//::///////////////////////////////////////////////
//:: burrow_onspawn.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
   OnSpawnIn, sets up scorpions to teleport
   during combat (requires scorp_onuserdef in the
   user defined event slot for the creature)
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:: Modified By: Luna_C on 5/24/2003 for Scorpions Demo v1.0
//:://////////////////////////////////////////////

#include "NW_I0_GENERIC"
#include "ms_name_inc"
#include "x2_inc_switches"

void ShrinkEm(object oPC)
{
    SetObjectVisualTransform(oPC, OBJECT_VISUAL_TRANSFORM_SCALE, 0.5f);
}


void main()
{
    int nGetIsDay       = GetIsDay();

// User defined OnSpawn event requested?
    int nSpecEvent      = GetLocalInt(OBJECT_SELF,"X2_USERDEFINED_ONSPAWN_EVENTS");

    //:: Sets a random integer on the creature to use with other spell functions
    string sImmune = GetName(OBJECT_SELF)+"_AURA_IMMUNE";
    int nRandomSeed = Random(999);
    SetLocalInt(OBJECT_SELF, sImmune, nRandomSeed);

//:: Creature will quickly & automatically buff itself up with any defensive
//:: spells it has memorized.

    int nAutobuff = GetLocalInt(OBJECT_SELF,"AUTOBUFF");
    if (nAutobuff > 0 )
    {
        SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY);
    }

//:: Creature will flee those that close within 7m if they are not friends,
//:: Rangers or Druids.

    int nHerbivore = GetLocalInt(OBJECT_SELF,"CREATURE_VAR_HERBIVORE");
    if (nHerbivore > 0 )
    {
        SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL);
        SetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE);
    }

//:: Creature will only attack those that close within 5m and are not friends,
//:: Rangers or Druids.

    int nOmnivore = GetLocalInt(OBJECT_SELF,"CREATURE_VAR_OMNIVORE");
    if (nOmnivore > 0 )
    {
        SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL);
        SetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE);
    }

    int nOLM = GetLocalInt(OBJECT_SELF,"OLM");
    if (nOLM > 0)
    {
        DelayCommand(0.0f, ShrinkEm(OBJECT_SELF));

        effect eSlow = EffectMovementSpeedDecrease(50);
        eSlow = SupernaturalEffect(eSlow);
        eSlow = ExtraordinaryEffect(eSlow);
        DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eSlow,OBJECT_SELF));
    }

    int nNoStun = GetLocalInt(OBJECT_SELF,"NOSTUN");
    if (nNoStun > 0)
    {
        effect eNoStun = EffectImmunity(IMMUNITY_TYPE_STUN);
        eNoStun = SupernaturalEffect(eNoStun);
        eNoStun = ExtraordinaryEffect(eNoStun);
        DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoStun,OBJECT_SELF));
    }
    int nNatInvis = GetLocalInt(OBJECT_SELF,"NATURAL_INVIS");
    if (nNatInvis > 0)
    {
        effect eNatInvis = EffectInvisibility(4);
        eNatInvis = SupernaturalEffect(eNatInvis);
        eNatInvis = ExtraordinaryEffect(eNatInvis);
        DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNatInvis,OBJECT_SELF));
    }

    int nNoSleep = GetLocalInt(OBJECT_SELF,"NOSLEEP");
    if (nNoSleep > 0)
    {
        effect eNoSleep = EffectImmunity(IMMUNITY_TYPE_SLEEP);
        eNoSleep = SupernaturalEffect(eNoSleep);
        eNoSleep = ExtraordinaryEffect(eNoSleep);
        DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoSleep,OBJECT_SELF));
    }

    int nNoDaze = GetLocalInt(OBJECT_SELF,"NODAZE");
    if (nNoDaze > 0)
    {
        effect eNoDaze = EffectImmunity(IMMUNITY_TYPE_DAZED);
        eNoDaze = SupernaturalEffect(eNoDaze);
        eNoDaze = ExtraordinaryEffect(eNoDaze);
        DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoDaze,OBJECT_SELF));
    }

    int nNoBlind = GetLocalInt(OBJECT_SELF,"NOBLIND");
    if (nNoBlind > 0)
    {
        effect eNoBlind = EffectImmunity(IMMUNITY_TYPE_BLINDNESS);
        eNoBlind = SupernaturalEffect(eNoBlind);
        eNoBlind = ExtraordinaryEffect(eNoBlind);
        DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoBlind,OBJECT_SELF));
    }

    int nNoDeaf = GetLocalInt(OBJECT_SELF,"NODEAF");
    if (nNoDeaf > 0)
    {
        effect eNoDeaf = EffectImmunity(IMMUNITY_TYPE_DEAFNESS);
        eNoDeaf = SupernaturalEffect(eNoDeaf);
        eNoDeaf = ExtraordinaryEffect(eNoDeaf);
        DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoDeaf,OBJECT_SELF));
    }

    int nDeaf = GetLocalInt(OBJECT_SELF,"IS_DEAF");
    if (nDeaf > 0)
    {
        effect eDeaf = EffectDeaf();
        eDeaf = SupernaturalEffect(eDeaf);
        eDeaf = ExtraordinaryEffect(eDeaf);
        DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eDeaf,OBJECT_SELF));
    }

//:: Fix for the new golems to reduce their number of attacks.
    int nNumber = GetLocalInt(OBJECT_SELF,"CREATURE_VAR_NUMBER_OF_ATTACKS");
    if (nNumber > 0 )
    {
        SetBaseAttackBonus(nNumber);
    }

    int nVFX = GetLocalInt(OBJECT_SELF,"SpawnVFX");
    if(nVFX)
        {
            ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectVisualEffect(nVFX)),OBJECT_SELF);
        }

    int nRegen = GetLocalInt(OBJECT_SELF,"FAST_HEALING");
    if(nRegen)
        {
            effect eRegen = EffectRegenerate(nRegen, 6.0f);
            eRegen = SupernaturalEffect(eRegen);
            eRegen = ExtraordinaryEffect(eRegen);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eRegen, OBJECT_SELF));
        }

    int nShadowy = GetLocalInt(OBJECT_SELF,"SHADOWY");
    if (nShadowy)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }

    int nStony = GetLocalInt(OBJECT_SELF,"STONY");
    if (nStony)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_PROT_STONESKIN);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    int nFirey = GetLocalInt(OBJECT_SELF,"FIREY");
    if (nFirey)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_INFERNO_NO_SOUND);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    int nWoody = GetLocalInt(OBJECT_SELF,"WOODY");
    if (nWoody)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }

    if(nGetIsDay)
    {
        int nShadowCamo = GetLocalInt(OBJECT_SELF,"SHADOWCAMO");

        if (nShadowCamo)
            {
            effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
            effect eConceal = EffectConcealment(40, 0);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    }

    int nConcealed20 = GetLocalInt(OBJECT_SELF,"CONCEALED20");
    if (nConcealed20)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
            effect eConceal = EffectConcealment(20, 0);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }

    int nConcealed40 = GetLocalInt(OBJECT_SELF,"CONCEALED40");
    if (nConcealed40)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
            effect eConceal = EffectConcealment(40, 0);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }

    int nConcealed50 = GetLocalInt(OBJECT_SELF,"CONCEALED50");
    if (nConcealed50)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
            effect eConceal = EffectConcealment(50, 0);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }

        int nIcy = GetLocalInt(OBJECT_SELF,"ICY");
    if (nIcy)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_ICESKIN);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }

    int nSR = GetLocalInt(OBJECT_SELF,"SPELL_RESISTANCE");
    if ( nSR )
    {
        effect eSR = EffectSpellResistanceIncrease(nSR);
        eSR = SupernaturalEffect(eSR);
        eSR = ExtraordinaryEffect(eSR);
        ApplyEffectToObject(DURATION_TYPE_PERMANENT,eSR,OBJECT_SELF);
    }

    int nAttackBonus = GetLocalInt(OBJECT_SELF,"ATTACK_BONUS");
    if ( nAttackBonus )
    {
        effect eAttack = EffectAttackIncrease(nAttackBonus);
        eAttack = SupernaturalEffect(eAttack);
        eAttack = ExtraordinaryEffect(eAttack);
        ApplyEffectToObject(DURATION_TYPE_PERMANENT,eAttack,OBJECT_SELF);
    }

    int nAcidShield = GetLocalInt(OBJECT_SELF,"ACID_SHIELD");
    if ( nAcidShield )
    {
        effect eShield = EffectDamageShield(0,DAMAGE_BONUS_1d8,DAMAGE_TYPE_ACID);
        eShield = SupernaturalEffect(eShield);
        eShield = ExtraordinaryEffect(eShield);
        ApplyEffectToObject(DURATION_TYPE_PERMANENT,eShield,OBJECT_SELF);
    }

    int nSerratedEdge = GetLocalInt(OBJECT_SELF,"SERRATED_EDGE");
    if ( nSerratedEdge )
    {
        effect eShield = EffectDamageShield(0,DAMAGE_BONUS_1d6,DAMAGE_TYPE_SLASHING);
        eShield = SupernaturalEffect(eShield);
        eShield = ExtraordinaryEffect(eShield);
        ApplyEffectToObject(DURATION_TYPE_PERMANENT,eShield,OBJECT_SELF);
    }

    int nSpikedArmor = GetLocalInt(OBJECT_SELF,"SPIKED_ARMOR");
    if ( nSpikedArmor )
    {
        effect eShield = EffectDamageShield(0,DAMAGE_BONUS_1d4,DAMAGE_TYPE_PIERCING);
        eShield = SupernaturalEffect(eShield);
        eShield = ExtraordinaryEffect(eShield);
        ApplyEffectToObject(DURATION_TYPE_PERMANENT,eShield,OBJECT_SELF);
    }

    int nGlow = GetLocalInt (OBJECT_SELF,"GLOW_COLOR");
    if (nGlow == 1)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_BLUE);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 2)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_BROWN);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 3)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_GREEN);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 4)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_GREY);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 5)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_BLUE);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 6)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_BROWN);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 7)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_GREEN);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 8)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_ORANGE);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 9)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_PURPLE);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 10)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_RED);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 11)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_YELLOW);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 12)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_ORANGE);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 13)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_PURPLE);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 14)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_RED);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 15)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_WHITE);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 16)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_GLOW_YELLOW);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    else if (nGlow == 17)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_AURA_GREEN_DARK);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
        }
    //:: If Incorporeal, apply changes
    if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) == TRUE)
        {
            effect eConceal = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
            eConceal = ExtraordinaryEffect(eConceal);
            effect eGhost = EffectCutsceneGhost();
            eGhost = ExtraordinaryEffect(eGhost);
            ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF);
            ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
        }

    if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_STEALTH) == TRUE)
    {
        SetSpawnInCondition(NW_FLAG_STEALTH);
    }

    if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_SEARCH) == TRUE)
    {
        SetSpawnInCondition(NW_FLAG_SEARCH);
    }

    if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT_IMMOBILE) == TRUE)
    {
        SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
    }


    if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT) == TRUE)
    {
        SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
    }



    //modify to try fix on Various Aura effects.
    //NC:EDIT
    int nAtropal = GetTag(OBJECT_SELF)=="ATROPAL001" ? TRUE : FALSE;
    if(nAtropal)ExecuteScript("atropal_aura",OBJECT_SELF);

    int nCryptChanter = GetTag(OBJECT_SELF)=="CRYPTCHANTER001" ? TRUE : FALSE;
    if(nCryptChanter)ExecuteScript("DrainingMelody",OBJECT_SELF);

    int nNWalker = GetTag(OBJECT_SELF)=="NIGHTWALKER001" ? TRUE : FALSE;
    if(nNWalker)ExecuteScript("desecrating_aura",OBJECT_SELF);

    int nNCrawler = GetTag(OBJECT_SELF)=="Nightcrawler" ? TRUE : FALSE;
    if(nNCrawler)ExecuteScript("desecrating_aura",OBJECT_SELF);

    int nVoidWraith = GetTag(OBJECT_SELF)=="VOIDWRAITH001" ? TRUE : FALSE;
    if(nVoidWraith)ExecuteScript("airlessaura",OBJECT_SELF);

    int AtropalScion = GetTag(OBJECT_SELF)=="ATROPALSCION001" ? TRUE : FALSE;
    if(AtropalScion)ExecuteScript("neaura",OBJECT_SELF);

    int nGhast1 = GetTag(OBJECT_SELF)=="GHAST001" ? TRUE : FALSE;
    if(nGhast1)ExecuteScript("ghast_stench",OBJECT_SELF);

    int nGhast2 = GetTag(OBJECT_SELF)=="GHAST002" ? TRUE : FALSE;
    if(nGhast2)ExecuteScript("ghast_stench",OBJECT_SELF);

    int nGhast3 = GetTag(OBJECT_SELF)=="GHAST003" ? TRUE : FALSE;
    if(nGhast3)ExecuteScript("ghast_stench",OBJECT_SELF);

    int nTliz = GetTag(OBJECT_SELF)=="TLIZ001" ? TRUE : FALSE;
    if(nTliz)ExecuteScript("tliz_aura",OBJECT_SELF);

    int nDecay = GetTag(OBJECT_SELF)=="ANGELOFDECAY001" ? TRUE : FALSE;
    if(nDecay)ExecuteScript("rotura",OBJECT_SELF);


// Execute default OnSpawn script.
    ExecuteScript("nw_c2_default9", OBJECT_SELF);
    ExecuteScript("prc_npc_spawn", OBJECT_SELF);
    ExecuteScript("prc_pwonspawn", OBJECT_SELF);

    ms_Nomenclature(OBJECT_SELF);

// 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_APPEAR_SPAWN_IN_ANIMATION);
     //SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
                // This will set the NPC to give a warning to non-enemies before attacking
     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_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

// 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.
}