Alangara_PRC8/_module/nss/merc_spawn_4.nss
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//::///////////////////////////////////////////////
//:: Associate: On Spawn In
//:: NW_CH_AC9
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Nov 19, 2001
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
void main()
{
SetAssociateListenPatterns();//Sets up the special henchmen listening patterns
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
SetAssociateState(NW_ASC_POWER_CASTING);
SetAssociateState(NW_ASC_HEAL_AT_50);
SetAssociateState(NW_ASC_RETRY_OPEN_LOCKS);
SetAssociateState(NW_ASC_DISARM_TRAPS);
SetAssociateState(NW_ASC_MODE_DEFEND_MASTER, FALSE);
SetAssociateState(NW_ASC_USE_RANGED_WEAPON, FALSE); //User ranged weapons by default if true.
SetAssociateState(NW_ASC_DISTANCE_2_METERS);
// April 2002: Summoned monsters, associates and familiars need to stay
// further back due to their size.
if (GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, GetMaster()) == OBJECT_SELF ||
GetAssociate(ASSOCIATE_TYPE_DOMINATED, GetMaster()) == OBJECT_SELF ||
GetAssociate(ASSOCIATE_TYPE_FAMILIAR, GetMaster()) == OBJECT_SELF ||
GetAssociate(ASSOCIATE_TYPE_SUMMONED, GetMaster()) == OBJECT_SELF)
{
SetAssociateState(NW_ASC_DISTANCE_4_METERS);
}
//SetAssociateState(NW_ASC_MODE_DEFEND_MASTER);
SetAssociateStartLocation();
// SPECIAL CONVERSATION SETTTINGS
//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
// This causes the creature to say a special greeting in their conversation file
// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
// greeting in order to designate it. As the creature is actually saying this to
// himself, don't attach any player responses to the greeting.
// CUSTOM USER DEFINED EVENTS
/*
The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
events user 1000 - 1010
*/
SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);
//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
SetLocalInt( OBJECT_SELF, "HI", 2000 );
SetLocalInt( OBJECT_SELF, "MED", 1600 );
SetLocalInt( OBJECT_SELF, "LOW", 1200 );
}