Fixed CCOH, Fixed starting GP, Fixed DMFI languages, Fix cep weapon appearances, Fixed new player start up system. Added PC deleter. Added ACP 4.1. Full compile. Updated release archive.
67 lines
2.5 KiB
Plaintext
67 lines
2.5 KiB
Plaintext
// Modification of NW_C2_DEFAULT2
|
|
// NPC Will not get too far from the waypoint named DefensePoint
|
|
#include "prc_inc_spells"
|
|
#include "NW_I0_GENERIC"
|
|
#include "i_battle"
|
|
|
|
void main()
|
|
{
|
|
// Ignore everything and return to the waypoint once we get away from it
|
|
if (InBattle() &&
|
|
TooFarFrom("DefensePoint"))
|
|
{
|
|
return;
|
|
}
|
|
// Otherwise do default behavior
|
|
|
|
//This is the equivalent of a force conversation bubble, should only be used if you want an NPC
|
|
//to say something while he is already engaged in combat.
|
|
if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(GetLastPerceived()) && GetLastPerceptionSeen())
|
|
{
|
|
SpeakOneLinerConversation();
|
|
}
|
|
//If the last perception event was hearing based or if someone vanished then go to search mode
|
|
if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived()))
|
|
{
|
|
object oGone = GetLastPerceived();
|
|
if((GetAttemptedAttackTarget() == GetLastPerceived() ||
|
|
GetAttemptedSpellTarget() == GetLastPerceived() ||
|
|
GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF))
|
|
{
|
|
ClearAllActions();
|
|
DetermineCombatRound();
|
|
}
|
|
}
|
|
//Do not bother checking the last target seen if already fighting
|
|
else if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
|
|
{
|
|
//Check if the last percieved creature was actually seen
|
|
if(GetLastPerceptionSeen())
|
|
{
|
|
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
|
|
{
|
|
DetermineSpecialBehavior();
|
|
}
|
|
else if(GetIsEnemy(GetLastPerceived()))
|
|
{
|
|
if(!PRCGetHasEffect(EFFECT_TYPE_SLEEP))
|
|
{
|
|
SetFacingPoint(GetPosition(GetLastPerceived()));
|
|
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
|
|
DetermineCombatRound();
|
|
}
|
|
}
|
|
//Linked up to the special conversation check to initiate a special one-off conversation
|
|
//to get the PCs attention
|
|
else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(GetLastPerceived()))
|
|
{
|
|
ActionStartConversation(OBJECT_SELF);
|
|
}
|
|
}
|
|
}
|
|
if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen())
|
|
{
|
|
SignalEvent(OBJECT_SELF, EventUserDefined(1002));
|
|
}
|
|
}
|