//::///////////////////////////////////////////////
//:: Custom On Spawn In
//:: File Name
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*

*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////
#include "jw_treasure_gene"
#include "NW_I0_GENERIC"

void main()
{
	ExecuteScript("prc_npc_spawn", OBJECT_SELF);
	
    SetListening(OBJECT_SELF,TRUE);
// 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.

     //SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
                // 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_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,ExtraordinaryEffect(EffectVisualEffect(VFX_DUR_GHOST_TRANSPARENT)),OBJECT_SELF,100.0);
    ApplyEffectToObject(DURATION_TYPE_PERMANENT,ExtraordinaryEffect(EffectVisualEffect(VFX_DUR_GHOST_SMOKE_2)),OBJECT_SELF,100.0);
    SetListenPattern(OBJECT_SELF, "Gruumsh", 50);
    SetListenPattern(OBJECT_SELF, "Gruum'sh", 51);
}