Further file organization
Further file organization
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45
nwn/nwnprc/trunk/smp/smp_ai_summ_spwn.nss
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45
nwn/nwnprc/trunk/smp/smp_ai_summ_spwn.nss
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/*:://////////////////////////////////////////////
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//:: Name Summon Monster - On Spawn
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//:: FileName SMP_AI_Summ_Spwn
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//:://////////////////////////////////////////////
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On Spawn.
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Most local variables (AI script, default settings, ETC) are set
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directly.
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Listening patterns are set here.
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Notes on Summoned Creatures:
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- AI:
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The AI is very basic. Cirtain special integers can be set for spells and
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feats, or even the custom AI file set to the string PHSAI_SUMMON_AI_FILE.
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- Listening:
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Most monsters will not be able to pick locks, but may bash them, and traps
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can be set to walk over or not (as the default AI does).
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They will only listen to a masters orders.
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- Attacking:
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The master can make them force attack a cirtain target (probably via. a new
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spell like-unique-power
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "SMP_AI_INCLUDE"
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void main()
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{
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// Get ourself
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object oSelf = OBJECT_SELF;
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// Set our destroyable status to FALSE for 0.001 seconds.
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SetIsDestroyable(FALSE);
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DelayCommand(0.001, SetIsDestroyable(TRUE, FALSE, FALSE));
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// Sets up the special henchmen listening patterns
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SetListening(OBJECT_SELF, TRUE);
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SetAssociateListenPatterns();
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}
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