Files
TheHordeOrcs_PRC8/_module/nss/0e_animations.nss
Jaysyn904 e2ef284388 2025/12/12 Update
Updated PEPS
Hooked up module GUI event for spell effect manager.
Updated nim tools.
Full compile.
2025-12-12 14:33:30 -05:00

27 lines
1.1 KiB
Plaintext

/*//////////////////////////////////////////////////////////////////////////////
Script: 0e_animations
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Monster Ambient Animations and Walk Waypoint code.
This code uses the Bioware systems, but can be rewritten to use what ever you
want!
This is called in the nw_c2_default1 - monster heartbeat script.
*///////////////////////////////////////////////////////////////////////////////
#include "x0_i0_anims"
#include "0i_actions"
void main()
{
if(!IsInConversation (OBJECT_SELF))
{
if(GetWalkCondition(NW_WALK_FLAG_CONSTANT)) WalkWayPoints();
if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)) PlayMobileAmbientAnimations_NonAvian();
else if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) PlayMobileAmbientAnimations_Avian();
else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)) PlayImmobileAmbientAnimations();
else if(GetLocalInt(GetModule(), AI_RULE_WANDER) && GetStandardFactionReputation(STANDARD_FACTION_HOSTILE) > 89)
{
ai_AmbientAnimations();
}
}
}