Added PEPS AI. Updated module name. Set all henchmen to have a random race &/or class based name using a custom version of Markshire's Nomeclature scripts, as well as appearance. Set Constructs, Undead, Outsiders & Elementals to not require food or drink. Full compile.
79 lines
2.7 KiB
Plaintext
79 lines
2.7 KiB
Plaintext
/*//////////////////////////////////////////////////////////////////////////////
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// Script Name: 0e_prc_ch_events
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////////////////////////////////////////////////////////////////////////////////
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associate event handler while using the PRC.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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#include "x0_i0_assoc"
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void main()
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{
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object oCreature = OBJECT_SELF;
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int nEvent = GetCurrentlyRunningEvent();
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//WriteTimestampedLogEntry("0e_prc_ch_events [13] " + GetName(oCreature) + " nEvent: " + IntToString(nEvent));
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switch (nEvent)
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{
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case EVENT_SCRIPT_CREATURE_ON_HEARTBEAT:
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{
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if(GetLocalInt(oCreature, "CohortID")) ExecuteScript("prc_ai_coh_hb");
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ExecuteScript("nw_ch_ac1", oCreature);
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ExecuteScript("prc_npc_hb", oCreature);
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break;
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}
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case EVENT_SCRIPT_CREATURE_ON_NOTICE:
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{
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ExecuteScript("nw_ch_ac2", oCreature);
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ExecuteScript("prc_npc_percep", oCreature);
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break;
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}
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case EVENT_SCRIPT_CREATURE_ON_DIALOGUE:
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{
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//if(GetLocalInt(oCreature, "CohortID")) ExecuteScript("prc_ai_coh_conv");
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ExecuteScript("nw_ch_ac4", oCreature);
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//ExecuteScript("prc_npc_conv", oCreature);
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break;
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}
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case EVENT_SCRIPT_CREATURE_ON_MELEE_ATTACKED:
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{
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ExecuteScript("nw_ch_ac5", oCreature);
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ExecuteScript("prc_npc_physatt", oCreature);
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break;
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}
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case EVENT_SCRIPT_CREATURE_ON_DAMAGED:
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{
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ExecuteScript("nw_ch_ac6", oCreature);
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ExecuteScript("prc_npc_damaged", oCreature);
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break;
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}
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case EVENT_SCRIPT_CREATURE_ON_SPELLCASTAT:
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{
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ExecuteScript("nw_ch_acb", oCreature);
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ExecuteScript("prc_npc_spellat", oCreature);
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break;
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}
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case EVENT_SCRIPT_CREATURE_ON_END_COMBATROUND:
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{
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ExecuteScript("nw_ch_ac3", oCreature);
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ExecuteScript("prc_npc_combat", oCreature);
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break;
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}
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case EVENT_SCRIPT_CREATURE_ON_BLOCKED_BY_DOOR:
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{
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ExecuteScript("nw_ch_ace", oCreature);
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ExecuteScript("prc_npc_blocked", oCreature);
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break;
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}
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case EVENT_SCRIPT_CREATURE_ON_RESTED:
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{
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ExecuteScript("nw_ch_aca", oCreature);
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//ExecuteScript("prc_npc_rested", oCreature);
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break;
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}
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case EVENT_SCRIPT_CREATURE_ON_DISTURBED:
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{
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ExecuteScript("nw_ch_ac8", oCreature);
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ExecuteScript("prc_npc_disturb", oCreature);
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break;
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}
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}
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}
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