Various fixes to areas, mobs, CRs, items, and scripts
This commit is contained in:
@@ -12,7 +12,7 @@ void main()
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location lCenter = GetLocation(OBJECT_SELF);
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object oThing = GetFirstObjectInShape(SHAPE_SPHERE,60.0,lCenter,TRUE,OBJECT_TYPE_PLACEABLE | OBJECT_TYPE_ITEM);
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object oMaster = GetMaster(OBJECT_SELF);
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object oParty = GetFirstFactionMember(OBJECT_SELF, TRUE);
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object oParty = GetFirstFactionMember(oMaster, TRUE);
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while(GetIsObjectValid(oThing))
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{
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if(GetObjectType(oThing)==OBJECT_TYPE_ITEM)
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@@ -24,7 +24,7 @@ void main()
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ActionMoveToObject (oThing, TRUE, 1.0f);
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ActionDoCommand (SendMessageToPC(oParty, GetName(oMaster)+"'s golem"+" picked up "+sName+"."));
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ActionPickUpItem(oThing);
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//oParty = GetNextFactionMember(OBJECT_SELF, TRUE);
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oParty = GetNextFactionMember(oMaster, TRUE);
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}
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else // oThing is a placeable
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@@ -48,7 +48,7 @@ void main()
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{
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ActionDoCommand (SendMessageToPC(oParty, GetName(oMaster)+"'s golem"+" picked up "+GetName(oItem)+" from "+GetName(oThing)+"."));
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ActionTakeItem(oItem,oThing);
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oParty = GetNextFactionMember(OBJECT_SELF, TRUE);
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oParty = GetNextFactionMember(oMaster, TRUE);
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oItem = GetNextItemInInventory(oThing);
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}
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ActionDoCommand(AssignCommand(oThing,PlayAnimation(ANIMATION_PLACEABLE_CLOSE)));
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@@ -6,8 +6,10 @@ void main()
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SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE);
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object oTarget = OBJECT_SELF;
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effect eMind = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN, VFX_DUR_PETRIFY);
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effect eMind2 = EffectVisualEffect(VFX_DUR_GHOST_TRANSPARENT);
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effect eGhost = EffectCutsceneGhost();
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eGhost = UnyieldingEffect(eGhost);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
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DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind, oTarget));
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DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind2, oTarget));
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SetLocalInt(OBJECT_SELF, "X1_L_IMMUNE_TO_DISPEL", 100);
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}
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@@ -1,4 +1,17 @@
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#include "nw_o2_coninclude"
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#include "x0_i0_walkway"
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void main()
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{
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ActionSit (GetNearestObjectByTag ("RoyalSeat", OBJECT_SELF));
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// ***** BEGIN DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** //
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SetListeningPatterns();
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WalkWayPoints();
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GenerateNPCTreasure();
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// ***** END DEFAULT GENERIC BEHAVIOR ***** //
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// Sit in the assigned chair.
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string sChairTag = "RoyalSeat";
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object oChair = GetNearestObjectByTag(sChairTag);
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DelayCommand(15.0, ActionSit(oChair));
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}
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14
_module/nss/kingspeak.nss
Normal file
14
_module/nss/kingspeak.nss
Normal file
@@ -0,0 +1,14 @@
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void main()
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{
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if(GetCommandable(OBJECT_SELF))
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{
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// Standard response, but clear actions *after* the conversation starts.
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BeginConversation();
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ClearAllActions();
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// Sit in the assigned chair.
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string sChairTag = "RoyalSeat";
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object oChair = GetNearestObjectByTag(sChairTag);
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ActionSit(oChair);
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}
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}
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336
_module/nss/nw_c2_9icewraith.nss
Normal file
336
_module/nss/nw_c2_9icewraith.nss
Normal file
@@ -0,0 +1,336 @@
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//:://////////////////////////////////////////////////
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//:: NW_C2_DEFAULT9
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/*
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* Default OnSpawn handler with XP1 revisions.
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* This corresponds to and produces the same results
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* as the default OnSpawn handler in the OC.
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*
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* This can be used to customize creature behavior in three main ways:
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*
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* - Uncomment the existing lines of code to activate certain
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* common desired behaviors from the moment when the creature
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* spawns in.
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*
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* - Uncomment the user-defined event signals to cause the
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* creature to fire events that you can then handle with
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* a custom OnUserDefined event handler script.
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*
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* - Add new code _at the end_ to alter the initial
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* behavior in a more customized way.
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 12/11/2002
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//:://////////////////////////////////////////////////
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//:: Updated 2003-08-20 Georg Zoeller: Added check for variables to active spawn in conditions without changing the spawnscript
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#include "x0_i0_anims"
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// #include "x0_i0_walkway" - in x0_i0_anims
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#include "x0_i0_treasure"
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#include "x2_inc_switches"
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void main()
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{
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effect eMind = EffectVisualEffect(VFX_DUR_ICESKIN);
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eMind = UnyieldingEffect(eMind);
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effect eGhost = EffectCutsceneGhost();
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eGhost = UnyieldingEffect(eGhost);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
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DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind, OBJECT_SELF));
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// ***** Spawn-In Conditions ***** //
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// * REMOVE COMMENTS (// ) before the "Set..." functions to activate
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// * them. Do NOT touch lines commented out with // *, those are
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// * real comments for information.
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// * This causes the creature to say a one-line greeting in their
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// * conversation file upon perceiving the player. Put [NW_D2_GenCheck]
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// * in the "Text Seen When" field of the greeting in the conversation
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// * file. Don't attach any player responses.
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// *
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// SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
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// * Same as above, but for hostile creatures to make them say
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// * a line before attacking.
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// *
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// SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
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// * This NPC will attack when its allies call for help
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// *
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// SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
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// * If the NPC has the Hide skill they will go into stealth mode
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// * while doing WalkWayPoints().
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// *
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// SetSpawnInCondition(NW_FLAG_STEALTH);
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//--------------------------------------------------------------------------
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// Enable stealth mode by setting a variable on the creature
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// Great for ambushes
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// See x2_inc_switches for more information about this
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//--------------------------------------------------------------------------
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if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_STEALTH) == TRUE)
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{
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SetSpawnInCondition(NW_FLAG_STEALTH);
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}
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// * Same, but for Search mode
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// *
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// SetSpawnInCondition(NW_FLAG_SEARCH);
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//--------------------------------------------------------------------------
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// Make creature enter search mode after spawning by setting a variable
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// Great for guards, etc
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// See x2_inc_switches for more information about this
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//--------------------------------------------------------------------------
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if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_SEARCH) == TRUE)
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{
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SetSpawnInCondition(NW_FLAG_SEARCH);
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}
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// * This will set the NPC to give a warning to non-enemies
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// * before attacking.
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// * NN -- no clue what this really does yet
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// *
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// SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
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// * Separate the NPC's waypoints into day & night.
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// * See comment on WalkWayPoints() for use.
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// *
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// SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
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// * If this is set, the NPC will appear using the "EffectAppear"
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// * animation instead of fading in, *IF* SetListeningPatterns()
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// * is called below.
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// *
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//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
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// * This will cause an NPC to use common animations it possesses,
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// * and use social ones to any other nearby friendly NPCs.
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// *
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// SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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//--------------------------------------------------------------------------
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// Enable immobile ambient animations by setting a variable
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// See x2_inc_switches for more information about this
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//--------------------------------------------------------------------------
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if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT_IMMOBILE) == TRUE)
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{
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SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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}
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// * Same as above, except NPC will wander randomly around the
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// * area.
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// *
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// SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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//--------------------------------------------------------------------------
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// Enable mobile ambient animations by setting a variable
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// See x2_inc_switches for more information about this
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//--------------------------------------------------------------------------
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if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT) == TRUE)
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{
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SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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}
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// **** Animation Conditions **** //
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// * These are extra conditions you can put on creatures with ambient
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// * animations.
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// * Civilized creatures interact with placeables in
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// * their area that have the tag "NW_INTERACTIVE"
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// * and "talk" to each other.
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// *
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// * Humanoid races are civilized by default, so only
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// * set this flag for monster races that you want to
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// * behave the same way.
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// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
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// * If this flag is set, this creature will constantly
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// * be acting. Otherwise, creatures will only start
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// * performing their ambient animations when they
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// * first perceive a player, and they will stop when
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// * the player moves away.
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// SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
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// * Civilized creatures with this flag set will
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// * randomly use a few voicechats. It's a good
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// * idea to avoid putting this on multiple
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// * creatures using the same voiceset.
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// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
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// * Creatures with _immobile_ ambient animations
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// * can have this flag set to make them mobile in a
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// * close range. They will never leave their immediate
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// * area, but will move around in it, frequently
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// * returning to their starting point.
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// *
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// * Note that creatures spawned inside interior areas
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// * that contain a waypoint with one of the tags
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// * "NW_HOME", "NW_TAVERN", "NW_SHOP" will automatically
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// * have this condition set.
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// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
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// **** Special Combat Tactics *****//
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// * These are special flags that can be set on creatures to
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// * make them follow certain specialized combat tactics.
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// * NOTE: ONLY ONE OF THESE SHOULD BE SET ON A SINGLE CREATURE.
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// * Ranged attacker
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// * Will attempt to stay at ranged distance from their
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// * target.
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// SetCombatCondition(X0_COMBAT_FLAG_RANGED);
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// * Defensive attacker
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// * Will use defensive combat feats and parry
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// SetCombatCondition(X0_COMBAT_FLAG_DEFENSIVE);
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// * Ambusher
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// * Will go stealthy/invisible and attack, then
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// * run away and try to go stealthy again before
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// * attacking anew.
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// SetCombatCondition(X0_COMBAT_FLAG_AMBUSHER);
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// * Cowardly
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// * Cowardly creatures will attempt to flee
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// * attackers.
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// SetCombatCondition(X0_COMBAT_FLAG_COWARDLY);
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// **** Escape Commands ***** //
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// * NOTE: ONLY ONE OF THE FOLLOWING SHOULD EVER BE SET AT ONE TIME.
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// * NOTE2: Not clear that these actually work. -- NN
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// * Flee to a way point and return a short time later.
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// *
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// SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);
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// * Flee to a way point and do not return.
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// *
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// SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);
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// * Teleport to safety and do not return.
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// *
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// SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);
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// * Teleport to safety and return a short time later.
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// *
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// SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);
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// ***** CUSTOM USER DEFINED EVENTS ***** /
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/*
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If you uncomment any of these conditions, the creature will fire
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a specific user-defined event number on each event. That will then
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allow you to write custom code in the "OnUserDefinedEvent" handler
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script to go on top of the default NPC behaviors for that event.
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Example: I want to add some custom behavior to my NPC when they
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are damaged. I uncomment the "NW_FLAG_DAMAGED_EVENT", then create
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a new user-defined script that has something like this in it:
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if (GetUserDefinedEventNumber() == 1006) {
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// Custom code for my NPC to execute when it's damaged
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}
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These user-defined events are in the range 1001-1007.
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*/
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// * Fire User Defined Event 1001 in the OnHeartbeat
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// *
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// SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);
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// * Fire User Defined Event 1002
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// *
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// SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);
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// * Fire User Defined Event 1005
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// *
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// SetSpawnInCondition(NW_FLAG_ATTACK_EVENT);
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// * Fire User Defined Event 1006
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// *
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SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT);
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// * Fire User Defined Event 1008
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// *
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// SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT);
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// * Fire User Defined Event 1003
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// *
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// SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT);
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// * Fire User Defined Event 1004
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// *
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// SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);
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// ***** DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** //
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// * Goes through and sets up which shouts the NPC will listen to.
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// *
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SetListeningPatterns();
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// * Walk among a set of waypoints.
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// * 1. Find waypoints with the tag "WP_" + NPC TAG + "_##" and walk
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// * among them in order.
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// * 2. If the tag of the Way Point is "POST_" + NPC TAG, stay there
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// * and return to it after combat.
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//
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// * Optional Parameters:
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// * void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
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//
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// * If "NW_FLAG_DAY_NIGHT_POSTING" is set above, you can also
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// * create waypoints with the tags "WN_" + NPC Tag + "_##"
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// * and those will be walked at night. (The standard waypoints
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// * will be walked during the day.)
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// * The night "posting" waypoint tag is simply "NIGHT_" + NPC tag.
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WalkWayPoints();
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//* Create a small amount of treasure on the creature
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if ((GetLocalInt(GetModule(), "X2_L_NOTREASURE") == FALSE) &&
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(GetLocalInt(OBJECT_SELF, "X2_L_NOTREASURE") == FALSE) )
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{
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CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF);
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}
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// ***** ADD ANY SPECIAL ON-SPAWN CODE HERE ***** //
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// * If Incorporeal, apply changes
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if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) == TRUE)
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{
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effect eConceal = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
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eConceal = ExtraordinaryEffect(eConceal);
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effect eGhost = EffectCutsceneGhost();
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eGhost = ExtraordinaryEffect(eGhost);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
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}
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// * Give the create a random name.
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// * If you create a script named x3_name_gen in your module, you can
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// * set the value of the variable X3_S_RANDOM_NAME on OBJECT_SELF inside
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// * the script to override the creature's default name.
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if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_RANDOMIZE_NAME) == TRUE)
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{
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ExecuteScript("x3_name_gen",OBJECT_SELF);
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string sName = GetLocalString(OBJECT_SELF,"X3_S_RANDOM_NAME");
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if ( sName == "" )
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{
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sName = RandomName();
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}
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SetName(OBJECT_SELF,sName);
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}
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ExecuteScript("prc_pwonspawn", OBJECT_SELF);
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}
|
334
_module/nss/nw_c2_9itigwrait.nss
Normal file
334
_module/nss/nw_c2_9itigwrait.nss
Normal file
@@ -0,0 +1,334 @@
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: NW_C2_DEFAULT9
|
||||
/*
|
||||
* Default OnSpawn handler with XP1 revisions.
|
||||
* This corresponds to and produces the same results
|
||||
* as the default OnSpawn handler in the OC.
|
||||
*
|
||||
* This can be used to customize creature behavior in three main ways:
|
||||
*
|
||||
* - Uncomment the existing lines of code to activate certain
|
||||
* common desired behaviors from the moment when the creature
|
||||
* spawns in.
|
||||
*
|
||||
* - Uncomment the user-defined event signals to cause the
|
||||
* creature to fire events that you can then handle with
|
||||
* a custom OnUserDefined event handler script.
|
||||
*
|
||||
* - Add new code _at the end_ to alter the initial
|
||||
* behavior in a more customized way.
|
||||
*/
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Copyright (c) 2002 Floodgate Entertainment
|
||||
//:: Created By: Naomi Novik
|
||||
//:: Created On: 12/11/2002
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Updated 2003-08-20 Georg Zoeller: Added check for variables to active spawn in conditions without changing the spawnscript
|
||||
|
||||
|
||||
#include "x0_i0_anims"
|
||||
// #include "x0_i0_walkway" - in x0_i0_anims
|
||||
#include "x0_i0_treasure"
|
||||
|
||||
#include "x2_inc_switches"
|
||||
|
||||
void main()
|
||||
{
|
||||
effect eMind = EffectVisualEffect(VFX_DUR_GHOST_SMOKE_2);
|
||||
eMind = UnyieldingEffect(eMind);
|
||||
effect eGhost = EffectCutsceneGhost();
|
||||
eGhost = UnyieldingEffect(eGhost);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
|
||||
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind, OBJECT_SELF));
|
||||
|
||||
// ***** Spawn-In Conditions ***** //
|
||||
|
||||
// * REMOVE COMMENTS (// ) before the "Set..." functions to activate
|
||||
// * them. Do NOT touch lines commented out with // *, those are
|
||||
// * real comments for information.
|
||||
|
||||
// * This causes the creature to say a one-line greeting in their
|
||||
// * conversation file upon perceiving the player. Put [NW_D2_GenCheck]
|
||||
// * in the "Text Seen When" field of the greeting in the conversation
|
||||
// * file. Don't attach any player responses.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
|
||||
|
||||
// * Same as above, but for hostile creatures to make them say
|
||||
// * a line before attacking.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
|
||||
|
||||
// * This NPC will attack when its allies call for help
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
|
||||
|
||||
// * If the NPC has the Hide skill they will go into stealth mode
|
||||
// * while doing WalkWayPoints().
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_STEALTH);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Enable stealth mode by setting a variable on the creature
|
||||
// Great for ambushes
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_STEALTH) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_STEALTH);
|
||||
}
|
||||
// * Same, but for Search mode
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SEARCH);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Make creature enter search mode after spawning by setting a variable
|
||||
// Great for guards, etc
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_SEARCH) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_SEARCH);
|
||||
}
|
||||
// * This will set the NPC to give a warning to non-enemies
|
||||
// * before attacking.
|
||||
// * NN -- no clue what this really does yet
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
|
||||
|
||||
// * Separate the NPC's waypoints into day & night.
|
||||
// * See comment on WalkWayPoints() for use.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
|
||||
|
||||
// * If this is set, the NPC will appear using the "EffectAppear"
|
||||
// * animation instead of fading in, *IF* SetListeningPatterns()
|
||||
// * is called below.
|
||||
// *
|
||||
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
|
||||
|
||||
// * This will cause an NPC to use common animations it possesses,
|
||||
// * and use social ones to any other nearby friendly NPCs.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Enable immobile ambient animations by setting a variable
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT_IMMOBILE) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
}
|
||||
// * Same as above, except NPC will wander randomly around the
|
||||
// * area.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Enable mobile ambient animations by setting a variable
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
}
|
||||
// **** Animation Conditions **** //
|
||||
// * These are extra conditions you can put on creatures with ambient
|
||||
// * animations.
|
||||
|
||||
// * Civilized creatures interact with placeables in
|
||||
// * their area that have the tag "NW_INTERACTIVE"
|
||||
// * and "talk" to each other.
|
||||
// *
|
||||
// * Humanoid races are civilized by default, so only
|
||||
// * set this flag for monster races that you want to
|
||||
// * behave the same way.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
|
||||
|
||||
// * If this flag is set, this creature will constantly
|
||||
// * be acting. Otherwise, creatures will only start
|
||||
// * performing their ambient animations when they
|
||||
// * first perceive a player, and they will stop when
|
||||
// * the player moves away.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
|
||||
|
||||
// * Civilized creatures with this flag set will
|
||||
// * randomly use a few voicechats. It's a good
|
||||
// * idea to avoid putting this on multiple
|
||||
// * creatures using the same voiceset.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
|
||||
|
||||
// * Creatures with _immobile_ ambient animations
|
||||
// * can have this flag set to make them mobile in a
|
||||
// * close range. They will never leave their immediate
|
||||
// * area, but will move around in it, frequently
|
||||
// * returning to their starting point.
|
||||
// *
|
||||
// * Note that creatures spawned inside interior areas
|
||||
// * that contain a waypoint with one of the tags
|
||||
// * "NW_HOME", "NW_TAVERN", "NW_SHOP" will automatically
|
||||
// * have this condition set.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
|
||||
|
||||
|
||||
// **** Special Combat Tactics *****//
|
||||
// * These are special flags that can be set on creatures to
|
||||
// * make them follow certain specialized combat tactics.
|
||||
// * NOTE: ONLY ONE OF THESE SHOULD BE SET ON A SINGLE CREATURE.
|
||||
|
||||
// * Ranged attacker
|
||||
// * Will attempt to stay at ranged distance from their
|
||||
// * target.
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_RANGED);
|
||||
|
||||
// * Defensive attacker
|
||||
// * Will use defensive combat feats and parry
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_DEFENSIVE);
|
||||
|
||||
// * Ambusher
|
||||
// * Will go stealthy/invisible and attack, then
|
||||
// * run away and try to go stealthy again before
|
||||
// * attacking anew.
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_AMBUSHER);
|
||||
|
||||
// * Cowardly
|
||||
// * Cowardly creatures will attempt to flee
|
||||
// * attackers.
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_COWARDLY);
|
||||
|
||||
|
||||
// **** Escape Commands ***** //
|
||||
// * NOTE: ONLY ONE OF THE FOLLOWING SHOULD EVER BE SET AT ONE TIME.
|
||||
// * NOTE2: Not clear that these actually work. -- NN
|
||||
|
||||
// * Flee to a way point and return a short time later.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);
|
||||
|
||||
// * Flee to a way point and do not return.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);
|
||||
|
||||
// * Teleport to safety and do not return.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);
|
||||
|
||||
// * Teleport to safety and return a short time later.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);
|
||||
|
||||
|
||||
|
||||
// ***** CUSTOM USER DEFINED EVENTS ***** /
|
||||
|
||||
|
||||
/*
|
||||
If you uncomment any of these conditions, the creature will fire
|
||||
a specific user-defined event number on each event. That will then
|
||||
allow you to write custom code in the "OnUserDefinedEvent" handler
|
||||
script to go on top of the default NPC behaviors for that event.
|
||||
|
||||
Example: I want to add some custom behavior to my NPC when they
|
||||
are damaged. I uncomment the "NW_FLAG_DAMAGED_EVENT", then create
|
||||
a new user-defined script that has something like this in it:
|
||||
|
||||
if (GetUserDefinedEventNumber() == 1006) {
|
||||
// Custom code for my NPC to execute when it's damaged
|
||||
}
|
||||
|
||||
These user-defined events are in the range 1001-1007.
|
||||
*/
|
||||
|
||||
// * Fire User Defined Event 1001 in the OnHeartbeat
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1002
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1005
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ATTACK_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1006
|
||||
// *
|
||||
SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1008
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1003
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1004
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);
|
||||
|
||||
|
||||
|
||||
// ***** DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** //
|
||||
|
||||
// * Goes through and sets up which shouts the NPC will listen to.
|
||||
// *
|
||||
SetListeningPatterns();
|
||||
|
||||
// * Walk among a set of waypoints.
|
||||
// * 1. Find waypoints with the tag "WP_" + NPC TAG + "_##" and walk
|
||||
// * among them in order.
|
||||
// * 2. If the tag of the Way Point is "POST_" + NPC TAG, stay there
|
||||
// * and return to it after combat.
|
||||
//
|
||||
// * Optional Parameters:
|
||||
// * void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
|
||||
//
|
||||
// * If "NW_FLAG_DAY_NIGHT_POSTING" is set above, you can also
|
||||
// * create waypoints with the tags "WN_" + NPC Tag + "_##"
|
||||
// * and those will be walked at night. (The standard waypoints
|
||||
// * will be walked during the day.)
|
||||
// * The night "posting" waypoint tag is simply "NIGHT_" + NPC tag.
|
||||
WalkWayPoints();
|
||||
|
||||
//* Create a small amount of treasure on the creature
|
||||
if ((GetLocalInt(GetModule(), "X2_L_NOTREASURE") == FALSE) &&
|
||||
(GetLocalInt(OBJECT_SELF, "X2_L_NOTREASURE") == FALSE) )
|
||||
{
|
||||
CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF);
|
||||
}
|
||||
|
||||
|
||||
// ***** ADD ANY SPECIAL ON-SPAWN CODE HERE ***** //
|
||||
|
||||
// * If Incorporeal, apply changes
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) == TRUE)
|
||||
{
|
||||
effect eConceal = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
|
||||
eConceal = ExtraordinaryEffect(eConceal);
|
||||
effect eGhost = EffectCutsceneGhost();
|
||||
eGhost = ExtraordinaryEffect(eGhost);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
|
||||
|
||||
}
|
||||
|
||||
// * Give the create a random name.
|
||||
// * If you create a script named x3_name_gen in your module, you can
|
||||
// * set the value of the variable X3_S_RANDOM_NAME on OBJECT_SELF inside
|
||||
// * the script to override the creature's default name.
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_RANDOMIZE_NAME) == TRUE)
|
||||
{
|
||||
ExecuteScript("x3_name_gen",OBJECT_SELF);
|
||||
string sName = GetLocalString(OBJECT_SELF,"X3_S_RANDOM_NAME");
|
||||
if ( sName == "" )
|
||||
{
|
||||
sName = RandomName();
|
||||
}
|
||||
SetName(OBJECT_SELF,sName);
|
||||
}
|
||||
|
||||
ExecuteScript("prc_pwonspawn", OBJECT_SELF);
|
||||
}
|
5
_module/nss/open_door.nss
Normal file
5
_module/nss/open_door.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
|
||||
void main()
|
||||
{
|
||||
ActionOpenDoor(OBJECT_SELF);
|
||||
}
|
@@ -11,8 +11,8 @@ void MakeItemsDroppable(object oNPC)
|
||||
|
||||
if (GetLocalInt(oItem, "notdroppable") == TRUE)
|
||||
{
|
||||
// 20% chance to drop item from inventory not already set as droppable
|
||||
if (d100() <= 20)
|
||||
// 9% chance to drop item from inventory not already set as droppable
|
||||
if (d100() <= 9)
|
||||
{
|
||||
SetDroppableFlag(oItem, TRUE);
|
||||
|
||||
|
Reference in New Issue
Block a user