113 lines
5.9 KiB
Plaintext
113 lines
5.9 KiB
Plaintext
//::///////////////////////////////////////////////
|
|
//:: Default: On Spawn In
|
|
//:: NW_C2_DEFAULT9
|
|
//:: Copyright (c) 2001 Bioware Corp.
|
|
//:://////////////////////////////////////////////
|
|
/*
|
|
Determines the course of action to be taken
|
|
after having just been spawned in
|
|
*/
|
|
//:://////////////////////////////////////////////
|
|
//:: Created By: Preston Watamaniuk
|
|
//:: Created On: Oct 25, 2001
|
|
//:://////////////////////////////////////////////
|
|
#include "NW_I0_GENERIC"
|
|
#include "hc_inc"
|
|
#include "anph_inc"
|
|
#include "anph_persist_inc"
|
|
#include "egs_inc"
|
|
#include "ip_inc"
|
|
#include "lgs_inc"
|
|
#include "pat_inc"
|
|
//#include "anph_treas_gen"
|
|
|
|
void main()
|
|
{
|
|
// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
|
|
//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.
|
|
|
|
//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
|
|
// This will set the listening pattern on the NPC to attack when allies call
|
|
//SetSpawnInCondition(NW_FLAG_STEALTH);
|
|
// If the NPC has stealth and they are a rogue go into stealth mode
|
|
//SetSpawnInCondition(NW_FLAG_SEARCH);
|
|
// If the NPC has Search go into Search Mode
|
|
//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
|
|
// This will set the NPC to give a warning to non-enemies before attacking
|
|
|
|
//SetSpawnInCondition(NW_FLAG_SLEEP);
|
|
//Creatures that spawn in during the night will be asleep.
|
|
//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
|
|
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
|
|
//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
|
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
|
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
|
|
//NOTE that these animations will play automatically for Encounter Creatures.
|
|
|
|
// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
|
|
//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
|
|
//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
|
|
//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
|
|
//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
|
|
|
|
// 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); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
|
|
//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
|
|
|
|
// 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.
|
|
//CashLevel = 10;
|
|
//MagicLevel = 100;
|
|
//CreateNPCBag = TRUE;
|
|
//GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
|
|
|
|
object oLeader = OBJECT_SELF;
|
|
string sTeam = GetAnphString (GetTag (oLeader) + "_team");
|
|
|
|
if (sTeam == "Axfell") {
|
|
UpdateTeamFaction ("Cleaven", oLeader, -100);
|
|
UpdateTeamFaction ("Drow", oLeader, -100);
|
|
UpdateTeamFaction ("Axfell", oLeader, 80);
|
|
} else if (sTeam == "Cleaven") {
|
|
UpdateTeamFaction ("Cleaven", oLeader, 80);
|
|
UpdateTeamFaction ("Drow", oLeader, -100);
|
|
UpdateTeamFaction ("Axfell", oLeader, -100);
|
|
} else if (sTeam == "Drow") {
|
|
UpdateTeamFaction ("Cleaven", oLeader, -100);
|
|
UpdateTeamFaction ("Axfell", oLeader, -100);
|
|
UpdateTeamFaction ("Drow", oLeader, 80);
|
|
} else if (sTeam == "Dahgmar") {;
|
|
UpdateTeamFaction ("Drow", oLeader, -100);
|
|
}
|
|
|
|
// 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));
|
|
}
|
|
|
|
|