2025/07/18 Update
Added PEPS. Full compile.
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53
_module/nss/ai_a_taunter.nss
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53
_module/nss/ai_a_taunter.nss
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/*//////////////////////////////////////////////////////////////////////////////
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Script Name: ai_a_taunter
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////////////////////////////////////////////////////////////////////////////////
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ai script for creatures using defined to use the taunt skill.
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OBJECT_SELF is the creature running the ai.
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////////////////////////////////////////////////////////////////////////////////
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Programmer: Philos
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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void main()
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{
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object oCreature = OBJECT_SELF;
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// Get the number of enemies that we are in melee combat with.
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int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
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//*************************** HEALING & CURES ****************************
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if(ai_TryHealingTalent(oCreature, nInMelee)) return;
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if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
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int nDifficulty = ai_GetDifficulty(oCreature);
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int nMaxLevel;
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// Check for moral and get the maximum spell level we should use.
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if(nDifficulty >= AI_COMBAT_EFFORTLESS)
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{
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if(nInMelee && ai_MoralCheck(oCreature)) return;
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nMaxLevel = ai_GetAssociateTalentMaxLevel(oCreature, nDifficulty);
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}
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// Skill, Class, Offensive AOE's, and Defensive talents.
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if(nDifficulty >= AI_COMBAT_MODERATE)
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{
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//************************** SKILL FEATURES **************************
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if(ai_TryAnimalEmpathy(oCreature)) return;
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// ************************** CLASS FEATURES ***************************
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if(ai_TryBarbarianRageFeat(oCreature)) return;
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if(ai_TryBardSongFeat(oCreature)) return;
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// *************************** SPELL TALENTS ***************************
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if(ai_CheckForAssociateSpellTalent(oCreature, nInMelee, nMaxLevel)) return;
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}
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// Class and Offensive single target talents.
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if(nDifficulty >= AI_COMBAT_EFFORTLESS)
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{
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// ************************** CLASS FEATURES ***************************
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if(ai_TryTurningTalent(oCreature)) return;
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// *************************** SPELL TALENTS ***************************
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if(!ai_GetMagicMode(oCreature, AI_MAGIC_DEFENSIVE_CASTING))
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{
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if(nInMelee > 0 && ai_UseCreatureTalent(oCreature, AI_TALENT_TOUCH, nInMelee, nMaxLevel)) return;
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if(ai_UseCreatureTalent(oCreature, AI_TALENT_RANGED, nInMelee, nMaxLevel)) return;
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}
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}
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// Taunt the nearest target!
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if (ai_TryTaunt (oCreature, ai_GetNearestTargetForMeleeCombat (oCreature, nInMelee))) return;
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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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ai_DoPhysicalAttackOnLowestCR(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
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}
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