2025/12/15 Update

Updated PEPS.
Updated nim tools.
This commit is contained in:
Jaysyn904
2025-12-15 18:59:42 -05:00
parent 9fdd96653e
commit f9067172a6
415 changed files with 12995 additions and 9415 deletions

View File

@@ -59,16 +59,16 @@ void main()
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
if(oTarget == OBJECT_INVALID) oTarget == ai_GetRangedTarget(oCreature);
if(oTarget == OBJECT_INVALID && ai_TryRangedSneakAttack(oCreature, nInMelee)) return;
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestPhysicalTarget(oCreature);
}
else
{
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature, AI_RANGE_MELEE);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTarget(oCreature, AI_RANGE_MELEE);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestPhysicalTarget(oCreature, AI_RANGE_MELEE);
}
if(oTarget != OBJECT_INVALID)
{
if(ai_TryRapidShotFeat(oCreature, oTarget, nInMelee)) return;
if(ai_TryRangedTalents(oCreature, oTarget, nInMelee)) return;
ai_ActionAttack(oCreature, AI_LAST_ACTION_RANGED_ATK, oTarget, nInMelee, TRUE);
return;
}
@@ -78,7 +78,30 @@ void main()
return;
}
}
else if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
else
{
if(ai_InCombatEquipBestRangedWeapon(oCreature)) return;
oTarget = ai_GetEnemyAttackingMe(oCreature);
if(oTarget != OBJECT_INVALID)
{
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
if(ai_TrySneakAttack(oCreature, nInMelee)) return;
if(ai_TryWhirlwindFeat(oCreature)) return;
ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
return;
}
else
{
oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee);
if(oTarget != OBJECT_INVALID)
{
if(ai_TryMeleeTalents(oCreature, oTarget)) return;
ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
return;
}
}
}
}
// ************************** Melee feat attacks *************************
object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
@@ -90,7 +113,12 @@ void main()
if(ai_InCombatEquipBestMeleeWeapon(oCreature)) return;
if(ai_TrySneakAttack(oCreature, nInMelee)) return;
if(ai_TryWhirlwindFeat(oCreature)) return;
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
return;
}
else
{
oTarget = ai_GetNearestFavoredEnemyTarget(oCreature);
if(oTarget == OBJECT_INVALID) oTarget = ai_GetNearestTargetForMeleeCombat(oCreature, nInMelee);
if(oTarget != OBJECT_INVALID)
{