Area & spawner pass.
Updated Aragnak's Isle & Lair, Bard College, Cazrak's Lair. Remade several items.
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51
_module/nss/j_sp_highmage.nss
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51
_module/nss/j_sp_highmage.nss
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/************************ [On Spawn: High-Level Mage] **************************
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Filename: j_sp_highmage
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************************* [On Spawn: High-Level Mage] **************************
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A mage who is higher level - ok, so it has many stuff from the default spawn
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file, but this one has some of the mage behaviours set, such as long range
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attacking and fast buffing, but no spell triggers.
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************************* [On Spawn: High-Level Mage] *************************/
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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, 7-9.
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SetAIInteger(AI_INTELLIGENCE, 6 + d3());
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SetAIInteger(AI_MORALE, 10);
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// Less mantals, and less saves is all we target
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AI_SetAITargetingValues(TARGETING_MANTALS, TARGET_LOWER, 1, 4);
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AI_SetAITargetingValues(TARGETING_SAVES, TARGET_LOWER, 1, 2);
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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_DISPEL_IN_ORDER, AI_COMBAT_MASTER);
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SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_INSTANT_DEATH_SPELLS, AI_COMBAT_MASTER);
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SetSpawnInCondition(AI_FLAG_COMBAT_FLAG_FAST_BUFF_ENEMY, AI_COMBAT_MASTER);
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SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_SUMMON_TARGETING, AI_COMBAT_MASTER);
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SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_IMMUNITY_CHECKING, AI_COMBAT_MASTER);
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SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_SPECIFIC_SPELL_IMMUNITY, AI_COMBAT_MASTER);
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SetSpawnInCondition(AI_FLAG_COMBAT_LONGER_RANGED_SPELLS_FIRST, AI_COMBAT_MASTER);
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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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