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HiddenTradition_PRC/_module/nss/0e_animations.nss
Jaysyn904 9c4c3ae83b 2025/12/16 Update
Updated PEPS
Hooked up new GUI module event.
Updated classes.2da
Updated baseitems.2da
Updated nim tools.
Full compile.
2025-12-16 21:30:44 -05:00

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/*//////////////////////////////////////////////////////////////////////////////
Script: 0e_animations
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster Ambient Animations and Walk Waypoint code.
This code uses the Bioware systems, but can be rewritten to use what ever you
want!
This is called in the nw_c2_default1 - monster heartbeat script.
*///////////////////////////////////////////////////////////////////////////////
#include "x0_i0_anims"
#include "0i_actions"
void main()
{
if(!IsInConversation (OBJECT_SELF))
{
if(GetWalkCondition(NW_WALK_FLAG_CONSTANT)) WalkWayPoints();
if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)) PlayMobileAmbientAnimations_NonAvian();
else if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) PlayMobileAmbientAnimations_Avian();
else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)) PlayImmobileAmbientAnimations();
else if(GetLocalInt(GetModule(), AI_RULE_WANDER) && GetStandardFactionReputation(STANDARD_FACTION_HOSTILE) > 89)
{
ai_AmbientAnimations();
}
}
}