2025/07/18 Update
Added PEPS. Full compile.
This commit is contained in:
110
_module/nss/ai_a_paladin.nss
Normal file
110
_module/nss/ai_a_paladin.nss
Normal file
@@ -0,0 +1,110 @@
|
||||
/*////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Script Name: ai_a_paladin
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
ai script for associates using the Paladin class.
|
||||
Paladins always protect their masters and face the strongest opponents first!
|
||||
OBJECT_SELF is the creature running the ai.
|
||||
*/////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Programmer: Philos
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#include "0i_actions"
|
||||
void main()
|
||||
{
|
||||
object oCreature = OBJECT_SELF;
|
||||
// Get the number of enemies that we are in melee combat with.
|
||||
int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
|
||||
//*************************** HEALING & CURES ****************************
|
||||
if(ai_TryHealingTalent(oCreature, nInMelee)) return;
|
||||
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
|
||||
int nDifficulty = ai_GetDifficulty(oCreature);
|
||||
int nMaxLevel;
|
||||
// Check for moral and get the maximum spell level we should use.
|
||||
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
|
||||
{
|
||||
if(nInMelee && ai_MoralCheck(oCreature)) return;
|
||||
nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
|
||||
}
|
||||
// Skill, Class, Offensive AOE's, and Defensive talents.
|
||||
if(nDifficulty >= AI_COMBAT_MODERATE)
|
||||
{
|
||||
// *************************** SPELL TALENTS ***************************
|
||||
// ******************* OFFENSIVE AOE TALENTS ***********************
|
||||
// Check the battlefield for a group of enemies to shoot a big spell at!
|
||||
// We are checking here since these opportunities are rare and we need
|
||||
// to take advantage of them as often as possible.
|
||||
if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
|
||||
{
|
||||
if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
|
||||
if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
|
||||
}
|
||||
if(!ai_GetMagicMode(oCreature, AI_MAGIC_OFFENSIVE_CASTING))
|
||||
{
|
||||
// ********** PROTECTION/ENHANCEMENT/SUMMON TALENTS ************
|
||||
// Does our master want to be buffed first?
|
||||
object oTarget = OBJECT_INVALID;
|
||||
if(ai_GetMagicMode(oCreature, AI_MAGIC_BUFF_MASTER)) oTarget = GetMaster(oCreature);
|
||||
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, 0, oTarget)) return;
|
||||
if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return;
|
||||
if(ai_TryDivineMightFeat(oCreature, nInMelee)) return;
|
||||
}
|
||||
}
|
||||
// Class and Offensive single target talents.
|
||||
if(nDifficulty >= AI_COMBAT_EFFORTLESS)
|
||||
{
|
||||
// ************************** CLASS FEATURES ***************************
|
||||
if(ai_TryTurningTalent(oCreature)) return;
|
||||
if(ai_TryLayOnHands(oCreature)) return;
|
||||
// *************************** SPELL TALENTS ***************************
|
||||
if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
|
||||
{
|
||||
if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
|
||||
if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
|
||||
}
|
||||
}
|
||||
// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
|
||||
object oTarget = OBJECT_INVALID;
|
||||
// ************************** Ranged feat attacks **************************
|
||||
if(!ai_GetAIMode(oCreature, AI_MODE_STOP_RANGED) && ai_CanIUseRangedWeapon(oCreature, nInMelee))
|
||||
{
|
||||
if(ai_HasRangedWeaponWithAmmo(oCreature))
|
||||
{
|
||||
// Paladins ALWAYS protect their masters first!
|
||||
oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
|
||||
if(oTarget == OBJECT_INVALID)
|
||||
{
|
||||
// Paladins face off against the strongest opponents first.
|
||||
if(!nInMelee) oTarget = ai_GetHighestCRTarget(oCreature);
|
||||
else oTarget = ai_GetHighestCRTarget(oCreature, AI_RANGE_MELEE);
|
||||
}
|
||||
if(oTarget != OBJECT_INVALID)
|
||||
{
|
||||
if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
|
||||
ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
ai_SearchForHiddenCreature(oCreature, FALSE);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
|
||||
}
|
||||
// ************************** Melee feat attacks *************************
|
||||
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
|
||||
// Paladins ALWAYS protect their masters first!
|
||||
oTarget = ai_GetLowestCRAttackerOnMaster(oCreature);
|
||||
if(oTarget == OBJECT_INVALID)
|
||||
{
|
||||
int bCheckCombat = ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK);
|
||||
if(bCheckCombat) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee, FALSE);
|
||||
// If always attacking Paladins ALWAYS attack the strongest opponent.
|
||||
else oTarget = ai_GetHighestCRTargetForMeleeCombat(oCreature, nInMelee);
|
||||
}
|
||||
if(oTarget != OBJECT_INVALID)
|
||||
{
|
||||
if(ai_TryMeleeTalents(oCreature, oTarget)) return;
|
||||
ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
|
||||
}
|
||||
else ai_SearchForHiddenCreature(oCreature, FALSE);
|
||||
}
|
Reference in New Issue
Block a user