Remade some areas, and added a new route

to Southampton Port.  Added new creature for scenery in new area. changed the properties of some items to not cause alignment issues.
This commit is contained in:
EpicValor 2023-10-03 21:11:33 -05:00
parent 087a510154
commit 75b5f91c8e
53 changed files with 22263 additions and 1573 deletions

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{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "RuralExit"
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object\r\n\r\nPLACE THIS ON MAP WITH SPAWN CODES"
}
}
]
},
"SoundList": {
"type": "list",
"value": [
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
}
]
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": [
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
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"OnHeartbeat": {
"type": "resref",
"value": ""
},
"OnLock": {
"type": "resref",
"value": ""
},
"OnMeleeAttacked": {
"type": "resref",
"value": ""
},
"OnOpen": {
"type": "resref",
"value": ""
},
"OnSpellCastAt": {
"type": "resref",
"value": ""
},
"OnTrapTriggered": {
"type": "resref",
"value": ""
},
"OnUnlock": {
"type": "resref",
"value": ""
},
"OnUserDefined": {
"type": "resref",
"value": ""
},
"OpenLockDC": {
"type": "byte",
"value": 18
},
"Plot": {
"type": "byte",
"value": 1
},
"PortraitId": {
"type": "word",
"value": 0
},
"Ref": {
"type": "byte",
"value": 0
},
"Tag": {
"type": "cexostring",
"value": "roadsamp1Toroadsamp2"
},
"TemplateResRef": {
"type": "resref",
"value": "nw_door_ttr_29"
},
"TrapDetectable": {
"type": "byte",
"value": 1
},
"TrapDetectDC": {
"type": "byte",
"value": 0
},
"TrapDisarmable": {
"type": "byte",
"value": 1
},
"TrapFlag": {
"type": "byte",
"value": 0
},
"TrapOneShot": {
"type": "byte",
"value": 1
},
"TrapType": {
"type": "byte",
"value": 0
},
"Will": {
"type": "byte",
"value": 0
},
"X": {
"type": "float",
"value": 88.19000244140625
},
"Y": {
"type": "float",
"value": 35.0
},
"Z": {
"type": "float",
"value": 0.0
}
}
]
},
@ -4698,6 +4914,132 @@
"type": "float",
"value": 9.5367431640625e-006
}
},
{
"__struct_id": 5,
"Appearance": {
"type": "byte",
"value": 1
},
"Description": {
"type": "cexolocstring",
"value": {}
},
"HasMapNote": {
"type": "byte",
"value": 1
},
"LinkedTo": {
"type": "cexostring",
"value": ""
},
"LocalizedName": {
"id": 14814,
"type": "cexolocstring",
"value": {}
},
"MapNote": {
"id": 14815,
"type": "cexolocstring",
"value": {
"0": "Road to Southampton Port"
}
},
"MapNoteEnabled": {
"type": "byte",
"value": 1
},
"Tag": {
"type": "cexostring",
"value": "NW_MAPNOTE001"
},
"TemplateResRef": {
"type": "resref",
"value": "nw_mapnote001"
},
"XOrientation": {
"type": "float",
"value": 4.224568749218635e-039
},
"XPosition": {
"type": "float",
"value": 81.5943603515625
},
"YOrientation": {
"type": "float",
"value": 1.0
},
"YPosition": {
"type": "float",
"value": 34.59541702270508
},
"ZPosition": {
"type": "float",
"value": 0.02000004053115845
}
},
{
"__struct_id": 5,
"Appearance": {
"type": "byte",
"value": 1
},
"Description": {
"type": "cexolocstring",
"value": {}
},
"HasMapNote": {
"type": "byte",
"value": 1
},
"LinkedTo": {
"type": "cexostring",
"value": ""
},
"LocalizedName": {
"id": 14814,
"type": "cexolocstring",
"value": {}
},
"MapNote": {
"id": 14815,
"type": "cexolocstring",
"value": {
"0": "Road to Southampton Port"
}
},
"MapNoteEnabled": {
"type": "byte",
"value": 1
},
"Tag": {
"type": "cexostring",
"value": "NW_MAPNOTE001"
},
"TemplateResRef": {
"type": "resref",
"value": "nw_mapnote001"
},
"XOrientation": {
"type": "float",
"value": 4.224568749218635e-039
},
"XPosition": {
"type": "float",
"value": 1.904872894287109
},
"YOrientation": {
"type": "float",
"value": 1.0
},
"YPosition": {
"type": "float",
"value": 35.1268196105957
},
"ZPosition": {
"type": "float",
"value": 0.01000607013702393
}
}
]
}

File diff suppressed because it is too large Load Diff

@ -684,7 +684,7 @@
"__struct_id": 2,
"Orientation": {
"type": "float",
"value": 3.117035865783691
"value": 3.117034912109375
},
"X": {
"type": "float",

@ -5875,7 +5875,7 @@
},
"GenericType_New": {
"type": "dword",
"value": 0
"value": 12
},
"Hardness": {
"type": "byte",
@ -5899,7 +5899,7 @@
},
"LinkedTo": {
"type": "cexostring",
"value": "dt_south_bowyer"
"value": "arrowsrus"
},
"LinkedToFlags": {
"type": "byte",

@ -485,6 +485,222 @@
"type": "float",
"value": 0.0
}
},
{
"__struct_id": 8,
"AnimationState": {
"type": "byte",
"value": 1
},
"Appearance": {
"type": "dword",
"value": 65
},
"AutoRemoveKey": {
"type": "byte",
"value": 0
},
"Bearing": {
"type": "float",
"value": -3.141592502593994
},
"CloseLockDC": {
"type": "byte",
"value": 0
},
"Conversation": {
"type": "resref",
"value": ""
},
"CurrentHP": {
"type": "short",
"value": 80
},
"Description": {
"type": "cexolocstring",
"value": {}
},
"DisarmDC": {
"type": "byte",
"value": 15
},
"Faction": {
"type": "dword",
"value": 1
},
"Fort": {
"type": "byte",
"value": 16
},
"GenericType_New": {
"type": "dword",
"value": 0
},
"Hardness": {
"type": "byte",
"value": 5
},
"HP": {
"type": "short",
"value": 80
},
"Interruptable": {
"type": "byte",
"value": 1
},
"KeyName": {
"type": "cexostring",
"value": ""
},
"KeyRequired": {
"type": "byte",
"value": 0
},
"LinkedTo": {
"type": "cexostring",
"value": "roadsamp2TOsamptrail"
},
"LinkedToFlags": {
"type": "byte",
"value": 1
},
"LoadScreenID": {
"type": "word",
"value": 0
},
"Lockable": {
"type": "byte",
"value": 0
},
"Locked": {
"type": "byte",
"value": 0
},
"LocName": {
"id": 5349,
"type": "cexolocstring",
"value": {}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnClosed": {
"type": "resref",
"value": ""
},
"OnDamaged": {
"type": "resref",
"value": ""
},
"OnDeath": {
"type": "resref",
"value": "x2_door_death"
},
"OnDisarm": {
"type": "resref",
"value": ""
},
"OnFailToOpen": {
"type": "resref",
"value": ""
},
"OnHeartbeat": {
"type": "resref",
"value": ""
},
"OnLock": {
"type": "resref",
"value": ""
},
"OnMeleeAttacked": {
"type": "resref",
"value": ""
},
"OnOpen": {
"type": "resref",
"value": ""
},
"OnSpellCastAt": {
"type": "resref",
"value": ""
},
"OnTrapTriggered": {
"type": "resref",
"value": ""
},
"OnUnlock": {
"type": "resref",
"value": ""
},
"OnUserDefined": {
"type": "resref",
"value": ""
},
"OpenLockDC": {
"type": "byte",
"value": 18
},
"Plot": {
"type": "byte",
"value": 1
},
"PortraitId": {
"type": "word",
"value": 0
},
"Ref": {
"type": "byte",
"value": 0
},
"Tag": {
"type": "cexostring",
"value": "samptrailTOroadsamp2"
},
"TemplateResRef": {
"type": "resref",
"value": "nw_door_ttr_29"
},
"TrapDetectable": {
"type": "byte",
"value": 1
},
"TrapDetectDC": {
"type": "byte",
"value": 0
},
"TrapDisarmable": {
"type": "byte",
"value": 1
},
"TrapFlag": {
"type": "byte",
"value": 0
},
"TrapOneShot": {
"type": "byte",
"value": 1
},
"TrapType": {
"type": "byte",
"value": 0
},
"Will": {
"type": "byte",
"value": 0
},
"X": {
"type": "float",
"value": 65.0
},
"Y": {
"type": "float",
"value": 1.81000018119812
},
"Z": {
"type": "float",
"value": 0.0
}
}
]
},
@ -2603,6 +2819,69 @@
"type": "float",
"value": 9.5367431640625e-006
}
},
{
"__struct_id": 5,
"Appearance": {
"type": "byte",
"value": 1
},
"Description": {
"type": "cexolocstring",
"value": {}
},
"HasMapNote": {
"type": "byte",
"value": 1
},
"LinkedTo": {
"type": "cexostring",
"value": ""
},
"LocalizedName": {
"id": 14814,
"type": "cexolocstring",
"value": {}
},
"MapNote": {
"id": 14815,
"type": "cexolocstring",
"value": {
"0": "Road to Southampton Port"
}
},
"MapNoteEnabled": {
"type": "byte",
"value": 1
},
"Tag": {
"type": "cexostring",
"value": "NW_MAPNOTE001"
},
"TemplateResRef": {
"type": "resref",
"value": "nw_mapnote001"
},
"XOrientation": {
"type": "float",
"value": 0.0
},
"XPosition": {
"type": "float",
"value": 102.9179763793945
},
"YOrientation": {
"type": "float",
"value": 1.0
},
"YPosition": {
"type": "float",
"value": 35.53305053710938
},
"ZPosition": {
"type": "float",
"value": 0.01000607013702393
}
}
]
}

@ -463,7 +463,7 @@
"__struct_id": 2,
"Orientation": {
"type": "float",
"value": 3.141579866409302
"value": 3.141579151153565
},
"X": {
"type": "float",

@ -4381,6 +4381,13 @@
"type": "resref",
"value": "banditshack001"
}
},
{
"__struct_id": 6,
"Area_Name": {
"type": "resref",
"value": "roadtosouthampto"
}
}
]
},

@ -3614,6 +3614,25 @@
"type": "resref",
"value": "waterspirit"
}
},
{
"__struct_id": 0,
"CR": {
"type": "float",
"value": 5.0
},
"FACTION": {
"type": "cexostring",
"value": "Neutral"
},
"NAME": {
"type": "cexostring",
"value": "Wood Spright"
},
"RESREF": {
"type": "resref",
"value": "woodspright"
}
}
]
},

@ -13503,6 +13503,17 @@
"value": "dwarvenbelt"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Greater Archer's Belt"
},
"RESREF": {
"type": "resref",
"value": "it_mbelt023"
}
},
{
"__struct_id": 0,
"NAME": {
@ -13788,6 +13799,17 @@
"value": "adventurerssbr"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Artifact of Archery"
},
"RESREF": {
"type": "resref",
"value": "it_mbracer004"
}
},
{
"__struct_id": 0,
"NAME": {
@ -36288,17 +36310,6 @@
"value": "magestone"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Magic Stone"
},
"RESREF": {
"type": "resref",
"value": "magicstone"
}
},
{
"__struct_id": 0,
"NAME": {
@ -40798,6 +40809,17 @@
"value": "crossbowofhelm"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Crossbow of Murder"
},
"RESREF": {
"type": "resref",
"value": "wbwmxl011"
}
},
{
"__struct_id": 0,
"NAME": {
@ -40979,17 +41001,6 @@
"value": "flamingcomposite"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Hercules String"
},
"RESREF": {
"type": "resref",
"value": "herculesstring"
}
},
{
"__struct_id": 0,
"NAME": {
@ -41083,6 +41094,17 @@
"LIST": {
"type": "list",
"value": [
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Ice and Fire"
},
"RESREF": {
"type": "resref",
"value": "iceandfire"
}
},
{
"__struct_id": 0,
"NAME": {
@ -41187,6 +41209,28 @@
"value": "enchantedcatapa"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Sling +2"
},
"RESREF": {
"type": "resref",
"value": "wbwmsl012"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Sling of Seeking"
},
"RESREF": {
"type": "resref",
"value": "wbwmsl013"
}
},
{
"__struct_id": 0,
"NAME": {
@ -41231,6 +41275,17 @@
"value": 14079
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Tempertuppin's Ever-Thrower"
},
"RESREF": {
"type": "resref",
"value": "wbwmsl011"
}
},
{
"__struct_id": 0,
"NAME": {

@ -370,7 +370,7 @@
},
"RESREF": {
"type": "resref",
"value": "south_port_bowye"
"value": "south_port_bo002"
}
},
{

Binary file not shown.

Binary file not shown.

@ -0,0 +1,12 @@
void main()
{
object oTarget = OBJECT_SELF;
effect eMind = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
effect eGhost = EffectVisualEffect(VFX_DUR_GHOST_TRANSPARENT);
eMind = UnyieldingEffect(eMind);
eGhost = UnyieldingEffect(eGhost);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, oTarget));
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind, oTarget));
SetLocalInt(OBJECT_SELF, "X1_L_IMMUNE_TO_DISPEL", 100);
}

@ -0,0 +1,124 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
#include "nw_o2_coninclude"
#include "x0_i0_treasure"
void main()
{
//Behaviour config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+FEATENHANCE", 80 ); //enhance self via feats
AddBehaviour( "+REGROUP", 80 ); //regroup
AddBehaviour( "+FLANK", 20 ); //flank
AddBehaviour( "+EVACAOE", 50 ); //evac AOEs
AddBehaviour( "+MELEEASSIST", 100 ); //assist allies in melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
//Other config
//Corpse decay set up and exclusions
SetCorpseDelay();
//Set whether the creature can use EffectDisappearAppear when moving
SetIsFlier();
if ( GetIsObjectValid( GetMaster( OBJECT_SELF ) ) )
{
//I am probably a summoned creature, possibly a henchman
SetAssociateListenPatterns();
}
//set voice chat config
SetVoiceChat( NO_VC_DEFAULT, 10 );
//configure perception ranges
SetPerceptionRanges();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//tell creature it is ready to act
//SetReadyStatus();
//set fastbuffer status, should always be left on
SetIsFastBuffer( TRUE );
//SetLocalInt( OBJECT_SELF, "#FASTBUFFER", 1 );
//SetLocalInt( OBJECT_SELF, "#ACTIVE", 1 );
//log starting location
ExecuteScript( "no_scr_logspnloc", OBJECT_SELF );
//log loaded melee weapons
ExecuteScript( "no_scr_logeq", OBJECT_SELF );
ExecuteScript( "scalesize", OBJECT_SELF );
DelayCommand(1.0, ExecuteScript( "barkskinvfx2", OBJECT_SELF ));
DelayCommand(2.0, ExecuteScript( "random_drop", OBJECT_SELF ));
// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
// This causes the creature to say a special greeting in their conversation file
// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
// greeting in order to designate it. As the creature is actually saying this to
// himself, don't attach any player responses to the greeting.
//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
// This will set the listening pattern on the NPC to attack when allies call
//SetSpawnInCondition(NW_FLAG_STEALTH);
// If the NPC has stealth and they are a rogue go into stealth mode
//SetSpawnInCondition(NW_FLAG_SEARCH);
// If the NPC has Search go into Search Mode
//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
// This will set the NPC to give a warning to non-enemies before attacking
//SetSpawnInCondition(NW_FLAG_SLEEP);
//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_AMBIENT_ANIMATIONS);
SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
//SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
// CUSTOM USER DEFINED EVENTS
/*
The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
events user 1000 - 1010
*/
//SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
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)
// 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.
//CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF); //* Use this to create a small amount of treasure on the creature
}

@ -0,0 +1,581 @@
{
"__data_type": "UTC ",
"Appearance_Type": {
"type": "word",
"value": 88
},
"BodyBag": {
"type": "byte",
"value": 6
},
"Cha": {
"type": "byte",
"value": 12
},
"ChallengeRating": {
"type": "float",
"value": 5.0
},
"ClassList": {
"type": "list",
"value": [
{
"__struct_id": 2,
"Class": {
"type": "int",
"value": 39
},
"ClassLevel": {
"type": "short",
"value": 8
}
}
]
},
"Comment": {
"type": "cexostring",
"value": ""
},
"Con": {
"type": "byte",
"value": 12
},
"Conversation": {
"type": "resref",
"value": ""
},
"CRAdjust": {
"type": "int",
"value": 0
},
"CurrentHitPoints": {
"type": "short",
"value": 8
},
"DecayTime": {
"type": "dword",
"value": 5000
},
"Deity": {
"type": "cexostring",
"value": ""
},
"Description": {
"type": "cexolocstring",
"value": {}
},
"Dex": {
"type": "byte",
"value": 18
},
"Disarmable": {
"type": "byte",
"value": 0
},
"Equip_ItemList": {
"type": "list",
"value": []
},
"FactionID": {
"type": "word",
"value": 20
},
"FeatList": {
"type": "list",
"value": []
},
"FirstName": {
"type": "cexolocstring",
"value": {
"0": "Wood Spright"
}
},
"fortbonus": {
"type": "short",
"value": 0
},
"Gender": {
"type": "byte",
"value": 4
},
"GoodEvil": {
"type": "byte",
"value": 50
},
"HitPoints": {
"type": "short",
"value": 8
},
"Int": {
"type": "byte",
"value": 14
},
"Interruptable": {
"type": "byte",
"value": 1
},
"IsImmortal": {
"type": "byte",
"value": 0
},
"IsPC": {
"type": "byte",
"value": 0
},
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