// 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(f2, 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. }