RATDOG/_module/nss/j_sp_highmage.nss
Jaysyn904 8c0a2224cb Area & spawner pass.
Updated Aragnak's Isle & Lair, Bard College, Cazrak's Lair.  Remade several items.
2021-12-30 01:18:45 -05:00

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/************************ [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());
}