Author Topic: A little help with Loot gen. script  (Read 420 times)

Legacy_Who said that I

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A little help with Loot gen. script
« on: August 23, 2015, 08:40:41 am »


               

Okay I have build practically everything in my module and then it hits me.... OMG I NEED LOOT TOO!


 


So I downloaded Commche's random loot generator, though I have some problem implementing it while also trying to make the PC gain xp from the kills. 


 


So am generally hoping that someone could help me either merge or make it so that it will work as I have in mind '<img'>


 


okay well will post the installation here:


 


 


Installation:

 

Overwriting default scripts ok: (for fresh mods or those with unmodified nw_c2_* scripts)

1. Import the .erf

2. Select overwrite all

3. Finish importing 

5. Make sure your creatures are using the default treasure model

6. Make sure you have the x2_mod_def_act script in the onitemactivated slot under module properties in the events tab

8. At the bottom of your oncliententer script put: ExecuteScript(“sd_soc_install”);

9. Rebuild your mod (scripts only is all that’s needed)

10. play with your new loot system!

 

Overwriting default scripts not ok: (advanced users)

 

1. Import the .erf

2. Don’t select to overwrite files

3. Finish importing 

4. Go to your onspawn script and remove any loot generation code from there

5. Go to your ondeath script and add LeaveCorpse(); at the bottom (make sure you have #include "_kb_loot_corpse" at the top)

6. Make sure your creatures are using the default treasure model

7. Make sure you have the x2_mod_def_act script in the onitemactivated slot under module properties in the events tab

8. At the bottom of your oncliententer script put: ExecuteScript(“sd_soc_install”);

9. Rebuild your mod (scripts only is all that’s needed)

10. play with your new loot system! 


 



 


 


Okay I do NOT have have x2_mod_def_act script in my onitemactivated slot, instead I have this:


 




#include "x2_inc_switches"

#include "habd_include"

#include "subdual_inc"

#include "fugue_xpdebt_inc"

#include "vg_pal_include"

#include "ww_inc"

void main()

{

    object oItem = GetItemActivated();

    object oPC = GetItemActivator();

    object oTarget = GetItemActivatedTarget();

    string sTag = GetTag(oItem);

    string sPCName;

    string sPlayerName;

 

    // Subrace system: Some player models normally used were changed due to lack of CEP

    if(GetLocalInt(GetModule(),"Subraces")==1)

        {

        ExecuteScript("_cb_activateitem",oPC);

        }

 

    // Werewolf System Addon

    if(GetLocalInt(GetModule(),"Werewolf")==1)

        {

        Werewolf_Form(oPC,oItem,oTarget);

        Wolf_Form(oPC,oItem,oTarget);

        Belladonna(oPC,oItem,oTarget);

        }

 

    // Vampire PC subrace Addon

    if(GetLocalInt(GetModule(),"Vampire")==1)

        {

        ExecuteScript("vamp_on_used", OBJECT_SELF);

        }

 

    // Bleeding/Death system item activation manager

    if (HABDOnActivateItem(oPC, oTarget, oItem)) return;

 

    // Subdual Tool Mode Switch

    if(sTag=="pcsubdualtool")

        {

        int iMode = GetLocalInt(oPC,"SUBDUAL");

        int iNextMode;

        // Only three possible options

        iNextMode = (iMode + 1) % 3;

        // Advance the state of the toggle item by setting the state of it up as an INT

        SetLocalInt(oItem,"Mode",iNextMode);

 

        // Inform them about the notification switch

        switch (iNextMode)

            {

            case 0:

                SetLocalInt(oPC,"SUBDUAL",0);

                SendMessageToPC(oPC,"You are currently doing full damage.");

                break;

            case 1:

                SetLocalInt(oPC,"SUBDUAL",1);

                SendMessageToPC(oPC,"You are currently doing subdual damage.");

                break;

            case 2:

                SetLocalInt(oPC,"SUBDUAL",2);

                SendMessageToPC(oPC,"You are currently in sparring mode.");

                break;

            }

        return;

        }

 

    // This handles the canteen for the dehydration system

    if (GetStringLeft(sTag,4)=="DH2_") ExecuteScript("vg_source_act",OBJECT_SELF);

 

    // This handles the items for the "PnP" Door system

    if (sTag=="IDSBook")

        AssignCommand(oPC, ActionStartConversation(oPC,"ids_book_conv",TRUE,FALSE));

    else if (sTag=="HoldPortal")

        {

        if (GetObjectType(oTarget) ==  OBJECT_TYPE_DOOR)

            {

            SetLocalInt(oTarget,"Magic Lock",1);

            ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_KNOCK), oTarget);

            }

        }

 

    //Paladin's Badge of Courage script

    if (sTag=="vg_pal_courage")

        {

        vg_pal_courage(oPC);

        return;

        }

 

    //Enchant Rod script

    if (sTag=="EnchantRod")

        {

        ExecuteScript("ench_start", oPC);

        return;

        }

 

    //Soul Stone script

    if (sTag=="SoulStone")

        {

        SetLocalObject(oPC, "SoulStone", oItem);

        AssignCommand(oPC, ActionStartConversation(oPC, "SoulStoneConv", TRUE, FALSE));

        return;

        }

 

    // DM Epic Level Allow Wand

    if(sTag=="dm_epic_tool" && GetIsDM(oPC) && oTarget!=oPC && GetIsObjectValid(oTarget) && GetIsPC(oTarget))

        {

        sPCName = GetName(oTarget);

        sPlayerName = GetPCPlayerName(oTarget);

        int iMode = GetLocalInt(oTarget,"Allow_Level");

        int iNextMode;

        // Only two possible options

        iNextMode = (iMode + 1) % 2;

        // Advance the state of the toggle item by setting the state of it up as an INT

        SetLocalInt(oItem,"Mode",iNextMode);

 

        // Inform them about the notification switch

        switch (iNextMode)

            {

            case 0:

                SetDBInt("EpicPCs","Allow_Level",0,oTarget);

                SetLocalInt(oTarget,"Allow_Level",0);

                SendMessageToAllDMs("The PC '"+sPCName+"' belonging to '"+sPlayerName+"' is not currently allowed to take epic levels");

                SendMessageToPC(oTarget,"You are not currently allowed to take epic levels");

                break;

            case 1:

                SetDBInt("EpicPCs","Allow_Level",1,oTarget);

                SetLocalInt(oTarget,"Allow_Level",1);

                SendMessageToAllDMs("The PC '"+sPCName+"' belonging to '"+sPlayerName+"' is allowed to take epic levels");

                SendMessageToPC(oTarget,"You are now allowed to take epic levels");

                break;

            }

        return;

        }

     if (sTag=="dm_epic_tool" && GetIsDM(oPC) && oTarget==oPC && GetIsObjectValid(oTarget))

        {

        SendMessageToAllDMs("The DM '"+sPCName+"' belonging to '"+sPlayerName+"' is trying to give themselves Epic Level Permission!");

        SendMessageToPC(oTarget,"You are not allowed to give yourself Epic Level Permission!!!");

        return;

        }

     if (sTag=="dm_epic_tool" && !GetIsDM(oPC))

        {

        SendMessageToAllDMs("The PC '"+sPCName+"' belonging to '"+sPlayerName+"' has a DM Epic Level Allow Tool!");

        SendMessageToPC(oPC,"Only DMs may use this tool!!!");

        return;

        }

 

     // DM Item Modifier

     if(sTag=="dm_item_manipula"&&GetIsDM(oPC))

        {

            if(GetIsObjectValid(oTarget) == TRUE && GetObjectType(oTarget) == OBJECT_TYPE_ITEM)

            {

                SetLocalObject(oPC, "TARGETED_ITEM", oTarget);

                AssignCommand(oPC, ActionStartConversation(oPC, "dm_wand_item", TRUE, FALSE));

            }

            else

                SendMessageToPC(oPC, "That is not a valid item");

            return;

        }

     if (sTag=="dm_item_manipula"&&!GetIsDM(oPC))

            {

            SendMessageToAllDMs("The PC '"+sPCName+"' belonging to '"+sPlayerName+"' has a DM Item Manipulation Tool!");

            SendMessageToPC(oPC,"Only DMs may use this tool!!!");

            }

 

     // This will allow DMs to clear XP Debts as a VERY special reward.

     if (GetTag(oItem)=="xpdebtclearer")

     {

        if ((oTarget!=oPC)&&GetIsDM(oPC))

            {

            //to clear out xp via a dm wand

            ClearDebt(oTarget);

            SendMessageToPC(oTarget,"Your XP Debt has been cleared!");

            SendMessageToAllDMs(GetName(oTarget)+" has had their XP Debt cleared by "+GetName(oPC));

            }

        if ((oTarget==oPC)&&GetIsDM(oPC))

            {

            //to clear out xp via a dm wand

            SendMessageToPC(oPC,"Your XP Debt has NOT been cleared!  Do not try to clear your own debt . . . it is just wrong!");

            SendMessageToAllDMs(GetName(oPC)+" has tried to clear their own XP Debt!  Go smack them!");

            }

        if ((oTarget==oPC)&&(!GetIsDM(oPC)))

            {

            //to clear out xp via a dm wand

            SendMessageToPC(oPC,"Your XP Debt has NOT been cleared!  This tool is for DM use only!");

            SendMessageToAllDMs(GetName(oPC)+" has tried to clear their own XP Debt!  They are not a DM so go take the tool from them!");

            }

     }

 

     // * Generic Item Script Execution Code

     // * If MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to TRUE on the module,

     // * it will execute a script that has the same name as the item's tag

     // * inside this script you can manage scripts for all events by checking against

     // * GetUserDefinedItemEventNumber(). See x2_it_example.nss

     if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)

     {

        SetUserDefinedItemEventNumber(X2_ITEM_EVENT_ACTIVATE);

        int nRet =   ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF);

        if (nRet == X2_EXECUTE_SCRIPT_END)

        {

           return;

        }

     }

}

 



 



My monster Default onDeath script:


 




/************************ [On Death] *******************************************

    Filename: j_ai_ondeath or nw_c2_default7

************************* [On Death] *******************************************

    Speeded up no end, when compiling, with seperate Include.

    Cleans up all un-droppable items, all ints and all local things when destroyed.

 

    Check down near the bottom for a good place to add XP or corpse lines ;-)

************************* [History] ********************************************

    1.3 - Added in Turn off corpses toggle

        - Added in appropriate space for XP awards, marked with ideas (effect death)

************************* [Workings] *******************************************

    You can edit this for experience, there is a seperate section for it.

 

    It will use DeathCheck to execute a cleanup-and-destroy script, that removes

    any coprse, named "j_ai_destroyself".

************************* [Arguments] ******************************************

    Arguments: GetLastKiller.

************************* [On Death] ******************************************/

 

// We only require the constants/debug file. We have 1 function, not worth another include.

#include "j_inc_constants"

// We need a wrapper. If the amount of deaths, got in this, is not equal to iDeaths,

// we don't execute the script, else we do. :-P

void DeathCheck(int iDeaths);

 

void main()

{

    // This makes the corpses work with the ravenous undead system.

    SetLocalInt(OBJECT_SELF, "deceased", 1);

 

    // If we are set to, don't fire this script at all

    if(GetAIInteger(I_AM_TOTALLY_DEAD)) return;

 

    // Pre-death-event

    if(FireUserEvent(AI_FLAG_UDE_DEATH_PRE_EVENT, EVENT_DEATH_PRE_EVENT))

        // We may exit if it fires

        if(ExitFromUDE(EVENT_DEATH_PRE_EVENT)) return;

 

    // Note: No AI on/off check here.

 

    // Who killed us? (alignment changing, debug, XP).

    object oKiller = GetLastKiller();

 

    // Stops if we just applied EffectDeath to ourselves.

    if(GetLocalTimer(AI_TIMER_DEATH_EFFECT_DEATH)) return;

 

    // Special: To stop giving out multiple amounts of XP, we use EffectDeath

    // to change the killer, so the XP systems will NOT award MORE XP.

    // - Even the default one suffers from this!

    if(GetAIInteger(WE_HAVE_DIED_ONCE))

    {

        if(!GetLocalTimer(AI_TIMER_DEATH_EFFECT_DEATH))

        {

            // Don't apply effect death to self more then once per 2 seconds.

            SetLocalTimer(AI_TIMER_DEATH_EFFECT_DEATH, f2);

            // This should make the last killer us.

            ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), OBJECT_SELF);

            ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(GetMaxHitPoints()), OBJECT_SELF);

        }

    }

    else if(oKiller != OBJECT_SELF)

    {

    // Set have died once, stops giving out mulitple amounts of XP.

    SetAIInteger(WE_HAVE_DIED_ONCE, TRUE);

    /************************ [Experience] *****************************************

    THIS is the place for it, below this comment. To reward XP, you might want

    to first apply EffectDeath to ourselves (uncomment the example lines) which

    will remove the "You recieved 0 Experience" if you have normal XP at 0, as

    the On Death event is before the reward, and therefore now our last killer

    will be outselves. It will not cause any errors, oKiller is already set.

 

    Anything else, I leave to you. GetFirstFactionMember (and next), GiveXPToCreature,

    GetXP, SetXP, GetChallengeRating all are really useful.

 

    Bug note: GetFirstFactionMember/Next with the PC parameter means either ONLY PC

 

    //************************* [Experience] ****************************************/

    // Knat's PW XP functioning - See "pwfxp_def" for customization

    // safety mechanism in case creature kills itself

    if(GetLastKiller() == OBJECT_SELF) return;

    ExecuteScript("pwfxp",OBJECT_SELF);

    //************************* [Experience] ****************************************/

    }

 

    // Note: Here we do a simple way of checking how many times we have died.

    // Nothing special. Debugging most useful aspect.

    int iDeathCounterNew = GetAIInteger(AMOUNT_OF_DEATHS);

    iDeathCounterNew++;

    SetAIInteger(AMOUNT_OF_DEATHS, iDeathCounterNew);

 

    // Here is the last time (in game seconds) we died. It is used in the executed script

    // to make sure we don't prematurly remove areselves.

 

    // We may want some sort of visual effect - like implosion or something, to fire.

    int iDeathEffect = GetAIConstant(AI_DEATH_VISUAL_EFFECT);

 

    // Valid constants from 0 and up. Apply to our location (not to us, who will go!)

    if(iDeathEffect >= i0)

    {

        ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(iDeathEffect), GetLocation(OBJECT_SELF));

    }

    // Default Commoner alignment changing. (If the commoner is not evil!)

    if(GetLevelByClass(CLASS_TYPE_COMMONER) > i0 &&

       GetAlignmentGoodEvil(OBJECT_SELF) != ALIGNMENT_EVIL &&

      !GetSpawnInCondition(AI_FLAG_OTHER_NO_COMMONER_ALIGNMENT_CHANGE, AI_OTHER_MASTER))

    {

        if(GetIsPC(oKiller))

        {

            AdjustAlignment(oKiller, ALIGNMENT_EVIL, i5);

        }

        else

        {

            // If it is a summon, henchmen or familar of a PC, we adust the PC itself

            // Clever, eh?

            object oMaster = GetMaster(oKiller);

            if(GetIsObjectValid(oMaster) && GetIsPC(oMaster))

            {

                AdjustAlignment(oMaster, ALIGNMENT_EVIL, i5);

            }

        }

    }

    // Always shout when we are killed. Reactions - Morale penalty, and attack the killer.

    AISpeakString(I_WAS_KILLED);

 

    // Speaks the set death speak, like "AGGGGGGGGGGGGGGGGGGG!! NOOOO!" for instance :-)

    SpeakArrayString(AI_TALK_ON_DEATH);

 

    // First check - do we use "destroyable corpses" or not? (default, yes)

    if(!GetSpawnInCondition(AI_FLAG_OTHER_TURN_OFF_CORPSES, AI_OTHER_MASTER))

    {

        // We will actually dissapear after 30.0 seconds if not raised.

        int iTime = GetAIInteger(AI_CORPSE_DESTROY_TIME);

        if(iTime == i0) // Error checking

        {

            iTime = i30;

        }

        // 64: "[Death] Checking corpse status in " + IntToString(iTime) + " [Killer] " + GetName(oKiller) + " [Times Died Now] " + IntToString(iDeathCounterNew)

        DebugActionSpeakByInt(64, oKiller, iTime, IntToString(iDeathCounterNew));

        // Delay check

        DelayCommand(IntToFloat(iTime), DeathCheck(iDeathCounterNew));

    }

    else

    {

/************************ [Alternative Corpses] ********************************

    This is where you can add some alternative corpse code - EG looting

    and so on, without disrupting the rest of the AI (as the corpses

    are turned off).

************************* [Alternative Corpses] *******************************/

    // Add alternative corpse code here

 

 

/************************ [Alternative Corpses] *******************************/

    }

    // Signal the death event.

    FireUserEvent(AI_FLAG_UDE_DEATH_EVENT, EVENT_DEATH_EVENT);

}

 

// We need a wrapper. If the amount of deaths, got in this, is not equal to iDeaths,

// we don't execute the script, else we do. :-P

void DeathCheck(int iDeaths)

{

    // Do the deaths imputted equal the amount we have suffered?

    if(GetAIInteger(AMOUNT_OF_DEATHS) == iDeaths)

    {

        // - This now includes a check for Bioware's lootable functions and using them.

        ExecuteScript(FILE_DEATH_CLEANUP, OBJECT_SELF);

 

    }

}

 



 


 


My creature: onSpawn script;


 


 




/************************ [On Spawn] *******************************************

    Filename: j_ai_onspawn or nw_c2_default9

************************* [On Spawn] *******************************************

    This file contains options that will determine some AI behaviour, and a lot

    of toggles for turning things on/off. A big read, but might be worthwhile.

 

    The documentation is actually fully in the readme files, under the name

    "On Spawn.html", under "AI File Explanations".

 

    The order of the options:

 

    - Important Spawn Settings                   N/A

    - Targeting & Fleeing                       (AI_TARGETING_FLEE_MASTER)

    - Fighting & Spells                         (AI_COMBAT_MASTER)

    - Other Combat - Healing, Skills & Bosses   (AI_OTHER_COMBAT_MASTER)

    - Other - Death corpses, minor things       (AI_OTHER_MASTER)

    - User Defined                              (AI_UDE_MASTER)

    - Shouts                                     N/A

    - Default Bioware settings (WP's, Anims)    (NW_GENERIC_MASTER)

 

    The OnSpawn file is a settings file. These things are set onto a creature, to

    define cirtain actions. If more than one creature has this script, they all

    use the settings, unless If/Else statements are used somehow. There is also

    the process of setting any spells/feats availible, and hiding and walk waypoints

    are started.

 

    Other stuff:

    - Targeting is imporant :-D

    - If you delete this script, there is a template for the On Spawn file

      in the zip it came in, for use in the "scripttemplate" directory.

************************* [History] ********************************************

    Note: I have removed:

    - Default "Teleporting" and exit/return (this seemed bugged anyway, or useless)

    - Spawn in animation. This can be, of course, re-added.

    - Day/night posting. This is uneeded, with a changed walk waypoints that does it automatically.

 

    Changes from 1.0-1.2:

    - All constants names are changed, I am afraid.

    - Added Set/Delete/GetAIInteger/Constant/Object. This makes sure that the AI

      doesn't ever interfere with other things - it pre-fixes all stored things

      with AI_INTEGER_ (and so on)

************************* [Workings] *******************************************

    Note: You can do without all the comments (it may be that you don't want

    the extra KB it adds or something, although it does not at all slow down a module)

    so as long as you have these at the end:

 

    AI_SetUpEndOfSpawn();

    DelayCommand(2.0, SpawnWalkWayPoints());

 

    Oh, and the include file (Below, "j_inc_spawnin") must be at the top like

    here. Also recommended is the AI_INTELLIGENCE and AI_MORALE being set (if

    not using custom AI).

************************* [Arguments] ******************************************

    Arguments: GetIsEncounterCreature

************************* [On Spawn] ******************************************/

 

// Treasure Includes - See end of spawn for uncomment options.

 

//#include "nw_o2_coninclude"

// Uncomment this if you want default NwN Treasure - Uses line "GenerateNPCTreasure()" at the end of spawn.

// - This generates random things from the default pallet based on the creatures level + race

 

//#include "x0_i0_treasure"

// Uncomment this if you want the SoU Treasure - Uses line "CTG_GenerateNPCTreasure()" at the end of spawn.

// - This will spawn treasure based on chests placed in the module. See "x0_i0_treasure" for more information.

 

// This is required for all spawn in options!

#include "j_inc_spawnin"

//DMFI CODE ADDITIONS BEGIN HERE

#include "dmfi_dmw_inc"

//DMFI CODE ADDITIONS END HERE

void main()

{

/************************ [Important Spawn Settings] **************************/

    SetAIInteger(AI_INTELLIGENCE, 10);

        // Intelligence value of the creauture. Can be 1-10, read readme's for help.

    SetAIInteger(AI_MORALE, 10);

        // Will save (See readme). Remember: -1 or below means they always flee.

    //SetCustomAIFileName("CUSTOM_AI_FILE");

        // Sets our custom AI file. Really, only animation settings will apply when this is set.

        // - Can sort actions against a imputted target (EG: On Percieved enemy) by

        //   "GetLocalObject(OBJECT_SELF, "AI_TEMP_SET_TARGET");"

/************************ [Important Spawn Settings] **************************/

 

/************************ [Targeting] ******************************************

    All targeting settings.

************************* [Targeting] *****************************************/

    //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_LOWER_HP, AI_TARGETING_FLEE_MASTER);

        // We only attack the lowest current HP.

    //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_LOWER_AC, AI_TARGETING_FLEE_MASTER);

        // We only attack the lowest AC (as in 1.2).

    //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_LOWER_HD, AI_TARGETING_FLEE_MASTER);

        // Target the lowest hit dice

    SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_MAGE_CLASSES, AI_TARGETING_FLEE_MASTER);

        // We go straight for mages/sorcerors. Nearest one.

    //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_ARCHERS, AI_TARGETING_FLEE_MASTER);

        // We go for the nearest enemy with a ranged weapon equipped.

    //SetSpawnInCondition(AI_FLAG_TARGETING_LIKE_PCS, AI_TARGETING_FLEE_MASTER);

        // We go for the nearest seen PC enemy.

 

    //SetAIConstant(AI_FAVOURED_ENEMY_RACE, RACIAL_TYPE_HUMAN);

        // The AI attacks the nearest enemy, seen, of this race. Use the RACIAL_* constants.

    //SetAIConstant(AI_FAVOURED_ENEMY_CLASS, CLASS_TYPE_BARD);

        // The AI attacks the nearest enemy, seen, of this class. Use the CLASS_* constants.

 

    // Target changing - see readme for info.

    SetAIInteger(AI_MAX_TURNS_TO_ATTACK_ONE_TARGET, 6);

        // Maximum rounds to attack the current target, before re-checking.

    // % Chance to re-set each target type each round (Could result in current target still)

    //SetAIInteger(AI_MELEE_LAST_TO_NEW_TARGET_CHANCE, 20);

    //SetAIInteger(AI_RANGED_LAST_TO_NEW_TARGET_CHANCE, 20);

    //SetAIInteger(AI_SPELL_LAST_TO_NEW_TARGET_CHANCE, 20);

 

    // We only target PC's if there are any in range if this is set

    //SetSpawnInCondition(AI_FLAG_TARGETING_FILTER_FOR_PC_TARGETS, AI_TARGETING_FLEE_MASTER);

 

    // Main explanation of AI_SetAITargetingValues, see the AI readme (spawn file)

    // - Remember, uncommenting one will just ignore it (so will never check target's

    //   AC without TARGETING_AC on)

 

    AI_SetAITargetingValues(TARGETING_MANTALS, TARGET_LOWER, i1, i12);

        // Spell mantals are checked only for the spell target. Either Absense of or got any.

    AI_SetAITargetingValues(TARGETING_RANGE, TARGET_HIGHER, i2, i9);

        // Range - very imporant! Basis for all ranged/spell attacks.

    AI_SetAITargetingValues(TARGETING_AC, TARGET_LOWER, i2, i6);

        // AC is used for all phisical attacks. Lower targets lower (By default).

    AI_SetAITargetingValues(TARGETING_SAVES, TARGET_LOWER, i2, i4);

        // Used for spell attacks. Saves are sorta a AC versus spells.

 

    // Physical protections. Used by spells, ranged and melee.

    // Jasperre - simple check if we are a fighter (hit lower phisicals) or a

    //            mage (attack higher!)

    if(GetBaseAttackBonus(OBJECT_SELF) > ((GetHitDice(OBJECT_SELF)/2) + 1))

    {

        // Fighter/Clerics (It is over a mages BAB + 1 (IE 0.5 BAB/Level) target lower

        AI_SetAITargetingValues(TARGETING_PHISICALS, TARGET_LOWER, i2, i6);

    }

    else

    {

        // Mages target higher (so dispel/elemental attack those who fighters

        // cannot hit as much). (the lowest BAB, under half our hit dice in BAB)

        AI_SetAITargetingValues(TARGETING_PHISICALS, TARGET_HIGHER, i1, i5);

    }

    // Base attack bonus. Used for spells and phisical attacks. Checked with GetBaseAttackBonus.

    AI_SetAITargetingValues(TARGETING_BAB, TARGET_LOWER, i1, i4);

    // Hit dice - how powerful in levels the enemy is. Used for all checks.

    AI_SetAITargetingValues(TARGETING_HITDICE, TARGET_LOWER, i1, i3);

 

    //AI_SetAITargetingValues(TARGETING_HP_PERCENT, TARGET_LOWER, i1, i3);

    //AI_SetAITargetingValues(TARGETING_HP_CURRENT, TARGET_LOWER, i1, i3);

    //AI_SetAITargetingValues(TARGETING_HP_MAXIMUM, TARGET_LOWER, i1, i3);

        // The HP's are the last thing to choose a target with.

/************************ [Targeting] *****************************************/

 

/************************ [Fleeing] ********************************************

    Fleeing - these are toggled on/off by FEARLESS flag.

 

    3 or under intelligence will just run away. 4 or more will know where allies

    are, and if there are none, will not run.

************************* [Fleeing] *******************************************/

    //SetSpawnInCondition(AI_FLAG_FLEEING_FEARLESS, AI_TARGETING_FLEE_MASTER);

        // Forces them to not flee. This may be set with AI_SetMaybeFearless at the end.

    //SetSpawnInCondition(AI_FLAG_FLEEING_NEVER_FIGHT_IMPOSSIBLE_ODDS, AI_TARGETING_FLEE_MASTER);

        // This will make the creature never fight against impossible odds (8HD+ different)

    //SetSpawnInCondition(AI_FLAG_FLEEING_TURN_OFF_GROUP_MORALE, AI_TARGETING_FLEE_MASTER);

        // This turns OFF any sort of group morale bonuses.

 

    SetAIInteger(AMOUNT_OF_HD_DIFFERENCE_TO_CHECK, -4);

        // If enemy is within this amount of HD, we do not check morale.

    SetAIInteger(BASE_MORALE_SAVE, 10);

        // Base DC of the will save. It is set to 20 + HD difference - Morale - Group morale mod.

    SetAIInteger(HP_PERCENT_TO_CHECK_AT, 50);

        // %HP needed to be at to check morale. This doesn't affect "Never fight impossible odds"

    //SetSpawnInCondition(AI_FLAG_FLEEING_NO_OVERRIDING_HP_AMOUNT, AI_TARGETING_FLEE_MASTER);

        // This will turn off overriding HP checks. AI may decide to run even

        // not at the %HP above, this turns the checks off.

 

    //SetAIInteger(AI_DAMAGE_AT_ONCE_FOR_MORALE_PENALTY, GetMaxHitPoints()/6);

        // Damage needed to be done at once to get a massive morale penalty (Below)

    //SetAIInteger(AI_DAMAGE_AT_ONCE_PENALTY, 6);

        // Penalty for the above, set for some time to negativly affect morale. Added to save DC for fleeing.

 

    //SetSpawnInCondition(AI_FLAG_FLEEING_FLEE_TO_NEAREST_NONE_SEEN, AI_TARGETING_FLEE_MASTER);

        // If set, just runs to nearest non-seen ally, and removes the loop for a good group of allies to run to.

 

    //SetSpawnInCondition(AI_FLAG_FLEEING_FLEE_TO_OBJECT, AI_TARGETING_FLEE_MASTER);

        // They will flee to the nearest object of the tag below, if set.

    //SetLocalString(OBJECT_SELF, AI_FLEE_OBJECT, "BOSS_TAG_OR_WHATEVER");

        // This needs setting if the above is to work.

/************************ [Fleeing] *******************************************/

 

/************************ [Combat - Fighters] **********************************

    Fighter (Phiscal attacks, really) specific stuff - disarmed weapons, better

    at hand to hand, and archer behaviour.

************************* [Combat - Fighters] *********************************/

    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, 3);

        // This is the range at which they go into melee (from using a ranged weapon). Default is 3 or 5.

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_BETTER_AT_HAND_TO_HAND, AI_COMBAT_MASTER);

        // Set if you want them to move forwards into HTH sooner. Will always

        // if the enemy is a mage/archer, else % based on range.

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_ARCHER_ATTACKING, AI_COMBAT_MASTER);

        // For archers. If they have ally support, they'd rather move back & shoot then go into HTH.

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_ARCHER_ALWAYS_MOVE_BACK, AI_COMBAT_MASTER);

        // This forces the move back from attackers, and shoot bows. Very small chance to go melee.

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_ARCHER_ALWAYS_USE_BOW, AI_COMBAT_MASTER);

        // This will make the creature ALWAYs use any bows it has. ALWAYS.

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_NO_GO_FOR_THE_KILL, AI_COMBAT_MASTER);

        // Turns off any attempts to kill dying PCs, or attack low hit point people.

        // This is only ever attempted at 9 or 10 intelligence anyway.

/************************ [Combat - Fighters] *********************************/

 

/************************ [Combat - Spell Casters] *****************************

    Spellcaster AI has been improved significantly. As well as adding all new spells,

    now spellcasters more randomly choose spells from the same level (EG: they

    may choose not to cast magic missile, and cast negative energy ray instead).

 

    There are also options here for counterspelling, fast buffing, Cheat cast spells,

    dispelling, spell triggers, long ranged spells first, immunity toggles, and AOE settings.

************************* [Combat - Spell Casters] ****************************/

 

    SetSpawnInCondition(AI_FLAG_COMBAT_LONGER_RANGED_SPELLS_FIRST, AI_COMBAT_MASTER);

    // Casts spells only if the caster would not move into range to cast them.

    // IE long range spells, then medium, then short (unless the enemy comes to us!)

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_FLAG_FAST_BUFF_ENEMY, AI_COMBAT_MASTER);

    // When an enemy comes in 40M, we fast-cast many defensive spells, as if prepared.

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_SUMMON_FAMILIAR, AI_COMBAT_MASTER);

    // The caster summons thier familiar/animal companion. Either a nameless Bat or Badger respectivly.

 

    // Counterspelling/Dispelling...

    // It checks for these classes within the 20M counterspell range.

    //SetSpawnInCondition(AI_FLAG_COMBAT_COUNTER_SPELL_ARCANE, AI_COMBAT_MASTER);

 

    // If got dispels, it counterspells Arcane (Mage/Sorceror) spellcasters.

    SetSpawnInCondition(AI_FLAG_COMBAT_COUNTER_SPELL_DIVINE, AI_COMBAT_MASTER);

 

    // If got dispels, it counterspells Divine (Cleric/Druid) spellcasters.

    //SetSpawnInCondition(AI_FLAG_COMBAT_COUNTER_SPELL_ONLY_IN_GROUP, AI_COMBAT_MASTER);

    // Recommended. Only counterspells with 5+ allies in group.

 

    SetSpawnInCondition(AI_FLAG_COMBAT_DISPEL_MAGES_MORE, AI_COMBAT_MASTER);

    // Targets seen mages to dispel, else uses normal spell target.

 

    SetSpawnInCondition(AI_FLAG_COMBAT_DISPEL_IN_ORDER, AI_COMBAT_MASTER);

    // This will make the mage not dispel just anything all the time, but important (spell-stopping)

    // things first, others later, after some spells. If off, anything is dispelled.

 

    // AOE's

    SetSpawnInCondition(AI_FLAG_COMBAT_NEVER_HIT_ALLIES, AI_COMBAT_MASTER);

    // Override toggle. Forces to never cast AOE's if it will hit an ally + harm them.

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_AOE_DONT_MIND_IF_THEY_SURVIVE, AI_COMBAT_MASTER);

    // Allies who will survive the blast are ignored for calculating best target.

 

    //SetAIInteger(AI_AOE_ALLIES_LOWEST_IN_AOE, 3);

    // Defualt: 3. If amount of allies in blast radius are equal or more then

    // this, then that location is ignored.

 

    //SetAIInteger(AI_AOE_HD_DIFFERENCE, -8);

    // Very weak allies (who are not comparable to us) are ignored if we would hit them.

 

    // For these 2, if neither are set, the AI will choose AOE more if there are

    // lots of enemies, or singles if there are not many.

    //SetSpawnInCondition(AI_FLAG_COMBAT_SINGLE_TARGETING, AI_COMBAT_MASTER);

 

    // For Same-level spells, single target spells are used first.

    //SetSpawnInCondition(AI_FLAG_COMBAT_MANY_TARGETING, AI_COMBAT_MASTER);

        // For Same-level spells, AOE spells are used first.

 

    SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_INSTANT_DEATH_SPELLS, AI_COMBAT_MASTER);

    // A few Death spells may be cast top-prioritory if the enemy will always fail saves.

 

    SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_SUMMON_TARGETING, AI_COMBAT_MASTER);

    // Will use a better target to summon a creature at (EG: Ranged attacker)

 

    SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_IMMUNITY_CHECKING, AI_COMBAT_MASTER);

    // Turns On "GetIsImmune" checks. Auto on for 7+ Intel.

 

    SetSpawnInCondition(AI_FLAG_COMBAT_IMPROVED_SPECIFIC_SPELL_IMMUNITY, AI_COMBAT_MASTER);

    // Turns On checks for Globes & levels of spells. Auto on for 9+ Intel.

 

    SetSpawnInCondition(AI_FLAG_COMBAT_MORE_ALLY_BUFFING_SPELLS, AI_COMBAT_MASTER);

    // This will make the caster buff more allies - or, in fact, use spells

    // to buff allies which they might have not used before.

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_USE_ALL_POTIONS, AI_COMBAT_MASTER);

    // Uses all buffing spells before melee.

 

    //SetAICheatCastSpells(SPELL_MAGIC_MISSILE, SPELL_ICE_DAGGER, SPELL_HORIZIKAULS_BOOM, SPELL_MELFS_ACID_ARROW, SPELL_NEGATIVE_ENERGY_RAY, SPELL_FLAME_ARROW);

    // Special: Mages cast for ever with this set.

 

    // Spell triggers

    //SetSpellTrigger(SPELLTRIGGER_NOT_GOT_FIRST_SPELL, FALSE, 1, SPELL_PREMONITION);

    // This is just an example. See readme for more info.

 

/************************ [Combat - Spell Casters] ****************************/

 

/************************ [Combat - Dragons] ***********************************

    I have a fondness for dragons - in NWN they are deprived of many abilities. Here

    are some new ones for your enjoyment! Switches and flying for ANYTHING! :-)

************************* [Combat - Dragons] **********************************/

 

    //SetSpawnInCondition(AI_FLAG_COMBAT_NO_WING_BUFFET, AI_COMBAT_MASTER);

        //This sets so there is no Dragon wing buffet. Readme has details of it.

    SetAIInteger(AI_DRAGON_FREQUENCY_OF_BUFFET, 3);

        // Min. Amount of Rounds between each buffet. See readme for counter defaults. Def: 3

    SetAIInteger(AI_DRAGON_FREQUENCY_OF_BREATH, 3);

        // Min. Amount of Rounds between each breath use. See readme for counter defaults. Def: 3

 

    // Default checks for dragon flying automatic turning on of flying.

    if(GetLevelByClass(CLASS_TYPE_DRAGON) || GetRacialType(OBJECT_SELF) == RACIAL_TYPE_DRAGON)

    {

        SetSpawnInCondition(AI_FLAG_COMBAT_FLYING, AI_COMBAT_MASTER);

        // This turns ON combat flying. I think anything winged looks A-OK. See readme for info.

    }

/************************ [Combat - Dragons] **********************************/

 

/************************ [Combat Other - Healers/Healing] *********************

    Healing behaviour - not specifically clerics. See readme.

************************* [Combat Other - Healers/Healing] ********************/

    SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_HEAL_AT_PERCENT_NOT_AMOUNT, AI_OTHER_COMBAT_MASTER);

        // if this is set, we ignore the amount we need to be damaged, as long

        // as we are under AI_HEALING_US_PERCENT.

    SetAIInteger(AI_HEALING_US_PERCENT, 50);

        // % of HP we need to be at until we heal us at all. Default: 50

    SetAIInteger(AI_HEALING_ALLIES_PERCENT, 60);

        // % of HP allies would need to be at to heal them Readme = info. Default: 60

    SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_WILL_RAISE_ALLIES_IN_BATTLE, AI_OTHER_COMBAT_MASTER);

        // Turns on rasing dead with Resurrection/Raise dead.

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_CURING, AI_OTHER_COMBAT_MASTER);

        // This turns off all healing.

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_ONLY_CURE_SELF, AI_OTHER_COMBAT_MASTER);

        // This turns off ally healing.

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_ONLY_RESTORE_SELF, AI_OTHER_COMBAT_MASTER);

        // This turns off ally restoring (Remove/Restoration).

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_USE_BAD_HEALING_SPELLS, AI_OTHER_COMBAT_MASTER);

        // This forces all cure spells to be used, check readme.

    SetAIInteger(SECONDS_BETWEEN_STATUS_CHECKS, 30);

        // Seconds between when we loop everyone for bad effects like Fear/stun ETC. If not set, done each round.

    SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_GIVE_POTIONS_TO_HELP, AI_OTHER_COMBAT_MASTER);

        // ActionGiveItem standard healing potion's to allies who need them, if they possess them.

 

/************************ [Combat Other - Healers/Healing] ********************/

 

/************************ [Combat Other - Skills] ******************************

    Skills are a part of fighting - EG Taunt. These are mainly on/off switches.

    A creature will *may* use it if they are not set to "NO_" for the skill.

************************* [Combat Other - Skills] *****************************/

 

    // "NO" - This is for forcing the skill NEVER to be used by the combat AI.

    // "FORCE" - This forces it on (and to be used), except if they have no got the skill.

 

    SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_PICKPOCKETING, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PICKPOCKETING, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_TAUNTING, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_TAUNTING, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_EMPATHY, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_EMPATHY, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_HIDING, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_HIDING, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_OPENING_LOCKED_DOORS, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_OPENING_LOCKED_DOORS, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_USING_HEALING_KITS, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_PARRYING, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PARRYING, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_SEARCH, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_SEARCH, AI_OTHER_COMBAT_MASTER);

    // - Concentration - special notes in the readme

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_CONCENTRATION, AI_OTHER_COMBAT_MASTER);

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_CONCENTRATION, AI_OTHER_COMBAT_MASTER);

 

/************************ [Combat Other - Skills] *****************************/

 

/************************ [Combat Other - Leaders] *****************************

    Leaders/Bosses can be set to issue some orders and inspire more morale - and bring

    a lot of allies to a battle at once!

************************* [Combat Other - Leaders] ****************************/

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_GROUP_LEADER, AI_OTHER_COMBAT_MASTER);

        // Special leader. Can issuse some orders. See readme for details.

 

    //SetSpawnInCondition(AI_FLAG_OTHER_COMBAT_BOSS_MONSTER_SHOUT, AI_OTHER_COMBAT_MASTER);

        // Boss shout. 1 time use - calls all creatures in X meters (below) for battle!

    //SetAIInteger(AI_BOSS_MONSTER_SHOUT_RANGE, 60);

        // Defaults to a 60 M range. This can change it. Note: 1 toolset square = 10M.

 

/************************ [Combat Other - Leaders] ****************************/

 

/************************ [Other - Behaviour/Generic] **************************

    This is generic behaviours - alright, really it is all things that cannot

    really be categorised.

************************* [Other - Behaviour/Generic] *************************/

 

    SetSpawnInCondition(AI_FLAG_OTHER_NO_CLEAR_ACTIONS_BEFORE_CONVERSATION, AI_OTHER_MASTER);

        // No ClearAllActions() before BeginConversation. May keep a creature sitting.

    SetSpawnInCondition(AI_FLAG_OTHER_NO_POLYMORPHING, AI_OTHER_MASTER);

        // This will stop all polymorphing spells feats from being used.

    //SetSpawnInCondition(AI_FLAG_OTHER_CHEAT_MORE_POTIONS, AI_OTHER_MASTER);

        // If at low HP, and no potion, create one and use it.

    //SetAIConstant(AI_POLYMORPH_INTO, POLYMORPH_TYPE_WEREWOLF);

        // Polymorph to this creature when damaged (once, natural effect).

 

    //AI_CreateRandomStats(-3, 3, 6);

        // Create (Effect-applied) random statistics.

    //AI_CreateRandomOther(-2, 2, -2, 2, -2, 2, -2, 2);

        // Create (Effect-applied) random HP, saves, AC.

 

    //SetSpawnInCondition(AI_FLAG_OTHER_RETURN_TO_SPAWN_LOCATION, AI_OTHER_MASTER);

        // This will store our spawn location, and then move back there after combat.

 

    //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*

 

    //SetSpawnInCondition(AI_FLAG_OTHER_DONT_SHOUT, AI_OTHER_MASTER);

        // Turns off all silent talking NPC's do to other NPC's.

 

    //SetSpawnInCondition(AI_FLAG_OTHER_SEARCH_IF_ENEMIES_NEAR, AI_OTHER_MASTER);

        // Move randomly closer to enemies in range set below.

    //SetAIInteger(AI_SEARCH_IF_ENEMIES_NEAR_RANGE, 25);

        // This is the range creatures use, in metres.

 

    //SetSpawnInCondition(AI_FLAG_OTHER_ONLY_ATTACK_IF_ATTACKED, AI_OTHER_MASTER);

        // One shot. We won't instantly attack a creature we see. See readme.

 

    //SetAIInteger(AI_DOOR_INTELLIGENCE, 1);

        // 3 Special "What to do with Doors" settings. See readme. Good for animals.

 

    //SetSpawnInCondition(AI_FLAG_OTHER_REST_AFTER_COMBAT, AI_OTHER_MASTER);

        // When combat is over, creature rests. Useful for replenising health.

 

    //SetSpawnInCondition(AI_FLAG_OTHER_NO_PLAYING_VOICE_CHAT, AI_OTHER_MASTER);

        // Stops any use of "PlayVoiceChat". Use with Custom speakstrings.

 

          /*** Death settings - still under AI_OTHER_MASTER ***/

 

    //AI_SetDeathResRef("Resref Here");

        // Creates a creature from the string set. Instantly destroys this creatures body on death.

 

    //SetAIConstant(AI_DEATH_VISUAL_EFFECT, VFX_FNF_IMPLOSION);

        // Fires this visual effect number instantly on death. Use FNF and IMP ones.

 

    //SetAIInteger(AI_CORPSE_DESTROY_TIME, 30);

        // Seconds before body finally gets destroyed. Used for Clerical Raise Dead on NPC's.

 

    SetSpawnInCondition(AI_FLAG_OTHER_TURN_OFF_CORPSES, AI_OTHER_MASTER);

        // This turns off the SetDestroyable() usually performed, and the above timer.

 

    SetSpawnInCondition(AI_FLAG_OTHER_USE_BIOWARE_LOOTING, AI_OTHER_MASTER);

        // Makes the death file use Bioware's cool SetLootable() feature when corpses would disappear.

 

      /*** Lag and a few performance settings - still under AI_OTHER_MASTER ***/

 

    //SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_ITEMS, AI_OTHER_MASTER);

        // The creature doesn't check for, or use any items that cast spells.

    //SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_SPELLS, AI_OTHER_MASTER);

        //The creature doesn't ever cast spells (and never checks them)

    //SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_LISTENING, AI_OTHER_MASTER);

        // The creature doesn't  have SetListening() set. Turns of the basic listening for shouts.

    //SetSpawnInCondition(AI_FLAG_OTHER_LAG_EQUIP_MOST_DAMAGING, AI_OTHER_MASTER);

        // Uses EquipMostDamaging(), like Bioware code. No shield/second weapon equipped.

    //SetSpawnInCondition(AI_FLAG_OTHER_LAG_NO_CURING_ALLIES, AI_OTHER_MASTER);

        // This will stop checks for and curing of allies ailments.

    //SetSpawnInCondition(AI_FLAG_OTHER_LAG_IGNORE_HEARTBEAT, AI_OTHER_MASTER);

        // Stops the heartbeat running (Except Pre-Heartbeat-event).

    //SetSpawnInCondition(AI_FLAG_OTHER_LAG_TARGET_NEAREST_ENEMY, AI_OTHER_MASTER);

        // Ignores targeting settings. VERY good for lag/bad AI. Attacks nearest seen enemy.

 

      /*** AI Level setting - Do not use AI_LEVEL_DEFAULT at all. ***/

 

    //SetAIConstant(LAG_AI_LEVEL_NO_PC_OR_ENEMY_50M, AI_LEVEL_VERY_LOW);

        // Changes to this AI setting if there is no enemy or PC in 50M.

    //SetAIConstant(LAG_AI_LEVEL_YES_PC_OR_ENEMY_50M, AI_LEVEL_LOW);

        // Changes to this AI setting if there IS an enemy or PC in 50M.

    //SetAIConstant(LAG_AI_LEVEL_COMBAT, AI_LEVEL_NORMAL);

        // This OVERRIDES others. Only used when a creature is put into combat.

 

/************************ [Other - Behaviour/Generic] *************************/

 

/************************ [User Defined and Shouts] ****************************

    The user defined events, set up to fire here.

    - New "Start combat attack" and "End Combat Attack" events

    - New "Pre" events. Use these to optionally stop a script from firing

      under cirtain circumstances as well! (Read nw_c2_defaultd or j_ai_onuserdef)

    (User Defined Event = UDE)

************************* [User Defined and Shouts] ***************************/

 

    //SetSpawnInCondition(AI_FLAG_UDE_HEARTBEAT_EVENT, AI_UDE_MASTER);             // UDE 1001

    //SetSpawnInCondition(AI_FLAG_UDE_HEARTBEAT_PRE_EVENT, AI_UDE_MASTER);         // UDE 1021

    SetSpawnInCondition(AI_FLAG_UDE_PERCIEVE_EVENT, AI_UDE_MASTER);              // UDE 1002

    //SetSpawnInCondition(AI_FLAG_UDE_PERCIEVE_PRE_EVENT, AI_UDE_MASTER);          // UDE 1022

    //SetSpawnInCondition(AI_FLAG_UDE_END_COMBAT_ROUND_EVENT, AI_UDE_MASTER);      // UDE 1003

    //SetSpawnInCondition(AI_FLAG_UDE_END_COMBAT_ROUND_PRE_EVENT, AI_UDE_MASTER);  // UDE 1023

    //SetSpawnInCondition(AI_FLAG_UDE_ON_DIALOGUE_EVENT, AI_UDE_MASTER);           // UDE 1004

    //SetSpawnInCondition(AI_FLAG_UDE_ON_DIALOGUE_PRE_EVENT, AI_UDE_MASTER);       // UDE 1024

    //SetSpawnInCondition(AI_FLAG_UDE_ATTACK_EVENT, AI_UDE_MASTER);                // UDE 1005

    //SetSpawnInCondition(AI_FLAG_UDE_ATTACK_PRE_EVENT, AI_UDE_MASTER);            // UDE 1025

    //SetSpawnInCondition(AI_FLAG_UDE_DAMAGED_EVENT, AI_UDE_MASTER);               // UDE 1006

    //SetSpawnInCondition(AI_FLAG_UDE_DAMAGED_PRE_EVENT, AI_UDE_MASTER);           // UDE 1026

    //SetSpawnInCondition(AI_FLAG_UDE_DEATH_EVENT, AI_UDE_MASTER);                 // UDE 1007

    //SetSpawnInCondition(AI_FLAG_UDE_DEATH_PRE_EVENT, AI_UDE_MASTER);             // UDE 1027

    //SetSpawnInCondition(AI_FLAG_UDE_DISTURBED_EVENT, AI_UDE_MASTER);             // UDE 1008

    //SetSpawnInCondition(AI_FLAG_UDE_DISTURBED_PRE_EVENT, AI_UDE_MASTER);         // UDE 1028

    //SetSpawnInCondition(AI_FLAG_UDE_RESTED_EVENT, AI_UDE_MASTER);                // UDE 1009

    //SetSpawnInCondition(AI_FLAG_UDE_RESTED_PRE_EVENT, AI_UDE_MASTER);            // UDE 1029

    //SetSpawnInCondition(AI_FLAG_UDE_SPELL_CAST_AT_EVENT, AI_UDE_MASTER);         // UDE 1011

    //SetSpawnInCondition(AI_FLAG_UDE_SPELL_CAST_AT_PRE_EVENT, AI_UDE_MASTER);     // UDE 1031

    //SetSpawnInCondition(AI_FLAG_UDE_ON_BLOCKED_EVENT, AI_UDE_MASTER);            // UDE 1015

    //SetSpawnInCondition(AI_FLAG_UDE_ON_BLOCKED_PRE_EVENT, AI_UDE_MASTER);        // UDE 1035

 

    //SetSpawnInCondition(AI_FLAG_UDE_COMBAT_ACTION_EVENT, AI_UDE_MASTER);         // UDE 1012

        // Fires when we have finnished all combat actions.

    //SetSpawnInCondition(AI_FLAG_UDE_COMBAT_ACTION_PRE_EVENT, AI_UDE_MASTER);     // UDE 1032

        // This fires at the start of DetermineCombatRound() *IF they can do an action*.

    //SetSpawnInCondition(AI_FLAG_UDE_DAMAGED_AT_1_HP, AI_UDE_MASTER);             // UDE 1014

        // Fires when we are damaged, and are at 1 HP. Use for immortal-flagged creatures.

 

 /*** Speakstrings - as it were, said under cirtain conditions % chance each time ***/

 

    //AI_SetSpawnInSpeakArray(AI_TALK_ON_CONVERSATION, 100, 4, "Hello there", "I hope you enjoy your stay", "Do you work here too?", "*Hic*");

        // On Conversation - see readme. Replaces BeginConversation().

if (GetIsPlayableRacialType(OBJECT_SELF))

    {

    // Morale

    AI_SetSpawnInSpeakArray(AI_TALK_ON_MORALE_BREAK, 100, 3, "No more!", "I'm outta here!", "Catch me if you can!");

        // Spoken at running point, if they run to a group of allies.

    AI_SetSpawnInSpeakArray(AI_TALK_ON_CANNOT_RUN, 100, 3, "Never give up! Never surrender!", "I've no where to run, so make my day!", "RRRAAAAA!!!");

        // Spoken at running point, if they can find no ally to run to, and 4+ Intelligence. See readme

    AI_SetSpawnInSpeakValue(AI_TALK_ON_STUPID_RUN, "Ahhhhgggg! NO MORE! Run!!");

        // As above, when morale breaks + no ally, but they panic and run from enemy at 3 or less intelligence.

 

    // Combat

    AI_SetSpawnInSpeakArray(AI_TALK_ON_COMBAT_ROUND_EQUAL, 5, 4, "Come on!", "You won't win!", "We are not equals! I am better!", "Nothing will stop me!");

    AI_SetSpawnInSpeakArray(AI_TALK_ON_COMBAT_ROUND_THEM_OVER_US, 5, 4, "I'll try! try! and try again!", "Tough man, are we?", "Trying out your 'skills'? Pathetic excuse!", "Nothing good will come from killing me!");

    AI_SetSpawnInSpeakArray(AI_TALK_ON_COMBAT_ROUND_US_OVER_THEM, 5, 4, "My strength is mighty then yours!", "You will definatly die!", "NO chance for you!", "No mercy! Not for YOU!");

        // Spoken each DetermineCombatRound. % is /1000. See readme for Equal/Over/Under values.

    AI_SetSpawnInSpeakArray(AI_TALK_ON_TAUNT, 100, 3, "You're going down!", "No need to think, let my blade do it for you!", "Time to meet your death!");

        // If the creature uses thier skill, taunt, on an enemy this will be said.

 

    // Event-driven.

    //AI_SetSpawnInSpeakArray(AI_TALK_ON_PERCIEVE_ENEMY, 70, 6, "Stand and fight, lawbreaker!", "Don't run from the law!", "I have my orders!", "I am ready for violence!", "CHARGE!", "Time you died!");

        // This is said when they see/hear a new enemy, and start attacking them.

    AI_SetSpawnInSpeakArray(AI_TALK_ON_DAMAGED, 20, 2, "Ouch, damn you!", "Haha! Nothing will stop me!");

        // A random value is set to speak when damaged, and may fire same time as below ones.

    AI_SetSpawnInSpeakArray(AI_TALK_ON_PHISICALLY_ATTACKED, 20, 2, "Hah! Mear weapons won't defeat me!", "Pah! You cannot defeat me with such rubbish!");

        // This is said when an enemy attacks the creature with a melee/ranged weapon.

    AI_SetSpawnInSpeakArray(AI_TALK_ON_HOSTILE_SPELL_CAST_AT, 20, 2, "No one spell will stop me!", "Is that all you have!?!");

        // This is said when an enemy attacks the creature with a hostile spell.

    AI_SetSpawnInSpeakValue(AI_TALK_ON_DEATH, "Agggggg!");

        // This will ALWAYS be said, whenever the creature dies.

 

    // Specific potion ones.

    AI_SetSpawnInSpeakValue(AI_TALK_WE_PASS_POTION, "Here! Catch!");

        // This will be spoken when the creature passes a potion to an ally. See readme.

    AI_SetSpawnInSpeakValue(AI_TALK_WE_GOT_POTION, "Got it!");

        // This will be spoken by the creature we pass the potion too, using AssignCommand().

 

    // Leader ones

    //AI_SetSpawnInSpeakValue(AI_TALK_ON_LEADER_SEND_RUNNER, "Quickly! We need help!");

        // This will be said when the leader, if this creature, sends a runner.

    //AI_SetSpawnInSpeakValue(AI_TALK_ON_LEADER_ATTACK_TARGET, "Help attack this target!");

        // When the leader thinks target X should be attacked, it will say this.

    }

/************************ [User Defined and Shouts] ***************************/

 

/************************ [Bioware: Animations/Waypoints/Treasure] *************

    All Bioware Stuff. I'd check out "x0_c2_spwn_def" for the SoU/Hordes revisions.

************************* [Bioware: Animations/Waypoints/Treasure] ************/

 

    // SetSpawnInCondition(NW_FLAG_STEALTH, NW_GENERIC_MASTER);

    // SetSpawnInCondition(NW_FLAG_SEARCH, NW_GENERIC_MASTER);

        // Uses said skill while WalkWaypoints()

 

    SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING, NW_GENERIC_MASTER);

        // Separate the NPC's waypoints into day & night. See comment in "nw_i0_generic" for use.

 

    //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER);

        // This will cause an NPC to use common animations it possesses,

        // and use social ones to any other nearby friendly NPCs.

    if (GetLocalInt(OBJECT_SELF,"Walk")!=1)

        {

        SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER);

        // Same as above, except NPC will wander randomly around the area.

        }

    if ((GetLocalInt(OBJECT_SELF,"Civilized")!=1)&&(GetIsPlayableRacialType(OBJECT_SELF)))

        {

        SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);

        // Interacts with placeables + More civilized actions. See Readme.

        }

    // SetAnimationCondition(NW_ANIM_FLAG_CHATTER);

        // Will use random voicechats during animations, if Civilized

    if ((GetLocalInt(OBJECT_SELF,"Walk")!=1)&&(GetIsPlayableRacialType(OBJECT_SELF)))

        {

        SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);

        // Will move around the area a bit more, if using Immobile Animations. See readme.

        }

 

    // Treasure generating.

    //CTG_GenerateNPCTreasure();

        // SoU. Requires "x0_i0_treasure" to be uncommented. See readme.

    //GenerateNPCTreasure();

        // Default NwN. Requires "nw_o2_coninclude" to be uncommented. See readme.

 

/************************ [Bioware: Animations/Waypoints/Treasure] ************/

 

    // 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!

 

/************************ [User] ***********************************************

    This is the ONLY place you should add user things, on spawn, such as

    visual effects or anything, as it is after SetUpEndOfSpawn. By default, this

    does have encounter animations on. This is here, so is easily changed :-D

 

    Be careful otherwise.

 

    Notes:

    - SetListening is already set to TRUE, unless AI_FLAG_OTHER_LAG_NO_LISTENING is on.

    - SetListenPattern's are set from 0 to 7.

    - You can use the wrappers AI_SpawnInInstantVisual and AI_SpawnInPermamentVisual

      for visual effects (Instant/Permament as appropriate).

************************* [User] **********************************************/

    // 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);

    }

    // Leave this in if you use the variable for creature attacks, as for golems. Bioware's code.

    int nNumber = GetLocalInt(OBJECT_SELF, "CREATURE_VAR_NUMBER_OF_ATTACKS");

    if(nNumber > 0)

    {

        SetBaseAttackBonus(nNumber);

    }

/************************ [User] **********************************************/

 

    // Note: You shouldn't really remove this, even if they have no waypoints.

    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.

 

    //DMFI CODE ADDITIONS BEGIN HERE

    if ((DMFI_LISTENING_GLOBAL) || (GetLocalInt(OBJECT_SELF, "DMFI_LISTEN")==1))

    {

    SetListening(OBJECT_SELF, TRUE);

    SetListenPattern(OBJECT_SELF, "**", 20600);

    SetLocalInt(OBJECT_SELF, "hls_Listening", 1); //listen to all text

    }

    //DMFI CODE ADDITIONS END HERE

}



And so far my own attempts have been unsuccesful, even when following the instructions....


 


so please help?