*A la flemme de chercher sur le forum*
Il existe plusieurs variantes de ce système
Ca c'est un des scripts que j'utilise pour mes gardes :
Il en existe surement d'autres.
//:://////////////////////////////////////////////
//:: Created By: David "The Shadowlord" Corrales
//:: Created On: August 20 2002
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
//VARIABLES START - EDIT AT OWN PLEASURE
string WARNING1 = "Deposez vos armes, c'est inutile dans la ville";
string WARNING2 = "J'ai dis deposez vos armes. Tout de suite";
string WARNING3 = "Attention, il n'y aura pas de quatrieme avertissement !";//Move to Player
string ATTACK_MSG = "Par les Guildes, je vous bannis. A l'Attaque !";//Attack here
string COMPLY_REPLY = "Bien, j'aime mieux ca.";
float WARN_DISTANCE = 20.0;//Distance in which to spot player
float ANGER_DUR = 120.0; //Length of time (sec) that will remain angry at the pc
//END OF VARIABLES
void main()
{
object oPC;
object item;
oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF);
if(oPC != OBJECT_INVALID && (GetDistanceBetween(OBJECT_SELF,oPC) < WARN_DISTANCE) && GetObjectSeen(oPC) && !GetIsEnemy(oPC))
{
if((item = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))!=OBJECT_INVALID)
{
if(GetLocalObject(OBJECT_SELF,"LastOffender")==oPC)
{
if(GetLocalInt(OBJECT_SELF,"OffenseCount")==2)
{
SpeakString(ATTACK_MSG);
SetIsTemporaryEnemy(oPC,OBJECT_SELF,TRUE,ANGER_DUR);
ActionAttack(oPC);
}
else if(GetLocalInt(OBJECT_SELF,"OffenseCount")==1)
{
ActionMoveToObject(oPC,TRUE);
SetLocalInt(OBJECT_SELF,"OffenseCount",2);
SpeakString(WARNING3);
}
else
{
SetLocalInt(OBJECT_SELF,"OffenseCount",1);
SpeakString(WARNING2);
}
}
else
{
SetLocalInt(OBJECT_SELF,"OffenseCount",0);
SpeakString(WARNING1);
SetLocalObject(OBJECT_SELF,"LastOffender",oPC);
}
}
else
{
if( GetLocalObject(OBJECT_SELF,"LastOffender")!= OBJECT_INVALID)
SpeakString(COMPLY_REPLY);
DeleteLocalObject(OBJECT_SELF,"LastOffender");
SetLocalInt(OBJECT_SELF,"OffenseCount",0);
}
}
if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY))
{
if(TalentAdvancedBuff(40.0))
{
SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE);
return;
}
}
if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING))
{
int nDay = FALSE;
if(GetIsDay() || GetIsDawn())
{
nDay = TRUE;
}
if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay)
{
if(nDay == TRUE)
{
SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE);
}
else
{
SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE);
}
WalkWayPoints();
}
}
if(!GetHasEffect(EFFECT_TYPE_SLEEP))
{
if(!GetIsPostOrWalking())
{
if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget()))
{
if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN)))
{
if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF))
{
if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN))
{
PlayMobileAmbientAnimations();
}
else if(GetIsEncounterCreature() &&
!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN)))
{
PlayMobileAmbientAnimations();
}
else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) &&
!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN)))
{
PlayImmobileAmbientAnimations();
}
}
else
{
DetermineSpecialBehavior();
}
}
else
{
//DetermineCombatRound();
}
}
}
}
else
{
if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT))
{
effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
if(d10() > 6)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
}
}
}
if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1001));
}
}