/************************************************************************ * script name : eE_ent_OnSpawn * created by : eyesolated * date : 2011/6/1 * * description : OnPerceived script for entities (creatures/placeables) spawned * using eyesolated Encounters. * * changes : 2011/6/1 - eyesolated - Initial creation ************************************************************************/ #include "ee_inc" void main() { // Retrieve necessary eE Variables for this creature object oEncounter = eE_GetEntityEncounter(OBJECT_SELF); object oPerceived = GetLastPerceived(); // if the encounter object is invalid or // if the perceived object is not a PC able to activate the encounter, // execute the default script and exit immediately if ( !GetIsObjectValid(oEncounter) || !GetIsPC(oPerceived) || GetIsDM(oPerceived) ) { if (eE_SCRIPT_CREATURE_ONPERCEPTION != "") ExecuteScript(eE_SCRIPT_CREATURE_ONPERCEPTION, OBJECT_SELF); else ExecuteScript(GetLocalString(OBJECT_SELF, eE_VAR_ENTITY_AI_ONPERCEPTION), OBJECT_SELF); return; } // Activate the encounter if it is Initialized if (eE_GetEncounterStatus(oEncounter) == eE_ENCOUNTER_STATUS_INITIALIZED) { ExecuteScript(eE_SCRIPT_ENCOUNTER_START, oEncounter); } // Now execute the standard NWN thingie if this is a creature if (GetObjectType(OBJECT_SELF) == OBJECT_TYPE_CREATURE) { ExecuteScript(GetLocalString(OBJECT_SELF, eE_VAR_ENTITY_AI_ONPERCEPTION), OBJECT_SELF); } }