This is executed when ActionRest/ForceRest is done by the creature.
This does hold some important things - well, mainly it holds the function to reset used spell triggers for bosses/whoever has them. That is about the main thing this script does.
Arguments to use:
/************************ [On Rested] ****************************************** Filename: j_ai_onrest or nw_c2_defaulta ************************* [On Rested] ****************************************** This will play the sitting animation for 6 seconds, just something for resting. Also, walks waypoints (as resting would stop this) :-) and signals event (if so be) Feel free to edit. It does have the spell trigger information resetting, however. This can only be removed if they have no spell triggers, although it is hardly worth it. ************************* [History] ******************************************** 1.3 - Added sitting. ************************* [Workings] ******************************************* This fires once, at the END of resting. If ClearAllActions is added, the resting is actually stopped, or so it seems. It doesn't fire more then once. ************************* [Arguments] ****************************************** Arguments: None, it seems. ************************* [On Rested] *****************************************/ #include "j_inc_constants" // Resets all spell triggers used for sString void LoopResetTriggers(string sString, object oTrigger); void main() { // Pre-heartbeat-event if(FireUserEvent(AI_FLAG_UDE_RESTED_PRE_EVENT, EVENT_RESTED_PRE_EVENT)) // We may exit if it fires if(ExitFromUDE(EVENT_RESTED_PRE_EVENT)) return; // AI status check. Is the AI on? if(GetAIOff()) return; // Simple debug. // 66: "[Rested] Resting. Type: " + IntToString(GetLastRestEventType()) DebugActionSpeakByInt(66, OBJECT_INVALID, GetLastRestEventType()); // Reset all spell triggers. // Set all triggers object oTrigger = GetAIObject(AI_SPELL_TRIGGER_CREATURE); if(GetIsObjectValid(oTrigger)) { LoopResetTriggers(SPELLTRIGGER_NOT_GOT_FIRST_SPELL, oTrigger); LoopResetTriggers(SPELLTRIGGER_DAMAGED_AT_PERCENT, oTrigger); LoopResetTriggers(SPELLTRIGGER_IMMOBILE, oTrigger); LoopResetTriggers(SPELLTRIGGER_START_OF_COMBAT, oTrigger); } // Some sitting for a few seconds. ActionPlayAnimation(ANIMATION_LOOPING_SIT_CROSS, f1, f6); DelayCommand(f9, ExecuteScript(FILE_WALK_WAYPOINTS, OBJECT_SELF)); // Fire End-heartbeat-UDE FireUserEvent(AI_FLAG_UDE_RESTED_EVENT, EVENT_RESTED_EVENT); } // Resets all spell triggers used for sString void LoopResetTriggers(string sString, object oTrigger) { int iCnt, iBreak, iUsed; for(iCnt = i1; iBreak != TRUE; iCnt++) { // Check max for this setting iUsed = GetLocalInt(oTrigger, sString + USED); if(iUsed) { DeleteLocalInt(oTrigger, sString + USED); } else { iBreak = TRUE; } } }