Added elephant & ankheg models
Added elephant & ankheg models & portraits Imported pnp creature UTCs over from NWNDS for ankhegs, air elementals, scorpions, cheetahs & invisible stalkers. Setup burrower AI or testing. Full compile.
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52
_module/nss/burrow_onuserdef.nss
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52
_module/nss/burrow_onuserdef.nss
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//::///////////////////////////////////////////////
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//:: burrow_onuserdef.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Creature randomly hops around
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to enemies during combat.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: January 2002
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//:://////////////////////////////////////////////
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//:: Renamed Scorp_onuserdef 05/24/03 for Scorpions Demo v1.0
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//:: Modified By Luna_C with invaluable help from Tallihnn and Allan Keliel.
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//:: Be sure to use this with the scorp_spawn script in the onspawn script slot!
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//:://////////////////////////////////////////////
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void JumpToWeakestEnemy(object oTargetVictim)
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{
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object oTargetVictim = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
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location lTargetVictim = GetLocation((oTargetVictim));
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// * won't jump if closer than 4 meters to victim
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if ((GetDistanceToObject(oTargetVictim) > 4.0) && (GetObjectSeen(oTargetVictim) == TRUE))
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{
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ClearAllActions();
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effect eVis = EffectDisappearAppear (lTargetVictim);
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effect eGate = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGate, OBJECT_SELF, 2.0);
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DelayCommand(0.3,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, OBJECT_SELF, 2.0));
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DelayCommand(2.3,ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eGate, lTargetVictim, 2.0));
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DelayCommand(6.0,ActionAttack(oTargetVictim));
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}
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}
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void main()
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{
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ExecuteScript("prc_npc_userdef", OBJECT_SELF);
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ExecuteScript("nw_c2_defaultd", OBJECT_SELF);
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ExecuteScript("prc_onuserdef", OBJECT_SELF);
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// * During Combat try teleporting around
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if (GetUserDefinedEventNumber() == 1003)
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{
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// * if random OR heavily wounded then teleport to next enemy
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if ((Random(100) < 50) || ( (GetCurrentHitPoints() / GetMaxHitPoints()) * 100 < 50) )
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{
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JumpToWeakestEnemy(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY));
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}
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}
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}
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