/************************ [On Spell Cast At] *********************************** Filename: j_ai_onspellcast or nw_c2_defaultb ************************* [On Spell Cast At] *********************************** What does this do? Well... - Any AOE spell effects are set in a timer, so we can react to them right - Reacts to hostile casters, or allies in combat And the normal attack :-) ************************* [History] ******************************************** 1.3 - Added special AOE checks. - Hide checks. ************************* [Workings] ******************************************* This is fired when EventSpellCastAt(object oCaster, int nSpell, int bHarmful=TRUE) is signaled on the creature. GetLastSpellCaster() = oCaster (Door, Placeable, Creature who cast it) GetLastSpell() = nSpell (The spell cast at us) GetLastSpellHarmful()= bHarmful (If it is harmful!) ************************* [Arguments] ****************************************** Arguments: GetLastSpellCaster, GetLastSpellHarmful GetLastSpell() ************************* [On Spell Cast At] **********************************/ #include "j_inc_other_ai" // Sets a local timer if the spell is an AOE one void SetAOESpell(int iSpellCast, object oCaster); // Gets the nearest AOE cast by oCaster, of sTag. object GetNearestAOECastBy(string sTag, object oCaster); // Gets the amount of protections we have - IE globes int GetOurSpellLevelImmunity(); void main() { ExecuteScript("prc_npc_spellat", OBJECT_SELF); if (GetLevelByClass(CLASS_TYPE_COMMONER) > 0) { ExecuteScript("oai_defaultb", OBJECT_SELF); return; } // Pre-heartbeat-event if(FireUserEvent(AI_FLAG_UDE_SPELL_CAST_AT_PRE_EVENT, EVENT_SPELL_CAST_AT_PRE_EVENT)) // We may exit if it fires if(ExitFromUDE(EVENT_SPELL_CAST_AT_PRE_EVENT)) return; // AI status check. Is the AI on? if(GetAIOff()) return; object oCaster = GetLastSpellCaster(); int iHarmful = GetLastSpellHarmful(); int iSpellCast = GetLastSpell(); object oAttackerOfCaster; // If harmful, we set the spell to a timer, if an AOE one. if(iHarmful && GetIsObjectValid(oCaster)) { // Might set AOE spell to cast. SetAOESpell(iSpellCast, oCaster); } // If not a creature, probably an AOE or trap. if(GetObjectType(oCaster) != OBJECT_TYPE_CREATURE) { // 67: "[Spell] Caster isn't a creature! May look for target [Caster] " + GetName(oCaster) DebugActionSpeakByInt(67, oCaster); // Attack anyone else around if(!CannotPerformCombatRound()) { DetermineCombatRound(); } } else if(GetIsObjectValid(oCaster) && !GetIsDM(oCaster) && !GetIgnore(oCaster) && oCaster != OBJECT_SELF && !GetIsDead(oCaster)) { // 1.3 changes here: // - We do NOT need to know if it is hostile or not, except if it is hostile // and they are not our faction! We do, however, use iHarmful for speakstrings. if(!GetFactionEqual(oCaster)) { // If harmful, we attack anyone! (and if is enemy) if(iHarmful || GetIsEnemy(oCaster)) { if(iHarmful) { // Hostile spell speaksting, if set. SpeakArrayString(AI_TALK_ON_HOSTILE_SPELL_CAST_AT); } // Turn of hiding check TurnOffHiding(oCaster); // Attack AISpeakString(I_WAS_ATTACKED); // We attack if(!CannotPerformCombatRound()) { // 68: "[Spell:Enemy/Hostile] Not in combat. Attacking: [Caster] " + GetName(oCaster) DebugActionSpeakByInt(68, oCaster); DetermineCombatRound(oCaster); } } } // Else, faction is equal, we normally ignore, and only move to attack. else { // Spawn in condition hostile thingy if(GetSpawnInCondition(AI_FLAG_OTHER_CHANGE_FACTIONS_TO_HOSTILE_ON_ATTACK, AI_OTHER_MASTER)) { if(!GetIsEnemy(oCaster)) { AdjustReputation(oCaster, OBJECT_SELF, -100); } } // We move to the person, if they are attacking something we cannot see... AISpeakString(CALL_TO_ARMS); // Not in combat if(!CannotPerformCombatRound()) { // 69: "[Spell] (ally). Not in combat. May Attack/Move [Caster] " + GetName(oCaster) DebugActionSpeakByInt(69, oCaster); ClearAllActions(); // Check thier target. Might not be valid (IE AOE spell at location) oAttackerOfCaster = GetAttackTarget(oCaster); // - Faster then DetermineCombatRound(); and looping targets until // we get this ally, and get this attacker! :-) if(GetIsObjectValid(oAttackerOfCaster)) { // Move to the attack target, and wait for a proper on // perception event (as we are not currently in combat) ActionMoveToObject(oCaster, TRUE); } else { // Move to the caster otherwise ActionMoveToObject(oCaster, TRUE); } } } } // Fire End-spell cast at-UDE FireUserEvent(AI_FLAG_UDE_SPELL_CAST_AT_EVENT, EVENT_SPELL_CAST_AT_EVENT); } // Sets a local timer if the spell is an AOE one void SetAOESpell(int iSpellCast, object oCaster) { // Check it is one we can check int iImmuneLevel = GetOurSpellLevelImmunity(); switch(iSpellCast) { case SPELL_ACID_FOG: case SPELL_MIND_FOG: case SPELL_STORM_OF_VENGEANCE: case SPELL_GREASE: case SPELL_CREEPING_DOOM: case SPELL_SILENCE: case SPELL_BLADE_BARRIER: case SPELL_CLOUDKILL: case SPELL_STINKING_CLOUD: case SPELL_WALL_OF_FIRE: case SPELL_INCENDIARY_CLOUD: case SPELL_ENTANGLE: case SPELL_EVARDS_BLACK_TENTACLES: case SPELL_CLOUD_OF_BEWILDERMENT: case SPELL_STONEHOLD: case SPELL_VINE_MINE: case SPELL_SPIKE_GROWTH: case SPELL_VINE_MINE_HAMPER_MOVEMENT: case SPELL_VINE_MINE_ENTANGLE: { // Pass though, unless we are totally immune. if(iImmuneLevel >= i9) { return; } } break; // Any other spell default: { return; } break; } // We do use intelligence here... int iAIInt = GetBoundriedAIInteger(AI_INTELLIGENCE); int iIgnoreSaves; int iIgnoreImmunities; object oAOE; // If it is low, we ignore all things that we could ignore with it... if(iAIInt <= i3) { iIgnoreSaves = TRUE; iIgnoreImmunities = TRUE; } // Average ignores saves else if(iAIInt <= i7) { iIgnoreSaves = TRUE; iIgnoreImmunities = FALSE; } // Else, we do both. else { iIgnoreSaves = FALSE; iIgnoreImmunities = FALSE; } int SetAOE = FALSE;// TRUE means set to timer int iSaveDC = i11; // Get the caster DC, the most out of WIS, INT or CHA... int iInt = GetAbilityModifier(ABILITY_INTELLIGENCE, oCaster); int iWis = GetAbilityModifier(ABILITY_WISDOM, oCaster); int iCha = GetAbilityModifier(ABILITY_CHARISMA, oCaster); if(iInt > iWis && iInt > iCha) { iSaveDC += iInt; } else if(iWis > iCha) { iSaveDC += iWis; } else { iSaveDC += iCha; } // Note: // - No reaction type/friendly checks. Signal Event is only fired if the // spell WILL pierce any PvP/Friendly/Area settings // We check immunities here, please note... switch(iSpellCast) { // First: IS GetIsReactionTypeHostile ones. case SPELL_EVARDS_BLACK_TENTACLES: // Fortitude save, but if we are immune to the hits, its impossible to hurt us { // If save immune OR AC immune, we ignore this. if(i25 >= GetAC(OBJECT_SELF) && iImmuneLevel < i4 && ((GetFortitudeSavingThrow(OBJECT_SELF) < iSaveDC + i2) || iIgnoreSaves)) { SetAOE = TRUE; // Nearest string of tag oAOE = GetNearestAOECastBy(AI_AOE_PER_EVARDS_BLACK_TENTACLES, oCaster); } } case SPELL_SPIKE_GROWTH: case SPELL_VINE_MINE_HAMPER_MOVEMENT: // d4 damage. LOTS of speed loss. // Reflex save, or immunity, would stop the speed { if(iImmuneLevel < i3 && (!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE) || iIgnoreImmunities) && ((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i5) || iIgnoreSaves)) { SetAOE = TRUE; // Both use ENTANGLE AOE's oAOE = GetNearestAOECastBy(AI_AOE_PER_ENTANGLE, oCaster); } } break; case SPELL_ENTANGLE: case SPELL_VINE_MINE_ENTANGLE: { if(iImmuneLevel < i1 && (!GetHasFeat(FEAT_WOODLAND_STRIDE) || iIgnoreImmunities) && (!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_ENTANGLE) || iIgnoreImmunities) && ((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i4) || iIgnoreSaves)) { SetAOE = TRUE; // Both use ENTANGLE AOE's oAOE = GetNearestAOECastBy(AI_AOE_PER_ENTANGLE, oCaster); } } break; case SPELL_WEB: { if(iImmuneLevel < i1 && (!GetHasFeat(FEAT_WOODLAND_STRIDE) || iIgnoreImmunities) && (!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_ENTANGLE) || iIgnoreImmunities) && ((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i4) || iIgnoreSaves)) { SetAOE = TRUE; // Web AOE oAOE = GetNearestAOECastBy(AI_AOE_PER_WEB, oCaster); } } break; // Fort save case SPELL_STINKING_CLOUD: { if(iImmuneLevel < i3 && (!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_POISON) || iIgnoreImmunities) && (!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_DAZED) || iIgnoreImmunities) && ((GetFortitudeSavingThrow(OBJECT_SELF) < iSaveDC + i6) || iIgnoreSaves)) { SetAOE = TRUE; // Stinking cloud persistant AOE. oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGSTINK, oCaster); } } break; // Fort save case SPELL_CLOUD_OF_BEWILDERMENT: { if(iImmuneLevel < i2 && ((GetFortitudeSavingThrow(OBJECT_SELF) < iSaveDC + i7) || iIgnoreSaves)) { SetAOE = TRUE; // Bewilderment cloud persistant AOE. oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGBEWILDERMENT, oCaster); } } break; // Special: Mind save is the effect. case SPELL_STONEHOLD: { if(iImmuneLevel < i6 && (!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_MIND_SPELLS) || iIgnoreImmunities) && ((GetWillSavingThrow(OBJECT_SELF) < iSaveDC + i7) || iIgnoreSaves)) { SetAOE = TRUE; // Stonehold persistant AOE. oAOE = GetNearestAOECastBy(AI_AOE_PER_STONEHOLD, oCaster); } } break; // Special: EFFECT_TYPE_SAVING_THROW_DECREASE is the effect. case SPELL_MIND_FOG: { if(iImmuneLevel < i5 && (!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_SAVING_THROW_DECREASE) || iIgnoreImmunities) && ((GetWillSavingThrow(OBJECT_SELF) < iSaveDC + i6) || iIgnoreSaves)) { SetAOE = TRUE; // Mind fog oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGMIND, oCaster); } } break; // Special: Feats, knockdown case SPELL_GREASE: { if(iImmuneLevel < i1 && (!GetIsImmune(OBJECT_SELF, IMMUNITY_TYPE_KNOCKDOWN) || iIgnoreImmunities) && (!GetHasFeat(FEAT_WOODLAND_STRIDE, OBJECT_SELF) || iIgnoreImmunities) && ((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i2) || iIgnoreSaves)) { SetAOE = TRUE; // Grease oAOE = GetNearestAOECastBy(AI_AOE_PER_GREASE, oCaster); } } break; // All other ReactionType ones. Some have different saves though! case SPELL_BLADE_BARRIER: // Reflex case SPELL_INCENDIARY_CLOUD:// reflex case SPELL_WALL_OF_FIRE:// Reflex { if(iImmuneLevel < i6 && (((GetReflexSavingThrow(OBJECT_SELF) < iSaveDC + i6) && !GetHasFeat(FEAT_IMPROVED_EVASION) && !GetHasFeat(FEAT_EVASION)) || iIgnoreSaves)) { SetAOE = TRUE; if(iSpellCast == SPELL_BLADE_BARRIER) { // BB oAOE = GetNearestAOECastBy(AI_AOE_PER_WALLBLADE, oCaster); } else if(iSpellCast == SPELL_INCENDIARY_CLOUD) { // Fog of fire oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGFIRE, oCaster); } else if(iSpellCast == SPELL_WALL_OF_FIRE) { // Wall of fire oAOE = GetNearestAOECastBy(AI_AOE_PER_WALLFIRE, oCaster); } } } break; case SPELL_ACID_FOG: // Fort: Half. No check, always damages. case SPELL_CLOUDKILL:// No save! case SPELL_CREEPING_DOOM: // No save! { if(iImmuneLevel < i6) { SetAOE = TRUE; if(iSpellCast == SPELL_ACID_FOG) { // Acid fog oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGACID, oCaster); } else if(iSpellCast == SPELL_CLOUDKILL) { // Cloud Kill oAOE = GetNearestAOECastBy(AI_AOE_PER_FOGKILL, oCaster); } else if(iSpellCast == SPELL_CREEPING_DOOM) { // Creeping doom oAOE = GetNearestAOECastBy(AI_AOE_PER_CREEPING_DOOM, oCaster); } } } // Storm - because the AI likes it, we stay in it if it is ours :-) case SPELL_STORM_OF_VENGEANCE: // Reflex partial. No check, always damages. { if(oCaster != OBJECT_SELF && iImmuneLevel < i9) { SetAOE = TRUE; // Storm of vengance oAOE = GetNearestAOECastBy(AI_AOE_PER_STORM, oCaster); } } } if(SetAOE) { if(!GetLocalTimer(AI_TIMER_AOE_SPELL_EVENT + IntToString(iSpellCast))) { SetLocalTimer(AI_TIMER_AOE_SPELL_EVENT + IntToString(iSpellCast), f18); // Set nearest AOE if(GetIsObjectValid(oAOE)) { // Set nearest AOE of this spell to the local object oNearest = GetAIObject(AI_TIMER_AOE_SPELL_EVENT + IntToString(iSpellCast)); if(GetDistanceToObject(oAOE) < GetDistanceToObject(oNearest) || !GetIsObjectValid(oNearest)) { SetAIObject(AI_TIMER_AOE_SPELL_EVENT + IntToString(iSpellCast), oAOE); } } } } } // Gets the nearest AOE cast by oCaster, of sTag. object GetNearestAOECastBy(string sTag, object oCaster) { int iCnt = i1; object oAOE = GetNearestObjectByTag(sTag, OBJECT_SELF, iCnt); object oReturn = OBJECT_INVALID; // Loop while(GetIsObjectValid(oAOE) && !GetIsObjectValid(oReturn)) { // Check creator if(GetAreaOfEffectCreator(oAOE) == oCaster) { oReturn = oAOE; } iCnt++; oAOE = GetNearestObjectByTag(sTag, OBJECT_SELF, iCnt); } return oReturn; } // Gets the amount of protections we have - IE globes int GetOurSpellLevelImmunity() { int iNatural = GetLocalInt(OBJECT_SELF, AI_SPELL_IMMUNE_LEVEL); // Stop here, if natural is over 4 if(iNatural > i4) return iNatural; // Big globe affects 4 or lower spells if(GetHasSpellEffect(SPELL_GLOBE_OF_INVULNERABILITY, OBJECT_SELF) || iNatural >= i4) return i4; // 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) || iNatural >= i3) return i3; // 2 and under is ethereal visage. if(GetHasSpellEffect(SPELL_ETHEREAL_VISAGE, OBJECT_SELF) || iNatural >= i2) return i2; // Ghostly Visarge affects 1 or 0 level spells, and any spell immunity. if(GetHasSpellEffect(SPELL_GHOSTLY_VISAGE, OBJECT_SELF) || iNatural >= i1 || // Or shadow con version. GetHasSpellEffect(SPELL_GREATER_SHADOW_CONJURATION_MIRROR_IMAGE, OBJECT_SELF)) return i1; // Return iNatural, which is 0-9 return FALSE; }