/************************ [Spawn Commoner] ************************************* Filename: J_AI_Civil_spawn ************************* [Spawn Commoner] ************************************* Spawn file for commoners, containing optional animations and waypoint code. Meant to speed up CPU cycles by cutting out all combat related things for commoners - as commoners are always meant to flee, and only wander around or walk waypoints normally. ************************* [History] ******************************************** 1.3 - Added ************************* [Workings] ******************************************* This should go in: - On Spawn + For OnPhisicalAttacked, OnDamaged, OnSpellCastAt and OnDisturbed, use the file "J_AI_Civil_Host" + For the OnBlocked event, using the default should be fine. + The OnPerception, OnRested and OnCombatRoundEnd events scripts can be "J_AI_Civil_Empty". This is to stop any odd behaviour. + Conversation script is "J_AI_Civil_Speak" + Heartbeat script is "J_AI_Civil_HB" ************************* [Arguments] ****************************************** Arguments: OBJECT_SELF, but thats about it. ************************* [Spawn Commoner] ************************************/ #include "J_INC_SPAWNIN" void main() { // * If the NPC has the Hide skill they will go into stealth mode // * while doing WalkWayPoints(). // * // SetSpawnInCondition(NW_FLAG_STEALTH); // * Same, but for Search mode // * // SetSpawnInCondition(NW_FLAG_SEARCH); // * Separate the NPC's waypoints into day & night. // * See comment on WalkWayPoints() for use. // * // SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING); // * This will cause an NPC to use common animations it possesses, // * and use social ones to any other nearby friendly NPCs. // * // SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); // * Same as above, except NPC will wander randomly around the // * area. // * // SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS); // * Civilized creatures interact with placeables in // * their area that have the tag "NW_INTERACTIVE" // * and "talk" to each other. // * // * Humanoid races are civilized by default, so only // * set this flag for monster races that you want to // * behave the same way. // SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED); // * Civilized creatures with this flag set will // * randomly use a few voicechats. It's a good // * idea to avoid putting this on multiple // * creatures using the same voiceset. // SetAnimationCondition(NW_ANIM_FLAG_CHATTER); // * Creatures with _immobile_ ambient animations // * can have this flag set to make them mobile in a // * close range. They will never leave their immediate // * area, but will move around in it, frequently // * returning to their starting point. // * // * Note that creatures spawned inside interior areas // * that contain a waypoint with one of the tags // * "NW_HOME", "NW_TAVERN", "NW_SHOP" will automatically // * have this condition set. // SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE); DelayCommand(f2, 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. }