//:://///////////////////////////////////////////// //:: Default: On Spawn In //:: NW_C2_DEFAULT9 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Determines the course of action to be taken after having just been spawned in */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 25, 2001 //::////////////////////////////////////////////// #include "NW_O2_CONINCLUDE" #include "NW_I0_GENERIC" void main() { // OPTIONAL BEHAVIORS (Comment In or Out to Activate ) **************************************************************************** //SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION); //SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION); // This causes the creature to say a special greeting in their conversation file // upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired // greeting in order to designate it. As the creature is actually saying this to // himself, don't attach any player responses to the greeting. //SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET); // This will set the listening pattern on the NPC to attack when allies call //SetSpawnInCondition(NW_FLAG_STEALTH); // If the NPC has stealth and they are a rogue go into stealth mode //SetSpawnInCondition(NW_FLAG_SEARCH); // If the NPC has Search go into Search Mode //SetSpawnInCondition(NW_FLAG_SET_WARNINGS); // This will set the NPC to give a warning to non-enemies before attacking //SetSpawnInCondition(NW_FLAG_SLEEP); //Creatures that spawn in during the night will be asleep. //SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING); //SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION); //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); //SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS); //This will play Ambient Animations until the NPC sees an enemy or is cleared. //NOTE that these animations will play automatically for Encounter Creatures. // NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME. //SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.) //SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.) //SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.) //SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.) // CUSTOM USER DEFINED EVENTS /* The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined events user 1000 - 1010 */ //SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001 //SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002 //SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005 //SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006 //SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008 //SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003 //SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004 //SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007 int pholder = Random(20); string sTemplate; if (pholder == 16 ){ //insert 1st Belt of Truth sTemplate = "1stBeltofTruth"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 15 ){ // insert 2nd Belt of Truth sTemplate = "2ndBeltofTruth"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 14 ){ //insert 3rd Belt of Truth sTemplate = "3rdBeltofTruth"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 13 ){ //insert 4th Belt of Truth sTemplate = "4thBeltofTruth"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 12 ){ //insert 5th Belt of Truth sTemplate = "5thBeltofTruth"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 11 ){ //insert 1st Boots of Readiness sTemplate = "1stBootsofReadiness"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 10 ){ //insert 2nd Boots of Readiness sTemplate = "2ndBootsofReadiness"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 9 ){ //insert 3rd Boots of Readiness sTemplate = "3rdBootsofReadiness"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 8 ){ // insert 1st Breastplate of Righteousness sTemplate = "1stBreastplate"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 7 ){ //insert 2nd Breastplate of Righteousness sTemplate = "2ndBreastplate"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 6 ){ //insert 3rd Breastplate of Righteousness sTemplate = "3rdBreastplate"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 5 ){ //insert 1st Helmet of Salvation sTemplate = "1stHelmetofSalvation"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 4 ){ //insert 2nd Helmet of Salvation sTemplate = "2ndHelmetofSalvation"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 3 ){ //insert 3rd Helmet of Salvation sTemplate = "3rdHelmetofSalvation"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 2 ){ //insert 1st Shield of Faith sTemplate = "1stShieldofFaith"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 1 ){ // insert 2nd Shield of Faith sTemplate = "2ndShieldofFaith"; CreateItemOnObject(sTemplate,OBJECT_SELF); } if (pholder == 0 ){ //insert 3rd Shield of Faith sTemplate = "3rdShieldofFaith"; CreateItemOnObject(sTemplate,OBJECT_SELF); } // DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to. WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0) // 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them // 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after // combat. GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature }