2025/07/18 Update
Added PEPS. Full compile.
This commit is contained in:
63
_module/nss/ai_wizard.nss
Normal file
63
_module/nss/ai_wizard.nss
Normal file
@@ -0,0 +1,63 @@
|
||||
/*//////////////////////////////////////////////////////////////////////////////
|
||||
// Script Name: ai_wizard
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
ai script for creatures using the class Wizard.
|
||||
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;
|
||||
if(nInMelee && ai_MoralCheck(oCreature)) return;
|
||||
int nMaxLevel = ai_GetMonsterTalentMaxLevel(oCreature);
|
||||
//******************* OFFENSIVE AREA OF EFFECT TALENTS *******************
|
||||
// Check the battlefield for a group of enemies to shoot a big talent at!
|
||||
// We are checking here since these opportunities are rare and we need
|
||||
// to take advantage of them as often as possible.
|
||||
if(ai_UseCreatureTalent(oCreature, AI_TALENT_INDISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
|
||||
if(ai_UseCreatureTalent(oCreature, AI_TALENT_DISCRIMINANT_AOE, nInMelee, nMaxLevel)) return;
|
||||
// ************************** CLASS FEATURES ****************************
|
||||
if(GetLocalInt(GetModule(), AI_RULE_SUMMON_COMPANIONS) && ai_TrySummonFamiliarTalent(oCreature)) return;
|
||||
//************************** DEFENSIVE TALENTS ***************************
|
||||
int nRound = ai_GetCurrentRound(oCreature);
|
||||
if(ai_TryDefensiveTalents(oCreature, nInMelee, nMaxLevel, nRound)) return;
|
||||
//********************* OFFENSIVE TARGETED TALENTS ***********************
|
||||
// Look for a touch attack since we are in melee.
|
||||
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.
|
||||
// ************************** RANGED ATTACKS *****************************
|
||||
object oTarget;
|
||||
if(ai_CanIUseRangedWeapon(oCreature, nInMelee))
|
||||
{
|
||||
if(ai_HasRangedWeaponWithAmmo(oCreature))
|
||||
{
|
||||
if(!nInMelee) oTarget = ai_GetNearestTarget(oCreature);
|
||||
else oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
|
||||
if(oTarget != OBJECT_INVALID)
|
||||
{
|
||||
ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
ai_SearchForHiddenCreature(oCreature, TRUE, OBJECT_INVALID, AI_RANGE_CLOSE);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
|
||||
}
|
||||
// ************************* MELEE ATTACKS *******************************
|
||||
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
|
||||
oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee, TRUE);
|
||||
// I have a target now lets see if we want to move in!
|
||||
if(oTarget != OBJECT_INVALID) ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
|
||||
else ai_SearchForHiddenCreature(oCreature, TRUE, OBJECT_INVALID, AI_RANGE_CLOSE);
|
||||
}
|
Reference in New Issue
Block a user