//:://///////////////////////////////////////////// //:: Associate: On Spawn In //:: NW_CH_AC9 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Nov 19, 2001 //::////////////////////////////////////////////// //#include "anph_treas_gen" #include "NW_I0_GENERIC" #include "egs_inc" #include "ip_inc" #include "lgs_inc" #include "pat_inc" 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); } // Apply PAT pat_Apply(OBJECT_SELF); /* Delay is necessary so the PAT created equipment is already equipped in the associated slots and LGS can actually obey the CS_LGS_EQUIP_DONTREPLACE variable set by PAT */ DelayCommand(3.25f, lgs_EquipMonster(OBJECT_SELF)); //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_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 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. //GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature }