RATDOG/_module/nss/nw_c2_lycan_9.nss
Jaysyn904 1c1c90e986 Updated Jasperre's AI
Updated Jasperre's AI to 1.4, fixed a few other coding bugs & fully compiled module.
2021-08-30 17:31:44 -04:00

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// Lycanthorpe spawn in file.
// - On attacked event. Fearless.
#include "j_inc_spawnin"
void main()
{
SetAIInteger(AI_INTELLIGENCE, 10);
// This is the intelligence of the creature 1-10. Default to 10
// Read the file in "Explainations" about this intelligence for more info.
SetSpawnInCondition(AI_FLAG_FLEEING_FEARLESS, AI_TARGETING_FLEE_MASTER);
// Fearless
SetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER);
// This will ignore ALL chat by ENEMIES who speak in Stars - IE
// "*Nods*" will be ignored, while "Nods" will not, nor "*Nods"
SetSpawnInCondition(AI_FLAG_UDE_ATTACK_EVENT, AI_UDE_MASTER);
// AI Behaviour. DO NOT CHANGE! DO NOT CHANGE!!!
AI_SetUpEndOfSpawn();
// This MUST be called. It fires these events:
// SetUpSpells, SetUpSkillToUse, SetListeningPatterns, SetWeapons, AdvancedAuras.
// These MUST be called! the AI might fail to work correctly if they don't fire!
// Example (and default) of user addition:
// - If we are from an encounter, set mobile (move around) animations.
if(GetIsEncounterCreature())
{
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER);
}
// Note: You shouldn't really remove this. Also performs hiding ETC.
DelayCommand(2.0f, SpawnWalkWayPoints());
// Delayed walk waypoints, as to not upset instant combat spawning.
// This will also check if to change to day/night posts during the walking, no heartbeats.
}