2025/12/05 Update

Fixed overlong hak name (abilities -> ability).
Updated PEPS
Updated NWNxEE libraries.
Updated readme
Updated nim tools.
This commit is contained in:
Jaysyn904
2025-12-05 10:20:25 -05:00
parent 431e59b7fe
commit 199cf4b044
2045 changed files with 143464 additions and 27726 deletions

View File

@@ -8,16 +8,21 @@
// Programmer: Philos
//////////////////////////////////////////////////////////////////////////////////////////////////////
#include "0i_actions"
void ai_DoActions(object oCreature, int nForm)
void main()
{
object oCreature = OBJECT_SELF;
int nInMelee = ai_GetNumOfEnemiesInRange(oCreature);
object oNearestEnemy = GetLocalObject(oCreature, AI_ENEMY_NEAREST);
if(ai_TryHealingTalent(oCreature, nInMelee)) return;
if(ai_TryCureConditionTalent(oCreature, nInMelee)) return;
if(GetPercentageHPLoss(oCreature) <= AI_HEALTH_BLOODY)
{
//ai_Debug("ai_a_polymorphed", "24", "We are wounded and are transforming back!");
if(AI_DEBUG) ai_Debug("ai_a_polymorphed", "20", "We are wounded and are transforming back!");
ai_RemoveASpecificEffect(oCreature, EFFECT_TYPE_POLYMORPH);
DeleteLocalInt(oCreature, AI_POLYMORPHED);
// We need to create the creatures normal forms talent list.
DelayCommand(0.0, ai_ClearTalents(oCreature));
DelayCommand(0.1, ai_SetCreatureTalents(oCreature, FALSE, TRUE));
return;
}
int nDifficulty = ai_GetDifficulty(oCreature);
@@ -51,20 +56,3 @@ void ai_DoActions(object oCreature, int nForm)
if(oTarget != OBJECT_INVALID) ai_ActionAttack(oCreature, AI_LAST_ACTION_MELEE_ATK, oTarget);
else ai_SearchForHiddenCreature(oCreature, FALSE);
}
void main()
{
object oCreature = OBJECT_SELF;
// Need to know who we are so we can use thier abilities.
int nForm = GetAppearanceType(oCreature);
// Check to see if we are back to our normal form?(-1 to get the actual form #)
if(nForm == GetLocalInt(oCreature, AI_NORMAL_FORM) - 1)
{
// If we are transformed back then go back to our primary ai.
ai_SetCreatureAIScript(oCreature);
DeleteLocalInt(oCreature, AI_NORMAL_FORM);
string sAI = GetLocalString(oCreature, AI_COMBAT_SCRIPT);
if(sAI == "ai_a_polymorphed" || sAI == "") sAI = "ai_a_default";
ExecuteScript(sAI, oCreature);
}
else ai_DoActions(oCreature, nForm);
}