2025/07/21 Update
Updated PEPS AI. Full compile.
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@@ -54,13 +54,6 @@ void main()
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if(ai_TryDivineShieldFeat(oCreature, nInMelee)) return;
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if(ai_TryDivineMightFeat(oCreature, nInMelee)) return;
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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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if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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if(ai_TrySummonFamiliarTalent(oCreature)) 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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@@ -74,6 +67,17 @@ void main()
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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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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_TryPolymorphSelfFeat(oCreature)) return;
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if(ai_TryBarbarianRageFeat(oCreature)) return;
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if(ai_TryBardSongFeat(oCreature)) return;
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if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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if(ai_TrySummonFamiliarTalent(oCreature)) return;
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}
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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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ai_DoPhysicalAttackOnBest(oCreature, nInMelee, !ai_GetAIMode(oCreature, AI_MODE_CHECK_ATTACK));
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}
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