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.
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12
_module/nss/barkskinvfx2.nss
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12
_module/nss/barkskinvfx2.nss
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void main()
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{
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object oTarget = OBJECT_SELF;
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effect eMind = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
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effect eGhost = EffectVisualEffect(VFX_DUR_GHOST_TRANSPARENT);
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eMind = UnyieldingEffect(eMind);
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eGhost = UnyieldingEffect(eGhost);
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DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, oTarget));
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DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind, oTarget));
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SetLocalInt(OBJECT_SELF, "X1_L_IMMUNE_TO_DISPEL", 100);
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}
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124
_module/nss/no_spn_ftrwood.nss
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124
_module/nss/no_spn_ftrwood.nss
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//::///////////////////////////////////////////////
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//:: On Spawn In
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//::
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//:://////////////////////////////////////////////
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/*
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Determines the course of action to be taken
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after having just been spawned in
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*/
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//:://////////////////////////////////////////////
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#include "no_lib_data"
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#include "no_inc"
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#include "nw_o2_coninclude"
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#include "x0_i0_treasure"
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void main()
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{
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//Behaviour config
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AddBehaviour( "+HEALSELF", 100 ); //heal self
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AddBehaviour( "+FEATENHANCE", 80 ); //enhance self via feats
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AddBehaviour( "+REGROUP", 80 ); //regroup
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AddBehaviour( "+FLANK", 20 ); //flank
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AddBehaviour( "+EVACAOE", 50 ); //evac AOEs
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AddBehaviour( "+MELEEASSIST", 100 ); //assist allies in melee
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AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
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AddBehaviour( "+ATKMELEE", 100 ); //melee attack
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//Other config
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//Corpse decay set up and exclusions
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SetCorpseDelay();
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//Set whether the creature can use EffectDisappearAppear when moving
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SetIsFlier();
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if ( GetIsObjectValid( GetMaster( OBJECT_SELF ) ) )
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{
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//I am probably a summoned creature, possibly a henchman
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SetAssociateListenPatterns();
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}
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//set voice chat config
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SetVoiceChat( NO_VC_DEFAULT, 10 );
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//configure perception ranges
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SetPerceptionRanges();
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//set response range for fighting broadcast
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SetResponseRange( BC_FIGHTING, 50.0 );
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//tell creature it is ready to act
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//SetReadyStatus();
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//set fastbuffer status, should always be left on
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SetIsFastBuffer( TRUE );
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//SetLocalInt( OBJECT_SELF, "#FASTBUFFER", 1 );
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//SetLocalInt( OBJECT_SELF, "#ACTIVE", 1 );
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//log starting location
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ExecuteScript( "no_scr_logspnloc", OBJECT_SELF );
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//log loaded melee weapons
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ExecuteScript( "no_scr_logeq", OBJECT_SELF );
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ExecuteScript( "scalesize", OBJECT_SELF );
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DelayCommand(1.0, ExecuteScript( "barkskinvfx2", OBJECT_SELF ));
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DelayCommand(2.0, ExecuteScript( "random_drop", OBJECT_SELF ));
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// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
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//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
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//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
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// This causes the creature to say a special greeting in their conversation file
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// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
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// greeting in order to designate it. As the creature is actually saying this to
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// himself, don't attach any player responses to the greeting.
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//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
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// This will set the listening pattern on the NPC to attack when allies call
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//SetSpawnInCondition(NW_FLAG_STEALTH);
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// If the NPC has stealth and they are a rogue go into stealth mode
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//SetSpawnInCondition(NW_FLAG_SEARCH);
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// If the NPC has Search go into Search Mode
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//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
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// This will set the NPC to give a warning to non-enemies before attacking
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//SetSpawnInCondition(NW_FLAG_SLEEP);
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//Creatures that spawn in during the night will be asleep.
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//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
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//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
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//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
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//SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
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// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
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// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
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//This will play Ambient Animations until the NPC sees an enemy or is cleared.
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//NOTE that these animations will play automatically for Encounter Creatures.
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// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
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//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
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//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
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// CUSTOM USER DEFINED EVENTS
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/*
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The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
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On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
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events user 1000 - 1010
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*/
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//SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
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//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
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//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
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//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
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//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
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//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
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//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
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//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
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SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
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WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
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// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
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// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
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// combat.
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//CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF); //* Use this to create a small amount of treasure on the creature
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}
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