forked from Jaysyn/PRC8
Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
65 lines
1.9 KiB
Plaintext
65 lines
1.9 KiB
Plaintext
//:://////////////////////////////////////////////////
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//:: X0_CH_HEN_SPAWN
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:://////////////////////////////////////////////////
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/*
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Henchman-specific OnSpawn handler for XP1. Based on NW_CH_AC9 by Bioware.
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*/
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//:://////////////////////////////////////////////////
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//:: Created By: Naomi Novik
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//:: Created On: 10/09/2002
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//:://////////////////////////////////////////////////
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#include "x0_inc_henai"
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#include "x2_inc_banter"
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#include "x2_inc_globals"
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void main()
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{
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string sAreaTag = GetTag(GetArea(OBJECT_SELF));
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string sModuleTag = GetTag(GetModule());
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string sMyTag = GetTag(OBJECT_SELF);
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//Sets up the special henchmen listening patterns
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SetAssociateListenPatterns();
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// Set additional henchman listening patterns
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bkSetListeningPatterns();
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// Default behavior for henchmen at start
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SetAssociateState(NW_ASC_POWER_CASTING);
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SetAssociateState(NW_ASC_HEAL_AT_50);
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SetAssociateState(NW_ASC_RETRY_OPEN_LOCKS);
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SetAssociateState(NW_ASC_DISARM_TRAPS);
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// * July 2003. Set this to true so henchmen
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// * will hopefully run off a little less often
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// * by default
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// * September 2003. Bad decision. Reverted back
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// * to original. This mode too often looks like a bug
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// * because they hang back and don't help each other out.
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//SetAssociateState(NW_ASC_MODE_DEFEND_MASTER, TRUE);
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SetAssociateState(NW_ASC_DISTANCE_2_METERS);
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//Use melee weapons by default
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SetAssociateState(NW_ASC_USE_RANGED_WEAPON, FALSE);
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// Set starting location
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SetAssociateStartLocation();
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// Set respawn location
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SetRespawnLocation();
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// For some general behavior while we don't have a master,
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// let's do some immobile animations
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SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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// * not allowed to have inventory fiddled with
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SetLocalInt(OBJECT_SELF, "X2_JUST_A_DISABLEEQUIP", 1);
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}
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