////:://////////////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Determines the course of action to be taken
    after having just been spawned in
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "jw_treasure_gene"
#include "NW_I0_GENERIC"
#include "nw_i0_spells"
#include "jw_privates_inc"
#include "prc_inc_spells"

void BurningObject(object oTarget)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_IMP_FLAME_S),oTarget);
DelayCommand(0.5,BurningObject(OBJECT_SELF));
}

void main()
{
	ExecuteScript("prc_npc_spawn", OBJECT_SELF);
	
/// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
     //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.
     SetStartLocation();
    if (GetHitDice(OBJECT_SELF)>4)
     {
     SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
     SetListenPattern(OBJECT_SELF, "I_AM_HEALING", 123); //listen out for this phrase
     SetListening(OBJECT_SELF,TRUE);
     }
                // This will set the listening pattern on the NPC to attack when allies call
     //SetSpawnInCondition(NW_FLAG_STEALTH);
                // If the NPC has stealth and they are a rogue go into stealth mode
     //SetSpawnInCondition(NW_FLAG_SEARCH);
                // If the NPC has Search go into Search Mode
     //SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
                // This will set the NPC to give a warning to non-enemies before attacking

     //SetSpawnInCondition(NW_FLAG_SLEEP);
                //Creatures that spawn in during the night will be asleep.
     //SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
     //SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
     //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
     //SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
                //This will play Ambient Animations until the NPC sees an enemy or is cleared.
                //NOTE that these animations will play automatically for Encounter Creatures.

    // NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
    //SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);    // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
    //SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);     // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
    ///SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);   // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
    //SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);  // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)

// 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_HEARTBEAT_EVENT);        //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
    //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

// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
    SetListeningPatterns();    // Goes through and sets up which shouts the NPC will listen to.
    WalkWayPoints();           // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
                               // 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
                               // 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
                               //    combat.
    MakeTreasure();      //* Use this to create a small amount of treasure on the creature

//ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectVisualEffect(VFX_DUR_LIGHT_RED_10),OBJECT_SELF);

     //Declare major variables
    int nAmount = 20;
    int nDuration = nAmount;
    if (nAmount > 15)
    {
        nAmount = 15;
    }
    int nDamage = nAmount * 10;
    if (PRCGetMetaMagicFeat() == METAMAGIC_EXTEND)
    {
        nDuration *= 2;
    }

    effect eVis2 = EffectVisualEffect(VFX_IMP_POLYMORPH);
    effect eStone = EffectDamageReduction(15, DAMAGE_POWER_PLUS_FIVE, 300);
    effect eVis = EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD);
    effect eDur = EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS);

    //Link the texture replacement and the damage reduction effect
    effect eLink = EffectLinkEffects(eVis, eStone);
    eLink = EffectLinkEffects(eLink, eDur);
    RemoveEffectsFromSpell(OBJECT_SELF, SPELL_GREATER_STONESKIN);
    //Fire cast spell at event for the specified target
    SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELL_GREATER_STONESKIN, FALSE));
    //Apply the linked effect
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, OBJECT_SELF);
    ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, OBJECT_SELF, HoursToSeconds(nDuration));

//DelayCommand(0.5,BurningObject(OBJECT_SELF));
}