IF
StateCheck(Myself,STATE_PANIC)
THEN
RESPONSE #100
RandomWalkContinuous()
END
IF
See(NearestEnemyOf(Myself))
!StateCheck(Myself,STATE_INVISIBLE)
!StateCheck(Myself,STATE_IMPROVEDINVISIBILITY)
HaveSpell(WIZARD_SHADOW_DOOR) // SPWI505.SPL (Phantomtor)
THEN
RESPONSE #100
Spell(Myself,WIZARD_SHADOW_DOOR) // SPWI505.SPL (Phantomtor)
END
IF
See(NearestEnemyOf(Myself))
HaveSpell(WIZARD_CONFUSION) // SPWI401.SPL (Verwirrung)
THEN
RESPONSE #100
Spell(NearestEnemyOf(Myself),WIZARD_CONFUSION) // SPWI401.SPL (Verwirrung)
END
IF
See(NearestEnemyOf(Myself))
HaveSpell(WIZARD_FIREBALL) // SPWI304.SPL (Feuerball)
!Range(NearestEnemyOf(Myself),12)
See([PC.0.0.CLERIC])
THEN
RESPONSE #100
Spell([PC.0.0.CLERIC],WIZARD_FIREBALL) // SPWI304.SPL (Feuerball)
END
IF
See(NearestEnemyOf(Myself))
HaveSpell(WIZARD_FLAME_ARROW) // SPWI303.SPL (Flammenpfeil)
THEN
RESPONSE #100
Spell(NearestEnemyOf(Myself),WIZARD_FLAME_ARROW) // SPWI303.SPL (Flammenpfeil)
END
IF
See(NearestEnemyOf(Myself))
HaveSpell(WIZARD_HORROR) // SPWI205.SPL (Schrecken)
THEN
RESPONSE #100
Spell(NearestEnemyOf(Myself),WIZARD_HORROR) // SPWI205.SPL (Schrecken)
END
IF
See(NearestEnemyOf(Myself))
HaveSpell(WIZARD_MELF_ACID_ARROW) // SPWI211.SPL (Melfs Säurepfeil)
THEN
RESPONSE #100
Spell(NearestEnemyOf(Myself),WIZARD_MELF_ACID_ARROW) // SPWI211.SPL (Melfs Säurepfeil)
END
IF
See(NearestEnemyOf(Myself))
HaveSpell(WIZARD_AGANNAZAR_SCORCHER) // SPWI217.SPL (Agannazars Flamme)
THEN
RESPONSE #100
Spell(NearestEnemyOf(Myself),WIZARD_AGANNAZAR_SCORCHER) // SPWI217.SPL (Agannazars Flamme)
END
IF
See(NearestEnemyOf(Myself))
HaveSpell(WIZARD_MAGIC_MISSILE) // SPWI112.SPL (Magisches Geschoss)
THEN
RESPONSE #100
Spell(NearestEnemyOf(Myself),WIZARD_MAGIC_MISSILE) // SPWI112.SPL (Magisches Geschoss)
END
IF
See(NearestEnemyOf(Myself))
HaveSpell(WIZARD_CHROMATIC_ORB) // SPWI118.SPL (Farbkugel)
!StateCheck(NearestEnemyOf(Myself),STATE_STUNNED)
THEN
RESPONSE #100
Spell(NearestEnemyOf(Myself),WIZARD_CHROMATIC_ORB) // SPWI118.SPL (Farbkugel)
END
IF
See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
Attack(NearestEnemyOf(Myself))
END
IF
AreaCheck("%FriendlyArmInn_L1%")
Race(Myself,GNOME)
Alignment(Myself,CHAOTIC_GOOD)
Global("NQ#FAT1","GLOBAL",0)
PartyHasItem("NQ#FAT1") // Teleportstein: Freundlicher Arm
See(Player1)
ReputationGT(Player1,17)
CombatCounter(0)
!See([ENEMY])
!StateCheck(Myself,CD_STATE_NOTVALID)
!StateCheck(Player1,CD_STATE_NOTVALID)
Range(Player1,10)
THEN
RESPONSE #100
SetDialogue("NQ#BENT")
StartDialog("NQ#BENT",LastSeenBy(Myself))
END