52 lines
2.3 KiB
Plaintext
52 lines
2.3 KiB
Plaintext
/************************ [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());
|
|
}
|