// Spawn in default for omnivores. // Omnivore script, no opening doors, random walking. 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); // This will make the creature never flee at all. // This ONLY AFFECTS MORALE! Here, uncommented by default. :-) // Note: This is set if we are Immune by item/feat/fearless race, at the end of spawn SetAIInteger(AI_DOOR_INTELLIGENCE, 2); // This will determine what to do with blocking doors. Default is 0 or not set, which // means intelligence will take the key, and they may unlock, untrap, knock or bash it. // 1 = Always bashes the door (does not check for plot flag, or if it can be opened). // 2 = Never open any doors (none! Just stops there) // 3 = Never attempts to open (bash or anything) plot doors SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER); // Animations // 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! // 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. }