/************************ [On Spawn: High-Level Mage] ************************** Filename: j_sp_highmage ************************* [On Spawn: High-Level Mage] ************************** A mage who is higher level - ok, so it has many stuff from the default spawn file, but this one has some of the mage behaviours set, such as long range attacking and fast buffing, but no spell triggers. ************************* [On Spawn: High-Level Mage] *************************/ // This is required for all spawn in options! #include "j_inc_spawnin" void main() { // Random intelligence, 7-9. SetAIInteger(AI_INTELLIGENCE, 6 + d3()); SetAIInteger(AI_MORALE, 10); // Less mantals, and less saves is all we target AI_SetAITargetingValues(TARGETING_MANTALS, TARGET_LOWER, 1, 4); AI_SetAITargetingValues(TARGETING_SAVES, TARGET_LOWER, 1, 2); SetSpawnInCondition(AI_FLAG_COMBAT_PICK_UP_DISARMED_WEAPONS, AI_COMBAT_MASTER); // This sets to pick up weapons which are disarmed. SetAIInteger(AI_RANGED_WEAPON_RANGE, 2); // This is the range at which they go into melee (from using a ranged weapon). Default is 3 or 5. SetSpawnInCondition(AI_FLAG_COMBAT_DISPEL_IN_ORDER, AI_COMBAT_MASTER); SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_INSTANT_DEATH_SPELLS, AI_COMBAT_MASTER); SetSpawnInCondition(AI_FLAG_COMBAT_FLAG_FAST_BUFF_ENEMY, AI_COMBAT_MASTER); SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_SUMMON_TARGETING, 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* // no spells or items. SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_ITEMS, AI_OTHER_MASTER); SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_SPELLS, AI_OTHER_MASTER); // Ambient animations if(GetIsEncounterCreature()) { SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER); } AI_SetUpEndOfSpawn(); DelayCommand(2.0f, SpawnWalkWayPoints()); }