208 lines
6.4 KiB
Plaintext
208 lines
6.4 KiB
Plaintext
//:://////////////////////////////////////////////////
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//:: NW_C2_DEFAULT1
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/*
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Default OnHeartbeat script for NPCs.
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This script causes NPCs to perform default animations
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while not otherwise engaged.
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This script duplicates the behavior of the default
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script and just cleans up the code and removes
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redundant conditional checks.
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 12/22/2002
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//:://////////////////////////////////////////////////
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#include "nw_i0_generic"
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#include "prc_inc_spells"
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int MaxScoutSpots(string sTag);
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void main()
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{
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// * if not runnning normal or better Ai then exit for performance reasons
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if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
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ExecuteScript("prc_npc_hb", OBJECT_SELF);
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// Buff ourselves up right away if we should
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if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY))
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{
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// This will return TRUE if an enemy was within 40.0 m
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// and we buffed ourselves up instantly to respond --
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// simulates a spellcaster with protections enabled
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// already.
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if(TalentAdvancedBuff(40.0))
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{
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// This is a one-shot deal
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SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE);
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// This return means we skip sending the user-defined
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// heartbeat signal in this one case.
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return;
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}
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}
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if(PRCGetHasEffect(EFFECT_TYPE_SLEEP))
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{
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// If we're asleep and this is the result of sleeping
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// at night, apply the floating 'z's visual effect
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// every so often
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if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT))
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{
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effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
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if(d10() > 6)
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
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}
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}
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}
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// If we have the 'constant' waypoints flag set, walk to the next
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// waypoint.
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else if ( GetWalkCondition(NW_WALK_FLAG_CONSTANT) )
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{
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WalkWayPoints();
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}
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// Check to see if we should be playing default animations
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// - make sure we don't have any current targets
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else if ( !GetIsObjectValid(GetAttemptedAttackTarget())
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&& !GetIsObjectValid(GetAttemptedSpellTarget())
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// && !GetIsPostOrWalking())
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&& !GetIsObjectValid(GetNearestSeenEnemy()))
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{
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if (GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) || GetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE) ||
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GetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE))
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{
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// This handles special attacking/fleeing behavior
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// for omnivores & herbivores.
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DetermineSpecialBehavior();
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}
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else if (!IsInConversation(OBJECT_SELF))
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{
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if (GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)
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|| GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)
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|| GetIsEncounterCreature())
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{
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PlayMobileAmbientAnimations();
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}
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else if (GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS))
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{
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PlayImmobileAmbientAnimations();
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}
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}
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}
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// Send the user-defined event signal if specified
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if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_HEARTBEAT));
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}
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location lLoc;
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int iRandom;
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int iRandom2;
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int iSpawnType;
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int iScouting;
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int iScoutSpots;
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string sTag;
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string sSubTag;
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if (GetLocalInt(OBJECT_SELF,"Wander") > 0)
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{
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if (!(GetIsInCombat()))
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{
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iRandom = Random(10);
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if (iRandom < GetLocalInt(OBJECT_SELF,"Wander"))
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{
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iRandom2 = Random(10);
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if (GetLocalInt(OBJECT_SELF,"SpawnType") == 0)
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iRandom2++;
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if (iRandom2>0)
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{
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ActionRandomWalk();
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DelayCommand(6.0f,ClearAllActions());
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//SendMessageToPC(GetFirstPC(),GetTag(OBJECT_SELF) + " moving random.");
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} else {
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sTag = GetTag(OBJECT_SELF);
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sSubTag=GetSubString(sTag,0,FindSubString(sTag,"_S"));
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lLoc = GetLocation(GetObjectByTag(sSubTag));
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ActionMoveToLocation(lLoc);
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//SendMessageToPC(GetFirstPC(),GetTag(OBJECT_SELF) + " moving home.");
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}
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}
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}
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}
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if (GetLocalInt(OBJECT_SELF,"Scout") > 0)
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{
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if (!(GetIsInCombat()))
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{
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iRandom = Random(10);
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if (iRandom < GetLocalInt(OBJECT_SELF,"Scout"))
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{
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iScouting = GetLocalInt(OBJECT_SELF,"Scouting");
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sTag = GetTag(OBJECT_SELF);
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sSubTag=GetSubString(sTag,0,FindSubString(sTag,"_T"));
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iScoutSpots = MaxScoutSpots(sSubTag);
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if (iScoutSpots > 0)
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{
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iScouting++;
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if (iScouting > iScoutSpots + 2)
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iScouting = 1;
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if (iScouting <= iScoutSpots)
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{
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sTag = sSubTag + "_Scout_" + IntToString(iScouting);
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}
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else if (iScouting = iScoutSpots+1)
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{
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sTag = GetTag(OBJECT_SELF);
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sSubTag=GetSubString(sTag,0,FindSubString(sTag,"_T"));
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sTag = sSubTag + "_Boss";
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}
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else
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{
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sTag = GetTag(OBJECT_SELF);
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sSubTag=GetSubString(sTag,0,FindSubString(sTag,"_S"));
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sTag = sSubTag;
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}
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lLoc = GetLocation(GetObjectByTag(sTag));
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ActionMoveToLocation(lLoc);
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//SendMessageToPC(GetFirstPC(),GetTag(OBJECT_SELF) + " is scouting.");
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SetLocalInt(OBJECT_SELF,"Scouting",iScouting);
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} else {
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ActionRandomWalk();
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DelayCommand(6.0f,ClearAllActions());
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//SendMessageToPC(GetFirstPC(),GetTag(OBJECT_SELF) + " has no place to scout so is moving random.");
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}
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}
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}
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}
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}
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int MaxScoutSpots(string sTag)
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{
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int iCount;
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string sTagTest;
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iCount = 0;
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sTag = sTag + "_Scout_";
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sTagTest = sTag + IntToString(iCount+1);
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while (GetIsObjectValid(GetObjectByTag(sTagTest)))
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{
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iCount++;
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sTagTest = sTag + IntToString(iCount+1);
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}
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return iCount;
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}
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