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.
74 lines
1.9 KiB
Plaintext
74 lines
1.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name x2_def_spawn
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Default On Spawn script
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2003-07-28: Georg Zoeller:
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If you set a ninteger on the creature named
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"X2_USERDEFINED_ONSPAWN_EVENTS"
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The creature will fire a pre and a post-spawn
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event on itself, depending on the value of that
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variable
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1 - Fire Userdefined Event 1510 (pre spawn)
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2 - Fire Userdefined Event 1511 (post spawn)
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3 - Fire both events
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Keith Warner, Georg Zoeller
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//:: Created On: June 11/03
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//:://////////////////////////////////////////////
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const int EVENT_USER_DEFINED_PRESPAWN = 1510;
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const int EVENT_USER_DEFINED_POSTSPAWN = 1511;
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#include "x0_i0_anims"
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#include "x2_inc_switches"
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#include "ms_name_inc"
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#include "mmd_inc_random"
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void main()
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{
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object oNPC = OBJECT_SELF;
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// User defined OnSpawn event requested?
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int nSpecEvent = GetLocalInt(oNPC,"X2_USERDEFINED_ONSPAWN_EVENTS");
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// Pre Spawn Event requested
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if (nSpecEvent == 1 || nSpecEvent == 3 )
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{
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SignalEvent(oNPC,EventUserDefined(EVENT_USER_DEFINED_PRESPAWN ));
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}
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ms_Nomenclature(oNPC);
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DelayCommand(0.0f, rnd_skin(oNPC));
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DelayCommand(0.0f, rnd_head(oNPC));
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DelayCommand(0.0f, rnd_pheno(oNPC));
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DelayCommand(0.0f, rnd_tattoo(oNPC));
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DelayCommand(0.0f, rnd_height(oNPC));
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/* Fix for the new golems to reduce their number of attacks */
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int nNumber = GetLocalInt(oNPC,CREATURE_VAR_NUMBER_OF_ATTACKS);
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if (nNumber >0 )
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{
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SetBaseAttackBonus(nNumber);
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}
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// Execute default OnSpawn script.
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ExecuteScript("nw_c2_default9", oNPC);
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//Post Spawn event requeste
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if (nSpecEvent == 2 || nSpecEvent == 3)
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{
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SignalEvent(oNPC,EventUserDefined(EVENT_USER_DEFINED_POSTSPAWN));
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}
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SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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}
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