generated from Jaysyn/ModuleTemplate
2025/07/21 Update
Added PEPS AI Full compile.
This commit is contained in:
107
_removed/nw_c2_default1.nss
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107
_removed/nw_c2_default1.nss
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@@ -0,0 +1,107 @@
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//:://////////////////////////////////////////////////
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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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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(GetHasEffect(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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}
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166
_removed/nw_c2_default2.nss
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166
_removed/nw_c2_default2.nss
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@@ -0,0 +1,166 @@
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//:://////////////////////////////////////////////////
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//:: NW_C2_DEFAULT2
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/*
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Default OnPerception event handler for NPCs.
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Handles behavior when perceiving a creature for the
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first time.
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*/
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//:://////////////////////////////////////////////////
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#include "nw_i0_generic"
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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 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_percep", OBJECT_SELF);
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object oPercep = GetLastPerceived();
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int bSeen = GetLastPerceptionSeen();
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int bHeard = GetLastPerceptionHeard();
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if (bHeard == FALSE)
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{
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// Has someone vanished in front of me?
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bHeard = GetLastPerceptionVanished();
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}
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// This will cause the NPC to speak their one-liner
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// conversation on perception even if they are already
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// in combat.
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if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION)
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&& GetIsPC(oPercep)
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&& bSeen)
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{
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SpeakOneLinerConversation();
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}
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// March 5 2003 Brent
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// Had to add this section back in, since modifications were not taking this specific
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// example into account -- it made invisibility basically useless.
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//If the last perception event was hearing based or if someone vanished then go to search mode
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if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived()))
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{
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object oGone = GetLastPerceived();
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if((GetAttemptedAttackTarget() == GetLastPerceived() ||
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GetAttemptedSpellTarget() == GetLastPerceived() ||
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GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF))
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{
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ClearAllActions();
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DetermineCombatRound();
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}
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}
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// This section has been heavily revised while keeping the
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// pre-existing behavior:
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// - If we're in combat, keep fighting.
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// - If not and we've perceived an enemy, start to fight.
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// Even if the perception event was a 'vanish', that's
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// still what we do anyway, since that will keep us
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// fighting any visible targets.
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// - If we're not in combat and haven't perceived an enemy,
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// see if the perception target is a PC and if we should
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// speak our attention-getting one-liner.
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if (GetIsInCombat(OBJECT_SELF))
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{
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// don't do anything else, we're busy
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//MyPrintString("GetIsFighting: TRUE");
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}
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// * BK FEB 2003 Only fight if you can see them. DO NOT RELY ON HEARING FOR ENEMY DETECTION
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else if (GetIsEnemy(oPercep) && bSeen)
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{ // SpawnScriptDebugger();
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//MyPrintString("GetIsEnemy: TRUE");
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// We spotted an enemy and we're not already fighting
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if(!GetHasEffect(EFFECT_TYPE_SLEEP)) {
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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//MyPrintString("DetermineSpecialBehavior");
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DetermineSpecialBehavior();
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} else
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{
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//MyPrintString("DetermineCombatRound");
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SetFacingPoint(GetPosition(oPercep));
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SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
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DetermineCombatRound();
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}
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}
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}
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else
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{
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if (bSeen)
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{
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//MyPrintString("GetLastPerceptionSeen: TRUE");
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
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DetermineSpecialBehavior();
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} else if (GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION)
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&& GetIsPC(oPercep))
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{
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// The NPC will speak their one-liner conversation
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// This should probably be:
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// SpeakOneLinerConversation(oPercep);
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// instead, but leaving it as is for now.
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ActionStartConversation(OBJECT_SELF);
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}
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}
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else
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// * July 14 2003: Some minor reactions based on invisible creatures being nearby
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if (bHeard && GetIsEnemy(oPercep))
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{
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// SpeakString("vanished");
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// * don't want creatures wandering too far after noises
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if (GetDistanceToObject(oPercep) <= 7.0)
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{
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// if (GetHasSpell(SPELL_TRUE_SEEING) == TRUE)
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if (GetHasSpell(SPELL_TRUE_SEEING))
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{
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ActionCastSpellAtObject(SPELL_TRUE_SEEING, OBJECT_SELF);
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}
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else
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// if (GetHasSpell(SPELL_SEE_INVISIBILITY) == TRUE)
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if (GetHasSpell(SPELL_SEE_INVISIBILITY))
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{
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ActionCastSpellAtObject(SPELL_SEE_INVISIBILITY, OBJECT_SELF);
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}
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else
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// if (GetHasSpell(SPELL_INVISIBILITY_PURGE) == TRUE)
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if (GetHasSpell(SPELL_INVISIBILITY_PURGE))
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{
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ActionCastSpellAtObject(SPELL_INVISIBILITY_PURGE, OBJECT_SELF);
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}
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else
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{
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ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_LEFT, 0.5);
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ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_RIGHT, 0.5);
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ActionPlayAnimation(ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD, 0.5);
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}
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}
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}
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// activate ambient animations or walk waypoints if appropriate
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if (!IsInConversation(OBJECT_SELF)) {
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if (GetIsPostOrWalking()) {
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WalkWayPoints();
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} else if (GetIsPC(oPercep) &&
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(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)
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|| GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)
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|| GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)
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|| GetIsEncounterCreature()))
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{
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SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE);
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}
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}
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}
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// Send the user-defined event if appropriate
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if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen())
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE));
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}
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}
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58
_removed/nw_c2_default3.nss
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58
_removed/nw_c2_default3.nss
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@@ -0,0 +1,58 @@
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//::///////////////////////////////////////////////
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//:: Default: End of Combat Round
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//:: NW_C2_DEFAULT3
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//:: Copyright (c) 2008 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Calls the end of combat script every round
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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//:: Modified By: Deva Winblood
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//:: Modified On: Feb 16th, 2008
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//:: Added Support for Mounted Combat Feat Support
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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ExecuteScript("prc_npc_combat", OBJECT_SELF);
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if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
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{ // set variables on target for mounted combat
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DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL");
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DeleteLocalInt(OBJECT_SELF,"nX3_HP_BEFORE");
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DeleteLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT");
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if (GetHasFeat(FEAT_MOUNTED_COMBAT,OBJECT_SELF))
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{ // check for AC increase
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int nRoll=d20()+GetSkillRank(SKILL_RIDE);
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nRoll=nRoll-10;
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if (nRoll>4)
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{ // ac increase
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nRoll=nRoll/5;
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectACIncrease(nRoll),OBJECT_SELF,8.5);
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} // ac increase
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} // check for AC increase
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} // set variables on target for mounted combat
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if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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DetermineSpecialBehavior();
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}
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else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
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{
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DetermineCombatRound();
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}
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if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1003));
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}
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}
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|
108
_removed/nw_c2_default4.nss
Normal file
108
_removed/nw_c2_default4.nss
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@@ -0,0 +1,108 @@
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//:://////////////////////////////////////////////////
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//:: NW_C2_DEFAULT4
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/*
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Default OnConversation event handler for NPCs.
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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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void main()
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{
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// * if petrified, jump out
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if (GetHasEffect(EFFECT_TYPE_PETRIFY, OBJECT_SELF) == TRUE)
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{
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return;
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}
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// * If dead, exit directly.
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if (GetIsDead(OBJECT_SELF) == TRUE)
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{
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return;
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}
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// See if what we just 'heard' matches any of our
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// predefined patterns
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int nMatch = GetListenPatternNumber();
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object oShouter = GetLastSpeaker();
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//DMFI CODE ADDITIONS BEGIN HERE
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if (GetIsPC(oShouter))
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{
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ExecuteScript("dmfi_voice_exe", OBJECT_SELF);
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}
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if (nMatch == -1 && GetIsPC(oShouter) &&(GetLocalInt(GetModule(), "dmfi_AllMute") || GetLocalInt(OBJECT_SELF, "dmfi_Mute")))
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{
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SendMessageToAllDMs(GetName(oShouter) + " is trying to speak to a muted NPC, " + GetName(OBJECT_SELF) + ", in area " + GetName(GetArea(OBJECT_SELF)));
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SendMessageToPC(oShouter, "This NPC is muted. A DM will be here shortly.");
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return;
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}
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//DMFI CODE ADDITIONS END HERE
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|
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if (nMatch == -1)
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{
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// Not a match -- start an ordinary conversation
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if (GetCommandable(OBJECT_SELF))
|
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{
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ClearActions(CLEAR_NW_C2_DEFAULT4_29);
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BeginConversation();
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}
|
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else
|
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// * July 31 2004
|
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// * If only charmed then allow conversation
|
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// * so you can have a better chance of convincing
|
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// * people of lowering prices
|
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if (GetHasEffect(EFFECT_TYPE_CHARMED) == TRUE)
|
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{
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ClearActions(CLEAR_NW_C2_DEFAULT4_29);
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BeginConversation();
|
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}
|
||||
}
|
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// Respond to shouts from friendly non-PCs only
|
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else if (GetIsObjectValid(oShouter)
|
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&& !GetIsPC(oShouter)
|
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&& GetIsFriend(oShouter))
|
||||
{
|
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object oIntruder = OBJECT_INVALID;
|
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// Determine the intruder if any
|
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if(nMatch == 4)
|
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{
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oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER");
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}
|
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else if (nMatch == 5)
|
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{
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oIntruder = GetLastHostileActor(oShouter);
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if(!GetIsObjectValid(oIntruder))
|
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{
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oIntruder = GetAttemptedAttackTarget();
|
||||
if(!GetIsObjectValid(oIntruder))
|
||||
{
|
||||
oIntruder = GetAttemptedSpellTarget();
|
||||
if(!GetIsObjectValid(oIntruder))
|
||||
{
|
||||
oIntruder = OBJECT_INVALID;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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// Actually respond to the shout
|
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RespondToShout(oShouter, nMatch, oIntruder);
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}
|
||||
|
||||
// Send the user-defined event if appropriate
|
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if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
|
||||
{
|
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE));
|
||||
}
|
||||
}
|
93
_removed/nw_c2_default5.nss
Normal file
93
_removed/nw_c2_default5.nss
Normal file
@@ -0,0 +1,93 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Default On Attacked
|
||||
//:: NW_C2_DEFAULT5
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
If already fighting then ignore, else determine
|
||||
combat round
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Oct 16, 2001
|
||||
//:://////////////////////////////////////////////
|
||||
|
||||
#include "nw_i0_generic"
|
||||
|
||||
//DMFI CODE ADDITIONS*****************************
|
||||
void SafeFaction(object oCurrent, object oAttacker)
|
||||
{
|
||||
AssignCommand(oAttacker, ClearAllActions());
|
||||
AssignCommand(oCurrent, ClearAllActions());
|
||||
// * Note: waiting for Sophia to make SetStandardFactionReptuation to clear all personal reputation
|
||||
if (GetStandardFactionReputation(STANDARD_FACTION_COMMONER, oAttacker) <= 10)
|
||||
{ SetLocalInt(oAttacker, "NW_G_Playerhasbeenbad", 10); // * Player bad
|
||||
SetStandardFactionReputation(STANDARD_FACTION_COMMONER, 80, oAttacker);
|
||||
}
|
||||
if (GetStandardFactionReputation(STANDARD_FACTION_MERCHANT, oAttacker) <= 10)
|
||||
{ SetLocalInt(oAttacker, "NW_G_Playerhasbeenbad", 10); // * Player bad
|
||||
SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 80, oAttacker);
|
||||
}
|
||||
if (GetStandardFactionReputation(STANDARD_FACTION_DEFENDER, oAttacker) <= 10)
|
||||
{ SetLocalInt(oAttacker, "NW_G_Playerhasbeenbad", 10); // * Player bad
|
||||
SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 80, oAttacker);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
//END DMFI CODE ADDITIONS*************************
|
||||
|
||||
void main()
|
||||
{
|
||||
//DMFI CODE ADDITIONS*****************************
|
||||
if ((GetIsPC(GetLastAttacker()) && (GetLocalInt(GetModule(), "dmfi_safe_factions")==1)))
|
||||
{
|
||||
SafeFaction(OBJECT_SELF, GetLastAttacker());
|
||||
SpeakString("DM ALERT: Default non-hostile faction member attacked. Player: "+GetName(GetLastAttacker()), TALKVOLUME_SILENT_SHOUT);
|
||||
SendMessageToAllDMs("DMFI Safe Faction setting is currently set to ignore.");
|
||||
SendMessageToPC(GetLastAttacker(), "Script Fired.");
|
||||
return;
|
||||
}
|
||||
//END DMFI CODE ADDITIONS****************************
|
||||
|
||||
|
||||
if(GetFleeToExit()) {
|
||||
// Run away!
|
||||
ActivateFleeToExit();
|
||||
} else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) {
|
||||
// We give an attacker one warning before we attack
|
||||
// This is not fully implemented yet
|
||||
SetSpawnInCondition(NW_FLAG_SET_WARNINGS, FALSE);
|
||||
|
||||
//Put a check in to see if this attacker was the last attacker
|
||||
//Possibly change the GetNPCWarning function to make the check
|
||||
} else {
|
||||
object oAttacker = GetLastAttacker();
|
||||
if (!GetIsObjectValid(oAttacker)) {
|
||||
// Don't do anything, invalid attacker
|
||||
|
||||
} else if (!GetIsFighting(OBJECT_SELF)) {
|
||||
// We're not fighting anyone else, so
|
||||
// start fighting the attacker
|
||||
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
|
||||
SetSummonHelpIfAttacked();
|
||||
DetermineSpecialBehavior(oAttacker);
|
||||
} else if (GetArea(oAttacker) == GetArea(OBJECT_SELF)) {
|
||||
SetSummonHelpIfAttacked();
|
||||
DetermineCombatRound(oAttacker);
|
||||
}
|
||||
|
||||
//Shout Attack my target, only works with the On Spawn In setup
|
||||
SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
|
||||
|
||||
//Shout that I was attacked
|
||||
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT))
|
||||
{
|
||||
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_ATTACKED));
|
||||
}
|
||||
}
|
109
_removed/nw_c2_default6.nss
Normal file
109
_removed/nw_c2_default6.nss
Normal file
@@ -0,0 +1,109 @@
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: NW_C2_DEFAULT6
|
||||
//:: Default OnDamaged handler
|
||||
/*
|
||||
If already fighting then ignore, else determine
|
||||
combat round
|
||||
*/
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Copyright (c) 2002 Floodgate Entertainment
|
||||
//:: Created By: Naomi Novik
|
||||
//:: Created On: 12/22/2002
|
||||
//:://////////////////////////////////////////////////
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Modified By: Deva Winblood
|
||||
//:: Modified On: Jan 17th, 2008
|
||||
//:: Added Support for Mounted Combat Feat Support
|
||||
//:://////////////////////////////////////////////////
|
||||
|
||||
#include "nw_i0_generic"
|
||||
#include "x3_inc_horse"
|
||||
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_npc_damaged", OBJECT_SELF);
|
||||
|
||||
object oDamager = GetLastDamager();
|
||||
object oMe=OBJECT_SELF;
|
||||
int nHPBefore;
|
||||
if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
|
||||
if (GetHasFeat(FEAT_MOUNTED_COMBAT)&&HorseGetIsMounted(OBJECT_SELF))
|
||||
{ // see if can negate some damage
|
||||
if (GetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL"))
|
||||
{ // last attack was physical
|
||||
nHPBefore=GetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE");
|
||||
if (!GetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT"))
|
||||
{ // haven't already had a chance to use this for the round
|
||||
SetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT",TRUE);
|
||||
int nAttackRoll=GetBaseAttackBonus(oDamager)+d20();
|
||||
int nRideCheck=GetSkillRank(SKILL_RIDE,OBJECT_SELF)+d20();
|
||||
if (nRideCheck>=nAttackRoll&&!GetIsDead(OBJECT_SELF))
|
||||
{ // averted attack
|
||||
if (GetIsPC(oDamager)) SendMessageToPC(oDamager,GetName(OBJECT_SELF)+GetStringByStrRef(111991));
|
||||
//if (GetIsPC(OBJECT_SELF)) SendMessageToPCByStrRef(OBJECT_SELF,111992");
|
||||
if (GetCurrentHitPoints(OBJECT_SELF)<nHPBefore)
|
||||
{ // heal
|
||||
effect eHeal=EffectHeal(nHPBefore-GetCurrentHitPoints(OBJECT_SELF));
|
||||
AssignCommand(GetModule(),ApplyEffectToObject(DURATION_TYPE_INSTANT,eHeal,oMe));
|
||||
} // heal
|
||||
} // averted attack
|
||||
} // haven't already had a chance to use this for the round
|
||||
} // last attack was physical
|
||||
} // see if can negate some damage
|
||||
if(GetFleeToExit()) {
|
||||
// We're supposed to run away, do nothing
|
||||
} else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) {
|
||||
// don't do anything?
|
||||
} else {
|
||||
if (!GetIsObjectValid(oDamager)) {
|
||||
// don't do anything, we don't have a valid damager
|
||||
} else if (!GetIsFighting(OBJECT_SELF)) {
|
||||
// If we're not fighting, determine combat round
|
||||
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
|
||||
DetermineSpecialBehavior(oDamager);
|
||||
} else {
|
||||
if(!GetObjectSeen(oDamager)
|
||||
&& GetArea(OBJECT_SELF) == GetArea(oDamager)) {
|
||||
// We don't see our attacker, go find them
|
||||
ActionMoveToLocation(GetLocation(oDamager), TRUE);
|
||||
ActionDoCommand(DetermineCombatRound());
|
||||
} else {
|
||||
DetermineCombatRound();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// We are fighting already -- consider switching if we've been
|
||||
// attacked by a more powerful enemy
|
||||
object oTarget = GetAttackTarget();
|
||||
if (!GetIsObjectValid(oTarget))
|
||||
oTarget = GetAttemptedAttackTarget();
|
||||
if (!GetIsObjectValid(oTarget))
|
||||
oTarget = GetAttemptedSpellTarget();
|
||||
|
||||
// If our target isn't valid
|
||||
// or our damager has just dealt us 25% or more
|
||||
// of our hp in damager
|
||||
// or our damager is more than 2HD more powerful than our target
|
||||
// switch to attack the damager.
|
||||
if (!GetIsObjectValid(oTarget)
|
||||
|| (
|
||||
oTarget != oDamager
|
||||
&& (
|
||||
GetTotalDamageDealt() > (GetMaxHitPoints(OBJECT_SELF) / 4)
|
||||
|| (GetHitDice(oDamager) - 2) > GetHitDice(oTarget)
|
||||
)
|
||||
)
|
||||
)
|
||||
{
|
||||
// Switch targets
|
||||
DetermineCombatRound(oDamager);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Send the user-defined event signal
|
||||
if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
|
||||
{
|
||||
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DAMAGED));
|
||||
}
|
||||
}
|
30
_removed/nw_c2_default8.nss
Normal file
30
_removed/nw_c2_default8.nss
Normal file
@@ -0,0 +1,30 @@
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: NW_C2_DEFAULT8
|
||||
/*
|
||||
Default OnDisturbed event handler for NPCs.
|
||||
*/
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Copyright (c) 2002 Floodgate Entertainment
|
||||
//:: Created By: Naomi Novik
|
||||
//:: Created On: 12/22/2002
|
||||
//:://////////////////////////////////////////////////
|
||||
|
||||
#include "nw_i0_generic"
|
||||
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_npc_disturb", OBJECT_SELF);
|
||||
|
||||
object oTarget = GetLastDisturbed();
|
||||
|
||||
// If we've been disturbed and are not already fighting,
|
||||
// attack our disturber.
|
||||
if (GetIsObjectValid(oTarget) && !GetIsFighting(OBJECT_SELF)) {
|
||||
DetermineCombatRound(oTarget);
|
||||
}
|
||||
|
||||
// Send the disturbed flag if appropriate.
|
||||
if(GetSpawnInCondition(NW_FLAG_DISTURBED_EVENT)) {
|
||||
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DISTURBED));
|
||||
}
|
||||
}
|
20
_removed/nw_c2_defaulta.nss
Normal file
20
_removed/nw_c2_defaulta.nss
Normal file
@@ -0,0 +1,20 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Default: On Rested
|
||||
//:: NW_C2_DEFAULTA
|
||||
//:: Copyright (c) 2002 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
Determines the course of action to be taken
|
||||
after having just rested.
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Don Moar
|
||||
//:: Created On: April 28, 2002
|
||||
//:://////////////////////////////////////////////
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_npc_rested", OBJECT_SELF);
|
||||
|
||||
return;
|
||||
|
||||
}
|
159
_removed/nw_c2_defaultb.nss
Normal file
159
_removed/nw_c2_defaultb.nss
Normal file
@@ -0,0 +1,159 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Default: On Spell Cast At
|
||||
//:: NW_C2_DEFAULTB
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
This determines if the spell just cast at the
|
||||
target is harmful or not.
|
||||
|
||||
GZ 2003-Oct-02 : - New AoE Behavior AI. Will use
|
||||
Dispel Magic against AOES
|
||||
- Flying Creatures will ignore
|
||||
Grease
|
||||
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Dec 6, 2001
|
||||
//:: Last Modified On: 2003-Oct-13
|
||||
//:://////////////////////////////////////////////
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Modified By: Deva Winblood
|
||||
//:: Modified On: Jan 4th, 2008
|
||||
//:: Added Support for Mounted Combat Feat Support
|
||||
//:://////////////////////////////////////////////
|
||||
|
||||
#include "nw_i0_generic"
|
||||
#include "x2_i0_spells"
|
||||
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_npc_spellat", OBJECT_SELF);
|
||||
|
||||
object oCaster = GetLastSpellCaster();
|
||||
|
||||
|
||||
if(GetLastSpellHarmful())
|
||||
{
|
||||
SetCommandable(TRUE);
|
||||
|
||||
if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
|
||||
{ // set variables on target for mounted combat
|
||||
DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL");
|
||||
} // set variables on target for mounted combat
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// If I was hurt by someone in my own faction
|
||||
// Then clear any hostile feelings I have against them
|
||||
// After all, we're all just trying to do our job here
|
||||
// if we singe some eyebrow hair, oh well.
|
||||
// ------------------------------------------------------------------
|
||||
if (GetFactionEqual(oCaster, OBJECT_SELF) == TRUE)
|
||||
{
|
||||
ClearPersonalReputation(oCaster, OBJECT_SELF);
|
||||
ClearAllActions(TRUE);
|
||||
DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(OBJECT_INVALID)));
|
||||
// Send the user-defined event as appropriate
|
||||
if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
|
||||
{
|
||||
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
int bAttack = TRUE;
|
||||
// ------------------------------------------------------------------
|
||||
// GZ, 2003-Oct-02
|
||||
// Try to do something smart if we are subject to an AoE Spell.
|
||||
// ------------------------------------------------------------------
|
||||
if (MatchAreaOfEffectSpell(GetLastSpell()) == TRUE)
|
||||
{
|
||||
int nAI = (GetBestAOEBehavior(GetLastSpell())); // from x2_i0_spells
|
||||
switch (nAI)
|
||||
{
|
||||
case X2_SPELL_AOEBEHAVIOR_DISPEL_L:
|
||||
case X2_SPELL_AOEBEHAVIOR_DISPEL_N:
|
||||
case X2_SPELL_AOEBEHAVIOR_DISPEL_M:
|
||||
case X2_SPELL_AOEBEHAVIOR_DISPEL_G:
|
||||
case X2_SPELL_AOEBEHAVIOR_DISPEL_C:
|
||||
bAttack = FALSE;
|
||||
ActionCastSpellAtLocation(nAI, GetLocation(OBJECT_SELF));
|
||||
ActionDoCommand(SetCommandable(TRUE));
|
||||
SetCommandable(FALSE);
|
||||
break;
|
||||
|
||||
case X2_SPELL_AOEBEHAVIOR_FLEE:
|
||||
ClearActions(CLEAR_NW_C2_DEFAULTB_GUSTWIND);
|
||||
oCaster = GetLastSpellCaster();
|
||||
ActionForceMoveToObject(oCaster, TRUE, 2.0);
|
||||
DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(oCaster)));
|
||||
bAttack = FALSE;
|
||||
break;
|
||||
|
||||
case X2_SPELL_AOEBEHAVIOR_IGNORE:
|
||||
// well ... nothing
|
||||
break;
|
||||
|
||||
case X2_SPELL_AOEBEHAVIOR_GUST:
|
||||
ActionCastSpellAtLocation(SPELL_GUST_OF_WIND, GetLocation(OBJECT_SELF));
|
||||
ActionDoCommand(SetCommandable(TRUE));
|
||||
SetCommandable(FALSE);
|
||||
bAttack = FALSE;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
// ---------------------------------------------------------------------
|
||||
// Not an area of effect spell, but another hostile spell.
|
||||
// If we're not already fighting someone else,
|
||||
// attack the caster.
|
||||
// ---------------------------------------------------------------------
|
||||
if( !GetIsFighting(OBJECT_SELF) && bAttack)
|
||||
{
|
||||
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
|
||||
{
|
||||
DetermineSpecialBehavior(oCaster);
|
||||
}
|
||||
else
|
||||
{
|
||||
DetermineCombatRound(oCaster);
|
||||
}
|
||||
}
|
||||
|
||||
// We were attacked, so yell for help
|
||||
SetCommandable(TRUE);
|
||||
//Shout Attack my target, only works with the On Spawn In setup
|
||||
SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
|
||||
|
||||
//Shout that I was attacked
|
||||
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
|
||||
}
|
||||
else
|
||||
{
|
||||
// ---------------------------------------------------------------------
|
||||
// July 14, 2003 BK
|
||||
// If there is a valid enemy nearby and a NON HARMFUL spell has been
|
||||
// cast on me I should call DetermineCombatRound
|
||||
// I may be invisible and casting spells on myself to buff myself up
|
||||
// ---------------------------------------------------------------------
|
||||
// Fix: JE - let's only do this if I'm currently in combat. If I'm not
|
||||
// in combat, and something casts a spell on me, it'll make me search
|
||||
// out the nearest enemy, no matter where they are on the level, which
|
||||
// is kinda dumb.
|
||||
object oEnemy =GetNearestEnemy();
|
||||
if ((GetIsObjectValid(oEnemy) == TRUE) && (GetIsInCombat() == TRUE))
|
||||
{
|
||||
// SpeakString("keep me in combat");
|
||||
DetermineCombatRound(oEnemy);
|
||||
}
|
||||
}
|
||||
|
||||
// Send the user-defined event as appropriate
|
||||
if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT))
|
||||
{
|
||||
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT));
|
||||
}
|
||||
|
||||
|
||||
}
|
51
_removed/nw_c2_defaulte.nss
Normal file
51
_removed/nw_c2_defaulte.nss
Normal file
@@ -0,0 +1,51 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Default On Blocked
|
||||
//:: NW_C2_DEFAULTE
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
This will cause blocked creatures to open
|
||||
or smash down doors depending on int and
|
||||
str.
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Nov 23, 2001
|
||||
//:://////////////////////////////////////////////
|
||||
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_npc_blocked", OBJECT_SELF);
|
||||
|
||||
object oDoor = GetBlockingDoor();
|
||||
if (GetObjectType(oDoor) == OBJECT_TYPE_CREATURE)
|
||||
{
|
||||
// * Increment number of times blocked
|
||||
/*SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED", GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") + 1);
|
||||
if (GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") > 3)
|
||||
{
|
||||
SpeakString("Blocked by creature");
|
||||
SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED",0);
|
||||
ClearAllActions();
|
||||
object oEnemy = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
|
||||
if (GetIsObjectValid(oEnemy) == TRUE)
|
||||
{
|
||||
ActionEquipMostDamagingRanged(oEnemy);
|
||||
ActionAttack(oEnemy);
|
||||
}
|
||||
return;
|
||||
} */
|
||||
return;
|
||||
}
|
||||
if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5)
|
||||
{
|
||||
if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 7 )
|
||||
{
|
||||
DoDoorAction(oDoor, DOOR_ACTION_OPEN);
|
||||
}
|
||||
else if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_BASH))
|
||||
{
|
||||
DoDoorAction(oDoor, DOOR_ACTION_BASH);
|
||||
}
|
||||
}
|
||||
}
|
75
_removed/nw_ch_ac4.nss
Normal file
75
_removed/nw_ch_ac4.nss
Normal file
@@ -0,0 +1,75 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Associate: On Dialogue
|
||||
//:: NW_CH_AC4
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
Determines the course of action to be taken
|
||||
by the generic script after dialogue or a
|
||||
shout is initiated.
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Oct 24, 2001
|
||||
//:://////////////////////////////////////////////
|
||||
|
||||
|
||||
#include "x0_inc_henai"
|
||||
// * This function checks to make sure no
|
||||
// * dehibilating effects are on the player that should
|
||||
// * Don't use getcommandable for this since the dying system
|
||||
// * will sometimes leave a player in a noncommandable state
|
||||
int AbleToTalk(object oSelf)
|
||||
{
|
||||
if (GetCommandable(oSelf) == FALSE)
|
||||
{
|
||||
if (GetHasEffect(EFFECT_TYPE_CONFUSED, oSelf) || GetHasEffect(EFFECT_TYPE_DOMINATED, oSelf) ||
|
||||
GetHasEffect(EFFECT_TYPE_PETRIFY, oSelf) || GetHasEffect(EFFECT_TYPE_PARALYZE, oSelf) ||
|
||||
GetHasEffect(EFFECT_TYPE_STUNNED, oSelf) || GetHasEffect(EFFECT_TYPE_FRIGHTENED, oSelf)
|
||||
)
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
void main()
|
||||
{
|
||||
object oMaster = GetMaster();
|
||||
int nMatch = GetListenPatternNumber();
|
||||
object oShouter = GetLastSpeaker();
|
||||
object oIntruder;
|
||||
|
||||
//DMFI CODE ADDITIONS BEGIN HERE
|
||||
if (!GetIsInCombat(OBJECT_SELF))
|
||||
ExecuteScript("dmfi_voice_exe", OBJECT_SELF);
|
||||
//DMFI CODE ADDITIONS END HERE
|
||||
|
||||
if (nMatch == -1) {
|
||||
if(AbleToTalk(OBJECT_SELF) || GetCurrentAction() != ACTION_OPENLOCK)
|
||||
{
|
||||
ClearActions(CLEAR_NW_CH_AC4_28);
|
||||
|
||||
// * if in XP2, use an alternative dialog file
|
||||
string sDialog = "";
|
||||
if (GetLocalInt(GetModule(), "X2_L_XP2") == 1)
|
||||
{
|
||||
sDialog = "x2_associate";
|
||||
}
|
||||
BeginConversation(sDialog);
|
||||
}
|
||||
} else {
|
||||
// listening pattern matched
|
||||
if (GetIsObjectValid(oShouter) && oMaster == oShouter)
|
||||
{
|
||||
SetCommandable(TRUE);
|
||||
bkRespondToHenchmenShout(oShouter, nMatch, oIntruder, TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
// Signal user-defined event
|
||||
if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT)) {
|
||||
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE));
|
||||
}
|
||||
}
|
||||
|
67
_removed/nw_ch_summon_9.nss
Normal file
67
_removed/nw_ch_summon_9.nss
Normal file
@@ -0,0 +1,67 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Associate: On Spawn In
|
||||
//:: NW_CH_AC9
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
|
||||
This must support the OC henchmen and all summoned/companion
|
||||
creatures.
|
||||
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Nov 19, 2001
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Updated By: Georg Zoeller, 2003-08-20: Added variable check for spawn in animation
|
||||
|
||||
|
||||
#include "X0_INC_HENAI"
|
||||
#include "x2_inc_switches"
|
||||
void main()
|
||||
{
|
||||
//Sets up the special henchmen listening patterns
|
||||
SetAssociateListenPatterns();
|
||||
|
||||
// Set additional henchman listening patterns
|
||||
bkSetListeningPatterns();
|
||||
|
||||
//DMFI CODE ADDITIONS BEGIN HERE
|
||||
SetListening(OBJECT_SELF, TRUE);
|
||||
SetListenPattern(OBJECT_SELF, "**", 20600); //listen to all text
|
||||
SetLocalInt(OBJECT_SELF, "hls_Listening", 1); //listen to all text
|
||||
//DMFI CODE ADDITIONS END HERE
|
||||
|
||||
// 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);
|
||||
SetAssociateState(NW_ASC_MODE_DEFEND_MASTER, FALSE);
|
||||
|
||||
//Use melee weapons by default
|
||||
SetAssociateState(NW_ASC_USE_RANGED_WEAPON, FALSE);
|
||||
|
||||
// Distance: make henchmen stick closer
|
||||
SetAssociateState(NW_ASC_DISTANCE_4_METERS);
|
||||
if (GetAssociate(ASSOCIATE_TYPE_HENCHMAN, GetMaster()) == OBJECT_SELF) {
|
||||
SetAssociateState(NW_ASC_DISTANCE_2_METERS);
|
||||
}
|
||||
|
||||
// * If Incorporeal, apply changes
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) == TRUE)
|
||||
{
|
||||
effect eConceal = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
|
||||
eConceal = ExtraordinaryEffect(eConceal);
|
||||
effect eGhost = EffectCutsceneGhost();
|
||||
eGhost = ExtraordinaryEffect(eGhost);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
|
||||
}
|
||||
|
||||
|
||||
// Set starting location
|
||||
SetAssociateStartLocation();
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user