"x2 Creature AI Variables" - Views: 1,014 · Hits: 1,014 - Type: Public

//------------------------------------------------------------------------------
//                             C R E A T U R E S
//------------------------------------------------------------------------------

//------------------------------------------------------------------------------
// * see x2_ai_demo for details
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const string CREATURE_VAR_CUSTOM_AISCRIPT = "X2_SPECIAL_COMBAT_AI_SCRIPT";

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// * Setting this variable on a creature will make its use a
// * random name.
// * see nw_c2_default9 for details.
//------------------------------------------------------------------------------
const string CREATURE_VAR_RANDOMIZE_NAME = "X2_NAME_RANDOM";

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// * Setting this variable on a spellcaster creature will make its spelluse a
// * bit more random, but their spell selection may not always be appropriate
// * to the situation anymore.
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const string CREATURE_VAR_RANDOMIZE_SPELLUSE = "X2_SPELL_RANDOM";

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// * Set to 1 to make the creature activate stealth mode after spawn
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const string CREATURE_VAR_USE_SPAWN_STEALTH = "X2_L_SPAWN_USE_STEALTH";

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// * Set to 1 to make the creature activate detectmode after spawn
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const string CREATURE_VAR_USE_SPAWN_SEARCH = "X2_L_SPAWN_USE_SEARCH";

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// * Set to 1 to make the creature play mobile ambient animations after spawn
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const string CREATURE_VAR_USE_SPAWN_AMBIENT = "X2_L_SPAWN_USE_AMBIENT";

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// * Set to 1 to make the creature play immobile ambient animations after spawn
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const string CREATURE_VAR_USE_SPAWN_AMBIENT_IMMOBILE = "X2_L_SPAWN_USE_AMBIENT_IMMOBILE";

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// * Set to 1 to make the creature immune to dispel magic (used for statues)
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const string CREATURE_VAR_IMMUNE_TO_DISPEL = "X1_L_IMMUNE_TO_DISPEL";

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// * Set this variable to 1 on a creature to make it walk through other creatures
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const string CREATURE_VAR_IS_INCORPOREAL = "X2_L_IS_INCORPOREAL";

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// * Set this variable to 1 - 6 to override the number of attacks a creature has based on its BAB
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const string CREATURE_VAR_NUMBER_OF_ATTACKS = "X2_L_NUMBER_OF_ATTACKS";

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// * The value of this variable (int) is added to the chance that a creature
// * will use magic in combat. Set to 100 for always, 0 for never
//------------------------------------------------------------------------------
const string CREATURE_AI_MODIFIED_MAGIC_RATE = "X2_L_BEH_MAGIC";

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// * The higher value of this variable, the higher the chance that the creature
// * will use offensive abilities in combat. Set to 0 to make them flee.
//------------------------------------------------------------------------------
const string CREATURE_AI_MODIFIED_OFFENSE_RATE = "X2_L_BEH_OFFENSE";

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// * The higher value of this variable, the higher the chance that the creature
// * will aid friendly creatures in combat. Not that helping usually degrades
// * the overall difficulty of an encounter, but makes it more interesting.
//------------------------------------------------------------------------------
const string CREATURE_AI_MODIFIED_COMPASSION_RATE = "X2_L_BEH_COMPASSION";

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// * This allows you to script items that enhance a palemaster's summoned creatures. You need
// * to put the name of a script into this variable that will be run on any creature called by
// * the pale master's summon undead ability. You can use this script to add effects to the creature.
// * You can use the OnEquip/OnUnEquip event hooks set this variable.
//------------------------------------------------------------------------------
const string CREATURE_VAR_PALE_MASTER_SPECIAL_ITEM = "X2_S_PM_SPECIAL_ITEM";