Aantioch_Infernum/_module/nss/69_hen_spawnin2.nss
EpicValor 44323d16c6 Added full CEP3 & Complete Rural/City tileset
Sarum City has been rebuilt with the new tileset, and all the exterior areas were combined into one. New areas added outside the city. They're called Environs.  Some additional areas redone to tie into the new areas. Environs are mostly decorated, but lack NPCs in some.  Those will be added later.
2023-11-17 01:59:49 -06:00

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//::///////////////////////////////////////////////
//:: Associate: On Spawn In
//:: 69_hen_spawnin
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Nov 19, 2001
//:://////////////////////////////////////////////
#include "69_INC_HENAI"
#include "ms_name_inc"
void main()
{
ExecuteScript("_golemeqgear", OBJECT_SELF);
ms_Nomenclature(OBJECT_SELF);
//RESPAWN WAYPOINT INSTRUCTIONS
//Create a specific respawn location for henchman with a waypoint with TAG "WP_Respawn_'TAG'"
//where 'TAG' is the TAG of the NPC
//Create a default general respawn location with waypoint with TAG "NW_DEATH_TEMPLE"
//Create a Home waypoint with TAG "WP_Home_'TAG'" where 'TAG' is the TAG of the NPC
// This is where the Hench will go when they quit the PC
//Sets default level up package based on settings in henchman's blueprint
//This may be changed through henchman dialog, do not edit
SetLocalInt(OBJECT_SELF, "ClassPackage", GetCreatureStartingPackage(OBJECT_SELF));
//Set variable for level up, do not edit
SetLocalInt(OBJECT_SELF, "NewClass", -1);
//Sets up the HENCH_LAG for this henchman,
//Replace the 0 with any number the henchman lags(+)
//or leads(-) in level. Save this script as something
//else per this henchman. This allows multileveled
//henchman
//Minimum of -1,-2,-3... Maximum of 1,2,3... Same Level = 0
SetLocalInt(OBJECT_SELF, "HenchLag", 0);
//Sets the Maximum Level the Henchman may level
//Default: 40
SetLocalInt(OBJECT_SELF, "HENCH_MAXLEVEL", 40);
//Sets whether or not PC is allowed into henchman inventory
//TRUE: Inventory is accessible
//FALSE: Inventory is not accessible
//Default: TRUE
SetLocalInt(OBJECT_SELF, "HenchInv", TRUE);
//Sets whether or not initial henchman inventory is no drop
//TRUE: Inventory is droppable
//FALSE: Inventory is not droppable
//Default: TRUE
SetLocalInt(OBJECT_SELF, "HenchInvDrop", TRUE);
//Sets the distance from the enemy that the henchman will switch to melee weapons
SetLocalFloat(OBJECT_SELF, "HenchRange", 10.0);
//Sets up the special henchmen listening patterns
SetAssociateListenPatterns();
// Set additional henchman listening patterns
bkSetListeningPatterns();
//Equips melee weapon by default
//Equips ranged weapons by default if TRUE.
SetAssociateState(NW_ASC_USE_RANGED_WEAPON, FALSE);
//Sets the default distance that the henchman will follow
//the PC, only uncomment one of the following three
SetAssociateState(NW_ASC_DISTANCE_2_METERS);
//SetAssociateState(NW_ASC_DISTANCE_4_METERS);
//SetAssociateState(NW_ASC_DISTANCE_6_METERS);
//End default distances
SetAssociateState(NW_ASC_POWER_CASTING);
SetAssociateState(NW_ASC_HEAL_AT_50);
SetAssociateState(NW_ASC_RETRY_OPEN_LOCKS);
SetAssociateState(NW_ASC_DISARM_TRAPS);
SetAssociateState(NW_ASC_MODE_DEFEND_MASTER, FALSE);
// April 2002: Summoned monsters, associates and familiars need to stay
// further back due to their size.
if (GetAssociate(ASSOCIATE_TYPE_HENCHMAN, GetMaster()) == OBJECT_SELF ||
GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, GetMaster()) == OBJECT_SELF ||
GetAssociate(ASSOCIATE_TYPE_DOMINATED, GetMaster()) == OBJECT_SELF ||
GetAssociate(ASSOCIATE_TYPE_FAMILIAR, GetMaster()) == OBJECT_SELF ||
GetAssociate(ASSOCIATE_TYPE_SUMMONED, GetMaster()) == OBJECT_SELF)
{
SetAssociateState(NW_ASC_DISTANCE_4_METERS);
}
// SPECIAL CONVERSATION SETTTINGS
//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
// This causes the creature to say a special greeting in their conversation file
// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
// greeting in order to designate it. As the creature is actually saying this to
// himself, don't attach any player responses to the greeting.
//Set starting location
SetAssociateStartLocation();
// For some general behavior while we don't have a master,
// let's do some immobile animations
// SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
// For some general behavior while we don't have a master,
// let's do some mobile animations
// SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
// **** Special Combat Tactics *****//
// * These are special flags that can be set on creatures to
// * make them follow certain specialized combat tactics.
// * NOTE: ONLY ONE OF THESE SHOULD BE SET ON A SINGLE CREATURE.
// * Ranged attacker
// * Will attempt to stay at ranged distance from their
// * target.
// SetCombatCondition(X0_COMBAT_FLAG_RANGED);
// * Defensive attacker
// * Will use defensive combat feats and parry
// SetCombatCondition(X0_COMBAT_FLAG_DEFENSIVE);
// * Ambusher
// * Will go stealthy/invisible and attack, then
// * run away and try to go stealthy again before
// * attacking anew.
// SetCombatCondition(X0_COMBAT_FLAG_AMBUSHER);
// * Cowardly
// * Cowardly creatures will attempt to flee
// * attackers.
// SetCombatCondition(X0_COMBAT_FLAG_COWARDLY);
// CUSTOM USER DEFINED EVENTS
/*
The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
events user 1000 - 1010
*/
//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
WalkWayPoints();
if(GetLocalInt(OBJECT_SELF, "HenchInvDrop") == FALSE)
{
HenchmanNoDropItems69(TRUE, OBJECT_SELF);
}
}