RATDOG/_module/nss/j_sp_dragon.nss

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/************************ [On Spawn: Dragon] ***********************************
Filename: j_sp_dragon
************************* [On Spawn: Dragon] ***********************************
Dragons are highly intelligent, and can...fly!
They do have a few improved spellcasting bits, and like to target lower AC
more then anything.
Flying is also on, so they can jump to enemies far away.
************************* [On Spawn: Dragon] **********************************/
// This is required for all spawn in options!
#include "j_inc_spawnin"
void main()
{
// Maximum "intelligence"
SetAIInteger(AI_INTELLIGENCE, 10);
SetAIInteger(AI_MORALE, 10);
AI_SetAITargetingValues(TARGETING_RANGE, TARGET_HIGHER, 2, 9);
AI_SetAITargetingValues(TARGETING_AC, TARGET_LOWER, 1, 6);
SetSpawnInCondition(AI_FLAG_COMBAT_FLAG_FAST_BUFF_ENEMY, AI_COMBAT_MASTER);
SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_INSTANT_DEATH_SPELLS, AI_COMBAT_MASTER);
SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_IMMUNITY_CHECKING, AI_COMBAT_MASTER);
SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_SPECIFIC_SPELL_IMMUNITY, AI_COMBAT_MASTER);
SetSpawnInCondition(AI_FLAG_COMBAT_LONGER_RANGED_SPELLS_FIRST, AI_COMBAT_MASTER);
SetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER);
// This will ignore ALL chat by PC's (Enemies) who speak actions in Stars - *Bow*
// Dragon stuff
SetSpawnInCondition(AI_FLAG_COMBAT_FLYING, AI_COMBAT_MASTER);
AI_SetUpEndOfSpawn();
DelayCommand(2.0f, SpawnWalkWayPoints());
}