//:://///////////////////////////////////////////// //:: wererat_onspawn.nss //:: Copyright (c) 2022 Project RATDOG //::////////////////////////////////////////////// /* OnSpawn event script for wererats. */ //::////////////////////////////////////////////// //:: Created By: Jaysyn //:: Created On: 20220703 //::////////////////////////////////////////////// const int EVENT_USER_DEFINED_PRESPAWN = 1510; const int EVENT_USER_DEFINED_POSTSPAWN = 1511; #include "j_inc_spawnin" #include "ms_name_inc" #include "rnd_commoner_inc" void main() { string sTag; object oNPC; // User defined OnSpawn event requested? int nSpecEvent = GetLocalInt(OBJECT_SELF,"X2_USERDEFINED_ONSPAWN_EVENTS"); // Pre Spawn Event requested if (nSpecEvent == 1 || nSpecEvent == 3 ) { SignalEvent(OBJECT_SELF,EventUserDefined(EVENT_USER_DEFINED_PRESPAWN )); } SetAIInteger(AI_INTELLIGENCE, 10); // This is the intelligence of the creature 1-10. Default to 10 // Read the file in "Explainations" about this intelligence for more info. SetSpawnInCondition(AI_FLAG_FLEEING_FEARLESS, AI_TARGETING_FLEE_MASTER); // Fearless SetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER); // This will ignore ALL chat by ENEMIES who speak in Stars - IE // "*Nods*" will be ignored, while "Nods" will not, nor "*Nods" SetSpawnInCondition(AI_FLAG_UDE_ATTACK_EVENT, AI_UDE_MASTER); // AI Behaviour. DO NOT CHANGE! DO NOT CHANGE!!! AI_SetUpEndOfSpawn(); // This MUST be called. It fires these events: // SetUpSpells, SetUpSkillToUse, SetListeningPatterns, SetWeapons, AdvancedAuras. // These MUST be called! the AI might fail to work correctly if they don't fire! // Example (and default) of user addition: // - If we are from an encounter, set mobile (move around) animations. if(GetIsEncounterCreature()) { SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER); } // Check for randomizations. ms_Nomenclature(OBJECT_SELF); int nKeepskin = GetLocalInt(OBJECT_SELF,"RA_KEEPSKIN"); if (nKeepskin != 1) { rnd_skin(OBJECT_SELF); } rnd_skin(OBJECT_SELF); int nKeephead = GetLocalInt(OBJECT_SELF,"RA_KEEPHEAD"); if (nKeephead != 1) { rnd_head(OBJECT_SELF); } int nKeeptats = GetLocalInt(OBJECT_SELF,"RA_KEEPTATS"); if (nKeeptats != 1) { rnd_tattoo(OBJECT_SELF); } // Execute default OnSpawn script. ExecuteScript("nw_c2_default9", OBJECT_SELF); // Execute PRC OnSpawn script. ExecuteScript("prc_npc_spawn", OBJECT_SELF); // Note: You shouldn't really remove this. Also performs hiding ETC. DelayCommand(2.0f, SpawnWalkWayPoints()); // Delayed walk waypoints, as to not upset instant combat spawning. // This will also check if to change to day/night posts during the walking, no heartbeats. }