2025/07/21 Update
Updated PEPS AI. Full compile.
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@@ -17,8 +17,6 @@ void main()
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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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//************************** SKILL FEATURES **************************
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if(ai_TryAnimalEmpathy(oCreature)) return;
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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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@@ -30,7 +28,6 @@ void main()
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{
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// ************************** CLASS FEATURES ***************************
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if(ai_TrySummonAnimalCompanionTalent(oCreature)) return;
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if(ai_TryPolymorphSelfFeat(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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@@ -44,6 +41,9 @@ 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 && ai_TryPolymorphSelfFeat(oCreature)) return;
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//************************** SKILL FEATURES **************************
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if(ai_TryAnimalEmpathy(oCreature)) return;
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// PHYSICAL ATTACKS - Either we don't have talents or we are saving them.
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// ************************** Ranged feat attacks **************************
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object oTarget;
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