38 lines
1.8 KiB
Plaintext
38 lines
1.8 KiB
Plaintext
// Spawn in default for omnivores.
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// Omnivore script, no opening doors, random walking. Fearless
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#include "j_inc_spawnin"
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void main()
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{
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SetAIInteger(AI_INTELLIGENCE, 10);
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// This is the intelligence of the creature 1-10. Default to 10
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// Read the file in "Explainations" about this intelligence for more info.
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SetSpawnInCondition(AI_FLAG_FLEEING_FEARLESS, AI_TARGETING_FLEE_MASTER);
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// This will make the creature never flee at all.
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// This ONLY AFFECTS MORALE! Here, uncommented by default. :-)
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// Note: This is set if we are Immune by item/feat/fearless race, at the end of spawn
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SetAIInteger(AI_DOOR_INTELLIGENCE, 2);
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// This will determine what to do with blocking doors. Default is 0 or not set, which
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// means intelligence will take the key, and they may unlock, untrap, knock or bash it.
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// 1 = Always bashes the door (does not check for plot flag, or if it can be opened).
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// 2 = Never open any doors (none! Just stops there)
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// 3 = Never attempts to open (bash or anything) plot doors
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SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER);
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// Animations
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// AI Behaviour. DO NOT CHANGE! DO NOT CHANGE!!!
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AI_SetUpEndOfSpawn();
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// This MUST be called. It fires these events:
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// SetUpSpells, SetUpSkillToUse, SetListeningPatterns, SetWeapons, AdvancedAuras.
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// These MUST be called! the AI might fail to work correctly if they don't fire!
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// Note: You shouldn't really remove this. Also performs hiding ETC.
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DelayCommand(f2, SpawnWalkWayPoints());
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// Delayed walk waypoints, as to not upset instant combat spawning.
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// This will also check if to change to day/night posts during the walking, no heartbeats.
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}
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