/*
    PROJECT Q IV v4.00
    (c) 2022 by Pstemarie

    Shrieker OnSpawn Event Script

        Sets up the OnUserDefined events

    Version: 1.0
    Created: 5 Oct 2002
    Author:  Lathspell

*/

#include "x0_i0_treasure"
#include "NW_I0_GENERIC"

void main()
{
    SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);

// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
    SetListeningPatterns();    // Goes through and sets up which shouts the NPC will listen to.
    WalkWayPoints();           // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
                               // 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
                               // 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
                               //    combat.

    //* Create a small amount of treasure on the creature
    if ((GetLocalInt(GetModule(), "X2_L_NOTREASURE") == FALSE)  &&
        (GetLocalInt(OBJECT_SELF, "X2_L_NOTREASURE") == FALSE)   )
    {
        //CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF);
    }

    // ***** ADD ANY CUSTOM ON-SPAWN CODE HERE ***** //

}
