RATDOG/_module/nss/temple_patientsp.nss
Jaysyn904 3e3128ed1e Bugfix pass.
Fixed onRespawn & onDying scripts.  Fixed XP awards.  Added temple hospital & library.
2021-09-25 20:28:28 -04:00

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//:://////////////////////////////////////////////////
//:: CUSTOM OnSpawn handler.
#include "x0_i0_anims"
//#include "x0_i0_walkway"
#include "x0_i0_treasure"
void main()
{
// SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
// SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
// SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
// SetSpawnInCondition(NW_FLAG_STEALTH);
// SetSpawnInCondition(NW_FLAG_SEARCH);
// SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
// SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
// SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
// SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
// SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
// SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
// SetCombatCondition(X0_COMBAT_FLAG_RANGED);
// SetCombatCondition(X0_COMBAT_FLAG_DEFENSIVE);
// SetCombatCondition(X0_COMBAT_FLAG_AMBUSHER);
// SetCombatCondition(X0_COMBAT_FLAG_COWARDLY);
// SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);
// SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);
// SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);
// SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);
// SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);
// SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);
// SetSpawnInCondition(NW_FLAG_ATTACK_EVENT);
// SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT);
// SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT);
// SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT);
// SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);
SetListeningPatterns();
// WalkWayPoints();
CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF);
// ***** ADD ANY CUSTOM ON-SPAWN CODE HERE ***** //
ApplyEffectToObject(DURATION_TYPE_INSTANT,
EffectDamage(GetCurrentHitPoints(OBJECT_SELF)-1, DAMAGE_TYPE_DIVINE),
OBJECT_SELF);
// Will this make it less laggy?
//PlayAnimation(ANIMATION_LOOPING_DEAD_FRONT,1.0,8.0);
}