DetermineEnemies()
Returns number of enemies perceived and their combined levels.
struct DetermineEnemies();
Description
Uses four general categories to determine what kinds of enemies the NPC is facing. 4 categories are: fighter, cleric, mage, and monster. Function uses only first class-slot of a perceived creature to determine enemy class.
Remarks
The following classes count as fighters: animals, barbarians, beasts, commoners, constructs, elementals, fighters, giants humanoid, monstrous, paladins, rangers, rogues, vermin, monks, and shapechangers.
The following classes count as clerics: clerics and druids.
The following classes count as mages: bards, fey, sorcerers, and wizards.
The following classes count as monsters: aberrations, dragons, magical beasts, and outsiders.
The struct used by DetermineEnemies is called sEnemies and looks like this (the spelling mistake in MONTERS_LEVELS is Bioware’s, not mine):
struct sEnemies
{
int FIGHTERS;
int FIGHTER_LEVELS;
int CLERICS;
int CLERIC_LEVELS;
int MAGES;
int MAGE_LEVELS;
int MONSTERS;
int MONTERS_LEVELS;
int TOTAL;
int TOTAL_LEVELS;
};
Requirements
#include "x0_i0_enemy"
Version
1.28
Example
#include "x0_i0_enemy" void main() { struct sEnemies strEnemies=DetermineEnemies(); //how many fighter-types are we facing int nFighters=strEnemies.FIGHTERS; //what are their combined levels int nFighterLevels=strEnemies.FIGHTER_LEVELS; //how many cleric-types are we facing int nClerics=strEnemies.CLERICS; //what are their combined levels int nClericLevels=strEnemies.CLERIC_LEVELS; //how many mage-types are we facing int nMages=strEnemies.MAGES; //what are their combined levels int nMageLevels=strEnemies.MAGE_LEVELS; //how many monster-types are we facing int nMonsters=strEnemies.MONSTERS; //what are their combined levels - I've made no spelling //mistakes, Bioware has: it really does say MONTERS int nMonsterLevels=strEnemies.MONTERS_LEVELS; //how many enemies are there all in all (we could //also just add up all the previous numbers) int nTotal=strEnemies.TOTAL; //what are their combined levels int nTotalLevels=strEnemies.TOTAL_LEVELS; }
See Also
functions: | TalentAdvancedProtectSelf |
categories: | Combat Information Functions | Perception Functions |
author: Jody Fletcher, editors: Lilac Soul, Mistress, additional contributor: Lilac Soul