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.
27 lines
1.2 KiB
Plaintext
27 lines
1.2 KiB
Plaintext
/*//////////////////////////////////////////////////////////////////////////////
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Script: nw_c2_default8
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Programmer: Philos
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////////////////////////////////////////////////////////////////////////////////
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Monster OnDisturbed event script;
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Fires when the inventory of oCreature is changed i.e. added or removed.
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Creatures can't have items added or removed from its inventory (it's not a
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container), then the only way this fires for creatures if something is stolen.
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*///////////////////////////////////////////////////////////////////////////////
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#include "0i_actions"
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void main()
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{
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ExecuteScript("prc_npc_disturb", OBJECT_SELF);
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if(AI_DEBUG) ai_Debug("nw_c2_default8", "13", GetName(OBJECT_SELF) + " is been disturbed!");
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// We do nothing at the moment... lets not mess up our factions ok?
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// This should be defined by the server admins and is commented out.
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//if(ai_GetIsBusy(OBJECT_SELF, FALSE) || ai_Disabled()) return;
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//object oTarget = GetLastDisturbed();
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//if (oTarget != OBJECT_INVALID) ai_DoMonsterCombatRound ();
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// Send the disturbed flag if appropriate.
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if(GetSpawnInCondition(NW_FLAG_DISTURBED_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DISTURBED));
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}
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}
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