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HeroesStone_PRC8/_module/nss/nec_ch_hen_spawn.nss
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//:://////////////////////////////////////////////////
//:: X0_CH_HEN_SPAWN
//:: Copyright (c) 2002 Floodgate Entertainment
//:://////////////////////////////////////////////////
/*
Henchman-specific OnSpawn handler for XP1. Based on NW_CH_AC9 by Bioware.
*/
//:://////////////////////////////////////////////////
//:: Created By: Naomi Novik
//:: Created On: 10/09/2002
//:://////////////////////////////////////////////////
#include "x0_inc_henai"
#include "x2_inc_banter"
#include "x2_inc_globals"
// * there are only a couple potential interjections henchmen can say in c3
void StrikeOutStrings(object oNathyrra)
{
SetLocalString(oNathyrra, "X2_L_RANDOMONELINERS", "26|27|28|29|30|");
SetLocalString(oNathyrra, "X2_L_RANDOM_INTERJECTIONS", "6|7|");
}
void main()
{
string sAreaTag = GetTag(GetArea(OBJECT_SELF));
string sModuleTag = GetTag(GetModule());
string sMyTag = GetTag(OBJECT_SELF);
// * Setup how many random interjectiosn and popups they have
if (sMyTag == "x2_hen_deekin")
{
SetNumberOfRandom("X2_L_RANDOMONELINERS", OBJECT_SELF, 50);
SetNumberOfRandom("X2_L_RANDOM_INTERJECTIONS", OBJECT_SELF, 10);
}
else
if (sMyTag == "x2_hen_daelan")
{
SetNumberOfRandom("X2_L_RANDOMONELINERS", OBJECT_SELF, 20);
SetNumberOfRandom("X2_L_RANDOM_INTERJECTIONS", OBJECT_SELF, 2);
}
else
if (sMyTag == "x2_hen_linu")
{
SetNumberOfRandom("X2_L_RANDOMONELINERS", OBJECT_SELF, 20);
SetNumberOfRandom("X2_L_RANDOM_INTERJECTIONS", OBJECT_SELF, 2);
}
else
if (sMyTag == "x2_hen_sharwyn")
{
SetNumberOfRandom("X2_L_RANDOMONELINERS", OBJECT_SELF, 20);
SetNumberOfRandom("X2_L_RANDOM_INTERJECTIONS", OBJECT_SELF, 4);
}
else
if (sMyTag == "x2_hen_tomi")
{
SetNumberOfRandom("X2_L_RANDOMONELINERS", OBJECT_SELF, 20);
SetNumberOfRandom("X2_L_RANDOM_INTERJECTIONS", OBJECT_SELF, 4);
}
else
if (sMyTag == "H2_Aribeth")
{
SetNumberOfRandom("X2_L_RANDOMONELINERS", OBJECT_SELF, 20);
SetNumberOfRandom("X2_L_RANDOM_INTERJECTIONS", OBJECT_SELF, 2);
}
else
// * valen and Nathyrra have certain random lines that only show up in
// * in Chapter 2 (Chapter 3 they'll get this variable set on them
// * as well, with different numbers)
// * Basically #1-5 are Chapter 2 only, 26-30 are Chapter 3 only. The rest can show up anywhere
if (sMyTag == "x2_hen_nathyra" || sMyTag == "x2_hen_valen")
{
// * only fire this in Chapter 2. THey setup differently in the transition from C2 to C3
if (GetTag(GetModule()) == "x0_module2")
{
SetNumberOfRandom("X2_L_RANDOMONELINERS", OBJECT_SELF, 25);
SetNumberOfRandom("X2_L_RANDOM_INTERJECTIONS", OBJECT_SELF, 3);
}
else
{
StrikeOutStrings(OBJECT_SELF);
}
}
//Sets up the special henchmen listening patterns
SetAssociateListenPatterns();
// Set additional henchman listening patterns
bkSetListeningPatterns();
// Default behavior for henchmen at start
SetAssociateState(NW_ASC_POWER_CASTING);
SetAssociateState(NW_ASC_HEAL_AT_50);
SetAssociateState(NW_ASC_RETRY_OPEN_LOCKS);
SetAssociateState(NW_ASC_DISARM_TRAPS);
// * July 2003. Set this to true so henchmen
// * will hopefully run off a little less often
// * by default
// * September 2003. Bad decision. Reverted back
// * to original. This mode too often looks like a bug
// * because they hang back and don't help each other out.
//SetAssociateState(NW_ASC_MODE_DEFEND_MASTER, TRUE);
SetAssociateState(NW_ASC_DISTANCE_2_METERS);
//Use melee weapons by default
SetAssociateState(NW_ASC_USE_RANGED_WEAPON, FALSE);
// Set starting location
// Set respawn location
// For some general behavior while we don't have a master,
// let's do some immobile animations
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
}