Cleaned up and enhanced badlands area

jaysyn got the rumormill convo working
updated all the npcs that use it
This commit is contained in:
EpicValor
2023-09-05 21:26:15 -05:00
parent c434ae59d5
commit 49aab355dd
73 changed files with 21849 additions and 4867 deletions

View File

@@ -0,0 +1,90 @@
//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT4
/*
Default OnConversation event handler for NPCs.
*/
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////
#include "nw_i0_generic"
void main()
{
// * if petrified, jump out
if (GetHasEffect(EFFECT_TYPE_PETRIFY, OBJECT_SELF) == TRUE)
{
return;
}
// * If dead, exit directly.
if (GetIsDead(OBJECT_SELF) == TRUE)
{
return;
}
// See if what we just 'heard' matches any of our
// predefined patterns
int nMatch = GetListenPatternNumber();
object oShouter = GetLastSpeaker();
if (nMatch == -1)
{
// Not a match -- start an ordinary conversation
if (GetCommandable(OBJECT_SELF))
{
ClearActions(CLEAR_NW_C2_DEFAULT4_29);
BeginConversation();
}
else
// * July 31 2004
// * If only charmed then allow conversation
// * so you can have a better chance of convincing
// * people of lowering prices
if (GetHasEffect(EFFECT_TYPE_CHARMED) == TRUE)
{
ClearActions(CLEAR_NW_C2_DEFAULT4_29);
BeginConversation();
}
}
// Respond to shouts from friendly non-PCs only
else if (GetIsObjectValid(oShouter)
&& !GetIsPC(oShouter)
&& GetIsFriend(oShouter))
{
object oIntruder = OBJECT_INVALID;
// Determine the intruder if any
if(nMatch == 4)
{
oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER");
}
else if (nMatch == 5)
{
oIntruder = GetLastHostileActor(oShouter);
if(!GetIsObjectValid(oIntruder))
{
oIntruder = GetAttemptedAttackTarget();
if(!GetIsObjectValid(oIntruder))
{
oIntruder = GetAttemptedSpellTarget();
if(!GetIsObjectValid(oIntruder))
{
oIntruder = OBJECT_INVALID;
}
}
}
}
// Actually respond to the shout
RespondToShout(oShouter, nMatch, oIntruder);
}
// Send the user-defined event if appropriate
if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE));
}
}

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@@ -1,13 +1,30 @@
void main()
{
object oPC=GetObjectByTag("Prostitute");
object oPC = OBJECT_SELF;
ClearAllActions();
AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY2));
DelayCommand(3.0, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_TALK_LAUGHING, 3.0, 2.0)));
DelayCommand(3.0, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
DelayCommand(5.0, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY1)));
DelayCommand(8.5, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY3)));
DelayCommand(11.0, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_MID, 3.0, 2.0)));
DelayCommand(14.5, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
DelayCommand(13.0, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_VICTORY3)));
DelayCommand(3.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_TALK_LAUGHING, 2.0, 2.0)));
DelayCommand(3.1, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
DelayCommand(5.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
DelayCommand(5.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
DelayCommand(6.2, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
DelayCommand(6.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_WORSHIP, 2.0, 2.0)));
DelayCommand(8.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_MID, 6.0, 3.0)));
DelayCommand(11.7, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
DelayCommand(11.7, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_STEAL)));
DelayCommand(12.6, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
DelayCommand(12.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
DelayCommand(13.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
DelayCommand(13.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
DelayCommand(14.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_SPASM, 1.0, 3.0)));
DelayCommand(17.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_LOOPING_GET_LOW, -1.0, 3.0)));
DelayCommand(20.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
DelayCommand(20.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
DelayCommand(21.1, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_DUCK)));
DelayCommand(21.6, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_DODGE_SIDE)));
DelayCommand(22.1, AssignCommand(oPC, PlayVoiceChat(VOICE_CHAT_LAUGH)));
DelayCommand(22.2, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_BOW)));
DelayCommand(31.2, AssignCommand(oPC, ActionPlayAnimation( ANIMATION_FIREFORGET_GREETING)));
}

View File

@@ -19,6 +19,11 @@
void main()
{
//:: Set dialog variable for rumor system
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
// Randomize Skin Tone
rnd_skin(OBJECT_SELF);
@@ -67,7 +72,7 @@ void main()
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
@@ -100,12 +105,8 @@ void main()
// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(60) + 1);
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
// combat.

View File

@@ -65,9 +65,9 @@ void main()
//Creatures that spawn in during the night will be asleep.
//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
@@ -102,7 +102,7 @@ void main()
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(60) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)

View File

@@ -67,7 +67,7 @@ void main()
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
@@ -102,7 +102,7 @@ void main()
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(60) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)

View File

@@ -67,7 +67,7 @@ void main()
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
@@ -102,10 +102,10 @@ void main()
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(60) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
// combat.

View File

@@ -71,10 +71,10 @@ void main()
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
//SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
// Interacts with placeables + More civilized actions. See Readme.
SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
// Will use random voicechats during animations, if Civilized
// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.

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@@ -1,4 +1,5 @@
void main()
{
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
DelayCommand(0.0f, SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1));
DelayCommand(0.0f, SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1));
}

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@@ -1,4 +1,4 @@
void main()
{
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
DelayCommand(0.0f, SetLocalInt(OBJECT_SELF, "iRumor", Random(60) + 1));
}

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@@ -3,10 +3,13 @@
int StartingConditional()
{
object oSelf = OBJECT_SELF;
string sParam = GetScriptParam("iRumorNum");
int nCheck = GetLocalInt(oSelf, "iRumor");
if (!nCheck) // if no random value yet
object oSelf = OBJECT_SELF;
string sParam = GetScriptParam("iRumourNum");
int nCheck = GetLocalInt(oSelf, "iRumor");
//:: Set a random value if var doesn't exist
if (!nCheck)
SetLocalInt(oSelf, "iRumor", Random(13)+1);
int nVal = StringToInt(sParam);
@@ -15,5 +18,6 @@ int StartingConditional()
DeleteLocalInt(oSelf, "iRumor");
return TRUE;
}
return FALSE;
}