require('State') require('o_StateCreate') require('o_mis') require('o_Main') CONSTANTS = {} CONSTANTS["StrombieFaction"] = 103 CONSTANTS["CorruptedRobotanistFaction"] = 102 CONSTANTS["QuickbuildRobotanistLOT"] = 4928 function onStartup(self) Set = {} --[[ /////////////////////////////////////////////////////////////////////////// ____ _ __ ___ _ _ ____ / ___| | |/ / |_ _| | | | | / ___| \___ \ | ' / | | | | | | \___ \ ___) | | . \ | | | |___ | |___ ___) | |____/ |_|\_\ |___| |_____| |_____| |____/ --]] Set['OverRideHealth'] = false -- Bool Health Overide Set['Health'] = 1 -- Amount of health Set['OverRideImag'] = false -- Bool Imagination Overide Set['Imagination'] = nil -- Amout of Imagination Set['OverRideImmunity'] = false -- Bool Immunity Overide Set['Immunity'] = false -- Bool Set['OverRideName'] = false Set['Name'] = "Master Template" Set['EmoteReact'] = false Set['Emote_Delay'] = 2 Set['React_Set'] = "test" --[[ /////////////////////////////////////////////////////////////////////////// ____ _ ____ ___ _ _ ____ | _ \ / \ | _ \ |_ _| | | | | / ___| | |_) | / _ \ | | | | | | | | | | \___ \ | _ < / ___ \ | |_| | | | | |_| | ___) | |_| \_\ /_/ \_\ |____/ |___| \___/ |____/ --]] Set['aggroRadius'] = 30 -- Aggro Radius Set['conductRadius'] = 15 -- Conduct Radius Set['tetherRadius'] = 80 -- Tether Radius Set['tetherSpeed'] = 8 -- Tether Speed Set['wanderRadius'] = 8 -- Wander Radius --- FOV Radius -- -- Aggro Set['UseAggroFOV'] = false Set['aggroFOV'] = 180 -- Conduct Set['UseConductFOV'] = false Set['conductFOV'] = 180 --[[ //////////////////////////////////////////////////////////////////////////////// _ ____ ____ ____ ___ / \ / ___| / ___| | _ \ / _ \ / _ \ | | _ | | _ | |_) | | | | | / ___ \ | |_| | | |_| | | _ < | |_| | /_/ \_\ \____| \____| |_| \_\ \___/ --]] Set['Aggression'] = "Neutral" -- [Aggressive]--[Neutral]--[Passive] -- [PassiveAggres]- Set['AggroNPC'] = false Set['AggroDist'] = 3 -- Distance away from target to stop before attacking Set['AggroSpeed'] = 2 -- Multiplier of the NPC's base speed to approach while attacking -- Aggro Emote Set['AggroEmote'] = false --Plays Emote on Aggro Set['AggroE_Type'] = "" -- String Name of Emote Set['AggroE_Delay'] = 1 -- Animation Delay Time --[[ /////////////////////////////////////////////////////////////////////////// __ __ ___ __ __ _____ __ __ _____ _ _ _____ | \/ | / _ \ \ \ / / | ____| | \/ | | ____| | \ | | |_ _| | |\/| | | | | | \ \ / / | _| | |\/| | | _| | \| | | | | | | | | |_| | \ V / | |___ | | | | | |___ | |\ | | | |_| |_| \___/ \_/ |_____| |_| |_| |_____| |_| \_| |_| --]] --********************************************************************** Set['MovementType'] = "Wander" --["Guard"],["Wander"] --********************************************************************** -- Attach Way Point Set to NPC -- " this is for NPC's that are not HF placed " Set['WayPointSet'] = nil -- Wander Settings --------------------------------------------------------- Set['WanderChance'] = 100 -- Main Weight Set['WanderDelayMin'] = 5 -- Min Wander Delay Set['WanderDelayMax'] = 5 -- Max Wander Delay Set['WanderSpeed'] = 0.5 -- Move speed -- effect 1 Set['WanderEmote'] = false -- Enable bool Set['WEmote_1'] = 30 -- Weight Set['WEmoteType_1'] = "salute" -- Animation Type ------ Set your Custom ProximityRadius ----------------------------- ------ Do not change ---------------------------------------------------------- self:SetVar("Set",Set) loadOnce(self) getVarables(self) CreateStates(self) oStart(self) -------------------------------------------------------------------------------- end -------------------------------------------------------------------------------- -- onTemplateHit -- -- Notes: Called when onHit occurs in the master template script attached -- to this 'robotanist'. -------------------------------------------------------------------------------- --function onTemplateHit(self, msg) --local attackerFaction = msg.attacker:GetFaction().faction -- If it is a Maelstrom Zombie --if ( attackerFaction == CONSTANTS["StrombieFaction"] ) then --print("*****CHANGING FACTION*****") --self:SetFaction{ faction = CONSTANTS["CorruptedRobotanistFaction"] } -- Add one health to the robotanist to account for damage taken from Maelstrom Zombie. --local inHealth = self:GetHealth().health --self:SetHealth{ health = inHealth + 1 } -- Attach corrupted effect -- What happens if we attach this effect, and then someone in the distance comes closer and -- the robotanists ghosts in, will they see the effect? --self:PlayFXEffect{ name = "corrupt", effectType = "maelstrom"} --self:SetVar("AttackingTarget", "NoTarget" ) --self:SetVar("Aggroed", false) --end --end -------------------------------------------------------------------------------- -- onTemplateDie -- -- Notes: Called when onDie occurs in the master template script attached -- to this 'robotanist'. -------------------------------------------------------------------------------- --function onTemplateDie(self, msg) --print("TEMPLATE DIE") --local mypos = self:GetPosition().pos --local posString = self:CreatePositionString{ x = mypos.x, y = mypos.y, z = mypos.z }.string --local myRot = self:GetRotation() --local config = { {"rebuild_activators", posString }, {"respawn", 100000 }, {"rebuild_reset_time", -1}, {"no_timed_spawn", true} } --RESMGR:LoadObject { objectTemplate = CONSTANTS["QuickbuildRobotanistLOT"], x= mypos.x, y= mypos.y , z= mypos.z, owner = self, rw= myRot.w, rx= myRot.x, ry= myRot.y, rz = myRot.z, configData = config } --end