Removed Skullkeep Forge
Removed Skullkeep Forge system (originally by Winterknight and Asbury) Full compile. Updated release archive.
This commit is contained in:
170
_module/nss/no_spn_warrior_c.nss
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170
_module/nss/no_spn_warrior_c.nss
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//::///////////////////////////////////////////////
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//:: On Spawn In
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//::
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//:://////////////////////////////////////////////
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/*
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Determines the course of action to be taken
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after having just been spawned in
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*/
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//:://////////////////////////////////////////////
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#include "no_lib_data"
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#include "no_inc"
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void main()
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{
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//Blank config
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// SetThreatLevel(OBJECT_SELF);
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AddBehaviour( "+HEALSELF", 100 ); //heal self
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AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
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AddBehaviour( "+MELEEASSIST", 100 ); //assist allies in melee
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AddBehaviour( "+ATKMELEE", 100 ); //melee attack
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/*
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// Movement
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AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
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AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
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//Melee
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AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
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AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
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AddBehaviour( "+ATKMELEE", 100 ); //melee attack
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// Buffs self
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AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
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AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
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AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
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// Buffs party
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AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
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AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
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AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
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AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
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// Curing
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AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
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AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
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// Healing
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AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
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AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
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AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
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// Off casting
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AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
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AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
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AddBehaviour( "+AREA", 100 ); //AOEs
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AddBehaviour( "+SUMMON", 100 ); //Summon allies
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//Def casting
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AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
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AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
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AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
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AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
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AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
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// Special
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AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
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AddBehaviour( "+BREATH", 100 ); //breath weapons
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AddBehaviour( "+TURN", 100 ); //Turn Undead
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AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
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AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
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*/
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//Other config
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//Corpse decay set up and exclusions
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SetCorpseDelay();
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//Set whether the creature can use EffectDisappearAppear when moving
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SetIsFlier();
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if ( GetIsObjectValid( GetMaster( OBJECT_SELF ) ) )
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{
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//I am probably a summoned creature, possibly a henchman
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SetAssociateListenPatterns();
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}
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//set voice chat config
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SetVoiceChat( NO_VC_DEFAULT, 10 );
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//configure perception ranges
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SetPerceptionRanges();
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//set response range for fighting broadcast
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SetResponseRange( BC_FIGHTING, 50.0 );
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//tell creature it is ready to act
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//SetReadyStatus();
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//set fastbuffer status, should always be left on
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SetIsFastBuffer( TRUE );
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//SetLocalInt( OBJECT_SELF, "#FASTBUFFER", 1 );
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//SetLocalInt( OBJECT_SELF, "#ACTIVE", 1 );
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//log starting location
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ExecuteScript( "no_scr_logspnloc", OBJECT_SELF );
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//log loaded melee weapons
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ExecuteScript( "no_scr_logeq", OBJECT_SELF );
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// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
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//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
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//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
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// This causes the creature to say a special greeting in their conversation file
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// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
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// greeting in order to designate it. As the creature is actually saying this to
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// himself, don't attach any player responses to the greeting.
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//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
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// This will set the listening pattern on the NPC to attack when allies call
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//SetSpawnInCondition(NW_FLAG_STEALTH);
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// If the NPC has stealth and they are a rogue go into stealth mode
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//SetSpawnInCondition(NW_FLAG_SEARCH);
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// If the NPC has Search go into Search Mode
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//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
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// This will set the NPC to give a warning to non-enemies before attacking
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//SetSpawnInCondition(NW_FLAG_SLEEP);
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//Creatures that spawn in during the night will be asleep.
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//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
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//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
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//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
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SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
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// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
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// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
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//This will play Ambient Animations until the NPC sees an enemy or is cleared.
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//NOTE that these animations will play automatically for Encounter Creatures.
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// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
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//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
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//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
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// CUSTOM USER DEFINED EVENTS
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/*
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The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
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On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
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events user 1000 - 1010
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*/
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//SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
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//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
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//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
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//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
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//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
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//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
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//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
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//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
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SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
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WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
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// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
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// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
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// combat.
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int iDice = d100();
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if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
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//InvClr(OBJECT_SELF);
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}
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