Area & spawner pass.
Updated Aragnak's Isle & Lair, Bard College, Cazrak's Lair. Remade several items.
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_module/nss/j_sp_archer.nss
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50
_module/nss/j_sp_archer.nss
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/************************ [On Spawn: Archer] ***********************************
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Filename: j_sp_archer
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************************* [On Spawn: Archer] ***********************************
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Any-level archer. This man is pretty basic, and has really only the special
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archery stuff on.
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************************* [On Spawn: Archer] **********************************/
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// This is required for all spawn in options!
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#include "j_inc_spawnin"
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void main()
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{
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// Random intelligence, 4-6.
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SetAIInteger(AI_INTELLIGENCE, 3 + d3());
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// Random morale
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SetAIInteger(AI_MORALE, 7 + d6());
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AI_SetAITargetingValues(TARGETING_RANGE, TARGET_HIGHER, 2, 9);
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// Range - very imporant! Basis for all ranged/spell attacks.
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SetSpawnInCondition(AI_FLAG_COMBAT_PICK_UP_DISARMED_WEAPONS, AI_COMBAT_MASTER);
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// This sets to pick up weapons which are disarmed.
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SetAIInteger(AI_RANGED_WEAPON_RANGE, 2);
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// This is the range at which they go into melee (from using a ranged weapon). Default is 3 or 5.
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SetSpawnInCondition(AI_FLAG_COMBAT_ARCHER_ATTACKING, AI_COMBAT_MASTER);
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// For archers. If they have ally support, they'd rather move back & shoot then go into HTH.
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SetSpawnInCondition(AI_FLAG_COMBAT_ARCHER_ALWAYS_MOVE_BACK, AI_COMBAT_MASTER);
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// This forces the move back from attackers, and shoot bows. Very small chance to go melee.
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//SetSpawnInCondition(AI_FLAG_COMBAT_ARCHER_ALWAYS_USE_BOW, AI_COMBAT_MASTER);
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// This will make the creature ALWAYs use any bows it has. ALWAYS.
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SetSpawnInCondition(AI_FLAG_OTHER_NO_POLYMORPHING, AI_OTHER_MASTER);
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// This will stop all polymorphing spells feats from being used.
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SetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER);
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// This will ignore ALL chat by PC's (Enemies) who speak actions in Stars - *Bow*
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// no spells or items.
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SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_ITEMS, AI_OTHER_MASTER);
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SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_SPELLS, AI_OTHER_MASTER);
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// Ambient animations
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if(GetIsEncounterCreature())
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{
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SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER);
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}
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AI_SetUpEndOfSpawn();
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DelayCommand(2.0f, SpawnWalkWayPoints());
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}
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