GetHasFeat(FEAT_WOODLAND_STRIDE) || bIgnoreImmunities) &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_ENTANGLE) || bIgnoreImmunities) &&
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((GetReflexSavingThrow(OBJECT_SELF) < nSaveDC + 4) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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// Both use ENTANGLE AOE's
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oAOE = GetNearestAOECastBy(AI_AOE_PER_ENTANGLE, oCaster);
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}
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}
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break;
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case SPELL_WEB:
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{
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if(nImmuneLevel < 1 &&
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(!GetHasFeat(FEAT_WOODLAND_STRIDE) || bIgnoreImmunities) &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_ENTANGLE) || bIgnoreImmunities) &&
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((GetReflexSavingThrow(OBJECT_SELF) < nSaveDC + 4) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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// Web AOE
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oAOE = GetNearestAOECastBy(AI_AOE_PER_WEB, oCaster);
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}
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}
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break;
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// Fort save
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case SPELL_STINKING_CLOUD:
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{
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if(nImmuneLevel < 3 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_POISON) || bIgnoreImmunities) &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_DAZED) || bIgnoreImmunities) &&
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((GetFortitudeSavingThrow(OBJECT_SELF) < nSaveDC + 6) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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// Stinking cloud persistant AOE.
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGSTINK, oCaster);
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}
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}
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break;
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// Fort save
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case SPELL_CLOUD_OF_BEWILDERMENT:
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{
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if(nImmuneLevel < 2 &&
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((GetFortitudeSavingThrow(OBJECT_SELF) < nSaveDC + 7) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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// Bewilderment cloud persistant AOE.
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGBEWILDERMENT, oCaster);
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}
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}
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break;
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// Special: Mind save is the effect.
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case SPELL_STONEHOLD:
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{
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if(nImmuneLevel < 6 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_MIND_SPELLS) || bIgnoreImmunities) &&
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((GetWillSavingThrow(OBJECT_SELF) < nSaveDC + 7) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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// Stonehold persistant AOE.
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oAOE = GetNearestAOECastBy(AI_AOE_PER_STONEHOLD, oCaster);
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}
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}
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break;
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// Special: EFFECT_TYPE_SAVING_THROW_DECREASE is the effect.
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case SPELL_MIND_FOG:
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{
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if(nImmuneLevel < 5 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_SAVING_THROW_DECREASE) || bIgnoreImmunities) &&
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((GetWillSavingThrow(OBJECT_SELF) < nSaveDC + 6) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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// Mind fog
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGMIND, oCaster);
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}
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}
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break;
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// Special: Feats, knockdown
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case SPELL_GREASE:
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{
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if(nImmuneLevel < 1 &&
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(!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_KNOCKDOWN) || bIgnoreImmunities) &&
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(!GetHasFeat(FEAT_WOODLAND_STRIDE, OBJECT_SELF) || bIgnoreImmunities) &&
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((GetReflexSavingThrow(OBJECT_SELF) < nSaveDC + 2) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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// Grease
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oAOE = GetNearestAOECastBy(AI_AOE_PER_GREASE, oCaster);
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}
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}
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break;
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// All other ReactionType ones. Some have different saves though!
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case SPELL_BLADE_BARRIER: // Reflex
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case SPELL_INCENDIARY_CLOUD:// reflex
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case SPELL_WALL_OF_FIRE:// Reflex
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{
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if(nImmuneLevel < 6 &&
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(((GetReflexSavingThrow(OBJECT_SELF) < nSaveDC + 6) &&
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!GetHasFeat(FEAT_IMPROVED_EVASION) &&
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!GetHasFeat(FEAT_EVASION)) || bIgnoreSaves))
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{
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bSetAOE = TRUE;
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if(nSpellCast == SPELL_BLADE_BARRIER)
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{
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// BB
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oAOE = GetNearestAOECastBy(AI_AOE_PER_WALLBLADE, oCaster);
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}
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else if(nSpellCast == SPELL_INCENDIARY_CLOUD)
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{
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// Fog of fire
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGFIRE, oCaster);
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}
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else if(nSpellCast == SPELL_WALL_OF_FIRE)
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{
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// Wall of fire
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oAOE = GetNearestAOECastBy(AI_AOE_PER_WALLFIRE, oCaster);
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}
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}
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}
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break;
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case SPELL_ACID_FOG: // Fort: Half. No check, always damages.
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case SPELL_CLOUDKILL:// No save!
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case SPELL_CREEPING_DOOM: // No save!
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{
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if(nImmuneLevel < 6)
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{
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bSetAOE = TRUE;
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if(nSpellCast == SPELL_ACID_FOG)
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{
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// Acid fog
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGACID, oCaster);
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}
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else if(nSpellCast == SPELL_CLOUDKILL)
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{
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// Cloud Kill
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oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGKILL, oCaster);
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}
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else if(nSpellCast == SPELL_CREEPING_DOOM)
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{
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// Creeping doom
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oAOE = GetNearestAOECastBy(AI_AOE_PER_CREEPING_DOOM, oCaster);
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}
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}
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}
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// Storm - because the AI likes it, we stay in it if it is ours :-)
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case SPELL_STORM_OF_VENGEANCE: // Reflex partial. No check, always damages.
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{
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if(oCaster != OBJECT_SELF && nImmuneLevel < 9)
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{
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bSetAOE = TRUE;
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// Storm of vengance
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oAOE = GetNearestAOECastBy(AI_AOE_PER_STORM, oCaster);
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}
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}
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}
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if(bSetAOE)
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{
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if(!GetLocalTimer(AI_TIMER_AOE_SPELL_EVENT + IntToString(nSpellCast)))
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{
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SetLocalTimer(AI_TIMER_AOE_SPELL_EVENT + IntToString(nSpellCast), 18.0);
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// Set nearest AOE
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if(GetIsObjectValid(oAOE))
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{
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// Set nearest AOE of this spell to the local
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object oNearest = GetAIObject(AI_TIMER_AOE_SPELL_EVENT + IntToString(nSpellCast));
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if(GetDistanceToObject(oAOE) < GetDistanceToObject(oNearest) ||
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!GetIsObjectValid(oNearest))
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{
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SetAIObject(AI_TIMER_AOE_SPELL_EVENT + IntToString(nSpellCast), oAOE);
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}
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}
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}
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}
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}
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// Gets the nearest AOE cast by oCaster, of sTag.
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object GetNearestAOECastBy(string sTag, object oCaster)
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{
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int nCnt = 1;
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object oAOE = GetNearestObjectByTag(sTag, OBJECT_SELF, nCnt);
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object oReturn = OBJECT_INVALID;
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// Loop
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while(GetIsObjectValid(oAOE) && !GetIsObjectValid(oReturn))
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{
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// Check creator
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if(GetAreaOfEffectCreator(oAOE) == oCaster)
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{
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oReturn = oAOE;
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}
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nCnt++;
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oAOE = GetNearestObjectByTag(sTag, OBJECT_SELF, nCnt);
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}
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return oReturn;
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}
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// Gets the amount of protections we have - IE globes
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int GetOurSpellLevelImmunity()
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{
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int nNatural = GetLocalInt(OBJECT_SELF, AI_SPELL_IMMUNE_LEVEL);
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// Stop here, if natural is over 4
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if(nNatural > 4) return nNatural;
|
|
|
|
// Big globe affects 4 or lower spells
|
|
if(GetHasSpellEffect(SPELL_GLOBE_OF_INVULNERABILITY, OBJECT_SELF) || nNatural >= 4)
|
|
return 4;
|
|
// Minor globe is 3 or under
|
|
if(GetHasSpellEffect(SPELL_MINOR_GLOBE_OF_INVULNERABILITY, OBJECT_SELF) ||
|
|
// Shadow con version
|
|
GetHasSpellEffect(SPELL_GREATER_SHADOW_CONJURATION_MINOR_GLOBE, OBJECT_SELF) ||
|
|
nNatural >= 3)
|
|
return 3;
|
|
// 2 and under is ethereal visage.
|
|
if(GetHasSpellEffect(SPELL_ETHEREAL_VISAGE, OBJECT_SELF) || nNatural >= 2)
|
|
return 2;
|
|
// Ghostly Visarge affects 1 or 0 level spells, and any spell immunity.
|
|
if(GetHasSpellEffect(SPELL_GHOSTLY_VISAGE, OBJECT_SELF) || nNatural >= 1 ||
|
|
// Or shadow con version.
|
|
GetHasSpellEffect(SPELL_GREATER_SHADOW_CONJURATION_MIRROR_IMAGE, OBJECT_SELF))
|
|
return 1;
|
|
// Return nNatural, which is 0-9
|
|
return FALSE;
|
|
}
|