Battledale_PRC8/_module/nss/jw_phat_rav_sp.nss
Jaysyn904 e5b3f6ad61 Finished PRC8 integration
Finished PRC8 integration.  Moved creature abilities to top hak.  Setup tooling.  Created release archive
2024-03-12 21:27:23 -04:00

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//////////////::///////////////////////////////////////////////////////
//:: 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 "jw_phat_lewt"
#include "NW_I0_GENERIC"
#include "jw_privates_inc"
void main()
{
ExecuteScript("prc_npc_spawn", OBJECT_SELF);
SetStartLocation();
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);
}
//// 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.
if (GetHitDice(OBJECT_SELF)>4)
{
SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
SetListenPattern(OBJECT_SELF, "I_AM_HEALING", 123); //listen out for this phrase
SetListening(OBJECT_SELF,TRUE);
}
// This will set the listening pattern on the NPC to attack when allies call
if ((GetChallengeRating(OBJECT_SELF)>3.0)&&(GetLevelByClass(CLASS_TYPE_ROGUE,OBJECT_SELF)>=1)&&(GetStandardFactionReputation(STANDARD_FACTION_DEFENDER,OBJECT_SELF)<40))
{
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.
//Declare major variables
object oTarget = OBJECT_SELF;
int nDuration = 20;
int nDamage=nDuration*10;
if (nDamage>150)
{
nDamage=150;
}
effect eStone = EffectDamageReduction(10, DAMAGE_POWER_PLUS_THREE,nDamage);
effect eAC = EffectACIncrease(5, AC_NATURAL_BONUS);
effect eVis = EffectVisualEffect(VFX_IMP_DEATH_WARD);
effect eShadow = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
effect eSpell = EffectSpellLevelAbsorption(9, 0, SPELL_SCHOOL_NECROMANCY);
effect eImmDeath = EffectImmunity(IMMUNITY_TYPE_DEATH);
effect eImmNeg = EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE, 100);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
//Link major effects
effect eLink = EffectLinkEffects(eStone, eAC);
eLink = EffectLinkEffects(eLink, eVis);
eLink = EffectLinkEffects(eLink, eShadow);
eLink = EffectLinkEffects(eLink, eImmDeath);
eLink = EffectLinkEffects(eLink, eImmNeg);
eLink = EffectLinkEffects(eLink, eDur);
eLink = EffectLinkEffects(eLink, eSpell);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_SHADOW_SHIELD, FALSE));
//Apply linked effect
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, TurnsToSeconds(nDuration));
Makephatlewt(); //* Use this to create a small amount of treasure on the creature
///SendMessageToAllDMs("Called treasure script from spawn");
}