Added ambient npcs to 3 environs areas

This commit is contained in:
EpicValor 2023-11-21 23:00:36 -06:00
parent 906db1824e
commit 85d7aed0ea
44 changed files with 19930 additions and 100 deletions

@ -41484,7 +41484,7 @@
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"type": "cexostring",
"value": "This is a waypoint that can be placed in an area to mark a spot that should be visited by NPCs (to give random walking around some direction). \r\n\r\nThis will affect the animations and behavior of NPCs using the PlayAmbientAnimations functions (see the OnSpawn script nw_c2_default9 and the library x0_i0_anims for details). \r\n\r\nNote that this feature will only work in modules that use the XP1 modified AI. "
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@ -23,6 +23,13 @@
"type": "cexostring",
"value": "Bovine Pak v1.0\r\nhttp://www.wheel-of-time.com\r\n\r\nCreatures included:\r\n\r\n* Bison bison (common bison)\r\n* Bison antiquus (extinct megafauna bison from the Pleistocene \"Ice Age\")\r\n* Buffalo, three models (Cape Buffalo) \r\n* Buffalo calf (Cape Buffalo)\r\n* Angus Cow (Black and Brown)\r\n* Holstein Cow (Brown and Black/White)\r\n* \"Texas\" Longhorn Bull \r\n* \"Spanish\" Fighting Bull \r\n* Brahman Bull\r\n* Highland Bull\r\n* Rothe (Underdark Cow)\r\n\r\nPortraits included:\r\n\r\n* Calf\r\n* Bison\r\n* Bison Antiquus\r\n* Buffalo\r\n* Angus\r\n* Holstein\r\n* Brahman\r\n* Longhorn\r\n\r\nI tried to set up the stats according to the 3e rules for large herd animals, i.e. bison, etc. Correct any stat errors you see fit, or adjust them to your own specs. See the readme_bp.html that was included in the zip file, or go to our website to read the readme file for more information.\r\n\r\nI could not find a picture of a rothe, so if anyone knows of one, please let me know!\r\n\r\nEnjoy!\r\n-Finniksa"
}
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@ -12327,6 +12334,55 @@
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@ -33069,6 +33069,101 @@
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@ -1347,6 +1347,17 @@
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_module/ncs/farmhand.ncs Normal file

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21
_module/nss/farmhand.nss Normal file

@ -0,0 +1,21 @@
#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (360.5, ExecuteScript("farmhand"));
}

23
_module/nss/farmhand2.nss Normal file

@ -0,0 +1,23 @@
#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (360.5, ExecuteScript("farmhand2"));
}
//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2

23
_module/nss/farmhand3.nss Normal file

@ -0,0 +1,23 @@
#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (390.5, ExecuteScript("farmhand3"));
}
//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2

21
_module/nss/farmhand4.nss Normal file

@ -0,0 +1,21 @@
#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (359.5, ExecuteScript("farmhand4"));
}
//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2

21
_module/nss/farmhand5.nss Normal file

@ -0,0 +1,21 @@
#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat1", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat3", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat4", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("ZEP_CE_CAR_003", 190.0), FALSE, 6.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID, 1.0, 3.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (359.5, ExecuteScript("farmhand5"));
}
//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2

@ -0,0 +1,117 @@
//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "nw_i0_spells"
#include "ms_name_inc"
#include "rnd_commoner_inc"
#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void main()
{
// Randomize Skin Tone
rnd_skin(OBJECT_SELF);
// Randomize Head & Hair color
rnd_head(OBJECT_SELF);
// Randomize Tattoos
rnd_tattoo(OBJECT_SELF);
// Randomize Clothing
rnd_clothes(OBJECT_SELF);
// Randomize Last Name Usage
int bNameChance = d100() > 33;
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
if (nOneName = 1)
{
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
}
//Calls the Random Name Generator
ms_Nomenclature(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);
//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);
// Interacts with placeables + More civilized actions. See Readme.
//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.
//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
// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 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)
// 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.
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
DelayCommand(12.0, ExecuteScript("farmhand", OBJECT_SELF));
}

@ -0,0 +1,117 @@
//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "nw_i0_spells"
#include "ms_name_inc"
#include "rnd_commoner_inc"
#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void main()
{
// Randomize Skin Tone
rnd_skin(OBJECT_SELF);
// Randomize Head & Hair color
rnd_head(OBJECT_SELF);
// Randomize Tattoos
rnd_tattoo(OBJECT_SELF);
// Randomize Clothing
rnd_clothes(OBJECT_SELF);
// Randomize Last Name Usage
int bNameChance = d100() > 33;
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
if (nOneName = 1)
{
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
}
//Calls the Random Name Generator
ms_Nomenclature(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);
//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);
// Interacts with placeables + More civilized actions. See Readme.
//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.
//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
// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 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)
// 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.
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
DelayCommand(11.0, ExecuteScript("farmhand2", OBJECT_SELF));
}

@ -0,0 +1,117 @@
//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "nw_i0_spells"
#include "ms_name_inc"
#include "rnd_commoner_inc"
#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void main()
{
// Randomize Skin Tone
rnd_skin(OBJECT_SELF);
// Randomize Head & Hair color
rnd_head(OBJECT_SELF);
// Randomize Tattoos
rnd_tattoo(OBJECT_SELF);
// Randomize Clothing
rnd_clothes(OBJECT_SELF);
// Randomize Last Name Usage
int bNameChance = d100() > 33;
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
if (nOneName = 1)
{
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
}
//Calls the Random Name Generator
ms_Nomenclature(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);
//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);
// Interacts with placeables + More civilized actions. See Readme.
//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.
//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
// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 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)
// 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.
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
DelayCommand(10.5, ExecuteScript("farmhand3", OBJECT_SELF));
}

@ -0,0 +1,117 @@
//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "nw_i0_spells"
#include "ms_name_inc"
#include "rnd_commoner_inc"
#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void main()
{
// Randomize Skin Tone
rnd_skin(OBJECT_SELF);
// Randomize Head & Hair color
rnd_head(OBJECT_SELF);
// Randomize Tattoos
rnd_tattoo(OBJECT_SELF);
// Randomize Clothing
rnd_clothes(OBJECT_SELF);
// Randomize Last Name Usage
int bNameChance = d100() > 33;
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
if (nOneName = 1)
{
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
}
//Calls the Random Name Generator
ms_Nomenclature(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);
//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);
// Interacts with placeables + More civilized actions. See Readme.
//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.
//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
// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 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)
// 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.
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
DelayCommand(10.0, ExecuteScript("farmhand4", OBJECT_SELF));
}

@ -0,0 +1,117 @@
//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "nw_i0_spells"
#include "ms_name_inc"
#include "rnd_commoner_inc"
#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void main()
{
// Randomize Skin Tone
rnd_skin(OBJECT_SELF);
// Randomize Head & Hair color
rnd_head(OBJECT_SELF);
// Randomize Tattoos
rnd_tattoo(OBJECT_SELF);
// Randomize Clothing
rnd_clothes(OBJECT_SELF);
// Randomize Last Name Usage
int bNameChance = d100() > 33;
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
if (nOneName = 1)
{
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
}
//Calls the Random Name Generator
ms_Nomenclature(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);
//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);
// Interacts with placeables + More civilized actions. See Readme.
//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.
//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
// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 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)
// 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.
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
DelayCommand(12.0, ExecuteScript("farmhand5", OBJECT_SELF));
}

@ -0,0 +1,843 @@
{
"__data_type": "UTC ",
"Appearance_Head": {
"type": "byte",
"value": 1
},
"Appearance_Type": {
"type": "word",
"value": 6
},
"ArmorPart_RFoot": {
"type": "byte",
"value": 1
},
"BodyBag": {
"type": "byte",
"value": 0
},
"BodyPart_Belt": {
"type": "byte",
"value": 0
},
"BodyPart_LBicep": {
"type": "byte",
"value": 1
},
"BodyPart_LFArm": {
"type": "byte",
"value": 1
},
"BodyPart_LFoot": {
"type": "byte",
"value": 1
},
"BodyPart_LHand": {
"type": "byte",
"value": 1
},
"BodyPart_LShin": {
"type": "byte",
"value": 1
},
"BodyPart_LShoul": {
"type": "byte",
"value": 0
},
"BodyPart_LThigh": {
"type": "byte",
"value": 1
},
"BodyPart_Neck": {
"type": "byte",
"value": 1
},
"BodyPart_Pelvis": {
"type": "byte",
"value": 1
},
"BodyPart_RBicep": {
"type": "byte",
"value": 1
},
"BodyPart_RFArm": {
"type": "byte",
"value": 1
},
"BodyPart_RHand": {
"type": "byte",
"value": 1
},
"BodyPart_RShin": {
"type": "byte",
"value": 1
},
"BodyPart_RShoul": {
"type": "byte",
"value": 0
},
"BodyPart_RThigh": {
"type": "byte",
"value": 1
},
"BodyPart_Torso": {
"type": "byte",
"value": 1
},
"Cha": {
"type": "byte",
"value": 10
},
"ChallengeRating": {
"type": "float",
"value": 0.5
},
"ClassList": {
"type": "list",
"value": [
{
"__struct_id": 2,
"Class": {
"type": "int",
"value": 20
},
"ClassLevel": {
"type": "short",
"value": 1
}
}
]
},
"Color_Hair": {
"type": "byte",
"value": 1
},
"Color_Skin": {
"type": "byte",
"value": 1
},
"Color_Tattoo1": {
"type": "byte",
"value": 1
},
"Color_Tattoo2": {
"type": "byte",
"value": 1
},
"Comment": {
"type": "cexostring",
"value": ""
},
"Con": {
"type": "byte",
"value": 12
},
"Conversation": {
"type": "resref",
"value": "re_cv_commoner2"
},
"CRAdjust": {
"type": "int",
"value": 0
},
"CurrentHitPoints": {
"type": "short",
"value": 4
},
"DecayTime": {
"type": "dword",
"value": 5000
},
"Deity": {
"type": "cexostring",
"value": ""
},
"Description": {
"type": "cexolocstring",
"value": {}
},
"Dex": {
"type": "byte",
"value": 10
},
"Disarmable": {
"type": "byte",
"value": 0
},
"Equip_ItemList": {
"type": "list",
"value": [
{
"__struct_id": 2,
"EquippedRes": {
"type": "resref",
"value": "farmgarb"
}
}
]
},
"FactionID": {
"type": "word",
"value": 2
},
"FeatList": {
"type": "list",
"value": [
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 3
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 3112
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 2898
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 5195
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 2468
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 2919
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 4095
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 4092
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 2884
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 1089
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 3415
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 2285
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 258
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 4235
}
},
{
"__struct_id": 1,
"Feat": {
"type": "word",
"value": 51
}
}
]
},
"FirstName": {
"type": "cexolocstring",
"value": {
"0": "Farm Worker"
}
},
"fortbonus": {
"type": "short",
"value": 0
},
"Gender": {
"type": "byte",
"value": 0
},
"GoodEvil": {
"type": "byte",
"value": 50
},
"HitPoints": {
"type": "short",
"value": 4
},
"Int": {
"type": "byte",
"value": 10
},
"Interruptable": {
"type": "byte",
"value": 0
},
"IsImmortal": {
"type": "byte",
"value": 0
},
"IsPC": {
"type": "byte",
"value": 0
},
"LastName": {
"type": "cexolocstring",
"value": {
"0": ""
}
},
"LawfulChaotic": {
"type": "byte",
"value": 50
},
"Lootable": {
"type": "byte",
"value": 0
},
"MaxHitPoints": {
"type": "short",
"value": 5
},
"NaturalAC": {
"type": "byte",
"value": 0
},
"NoPermDeath": {
"type": "byte",
"value": 0
},
"PaletteID": {
"type": "byte",
"value": 45
},
"PerceptionRange": {
"type": "byte",
"value": 11
},
"Phenotype": {
"type": "int",
"value": 0
},
"Plot": {
"type": "byte",
"value": 0
},
"PortraitId": {
"type": "word",
"value": 129
},
"Race": {
"type": "byte",
"value": 6
},
"refbonus": {
"type": "short",
"value": 0
},
"ScriptAttacked": {
"type": "resref",
"value": "x2_def_attacked"
},
"ScriptDamaged": {
"type": "resref",
"value": "x2_def_ondamage"
},
"ScriptDeath": {
"type": "resref",
"value": "x2_def_ondeath"
},
"ScriptDialogue": {
"type": "resref",
"value": "x2_def_onconv"
},
"ScriptDisturbed": {
"type": "resref",
"value": "x2_def_ondisturb"
},
"ScriptEndRound": {
"type": "resref",
"value": "x2_def_endcombat"
},
"ScriptHeartbeat": {
"type": "resref",
"value": "x2_def_heartbeat"
},
"ScriptOnBlocked": {
"type": "resref",
"value": "re_common_blkd"
},
"ScriptOnNotice": {
"type": "resref",
"value": "x2_def_percept"
},
"ScriptRested": {
"type": "resref",
"value": "x2_def_rested"
},
"ScriptSpawn": {
"type": "resref",
"value": "re_comspawnfarm1"
},
"ScriptSpellAt": {
"type": "resref",
"value": "x2_def_spellcast"
},
"ScriptUserDefine": {
"type": "resref",
"value": "farmhand"
},
"SkillList": {
"type": "list",
"value": [
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
}
]
},
"SoundSetFile": {
"type": "word",
"value": 195
},
"SpecAbilityList": {
"type": "list",
"value": []
},
"StartingPackage": {
"type": "byte",
"value": 82
},
"Str": {
"type": "byte",
"value": 10
},
"Subrace": {
"type": "cexostring",
"value": ""
},
"Tag": {
"type": "cexostring",
"value": "FarmWorker"
},
"Tail_New": {
"type": "dword",
"value": 0
},
"TemplateList": {
"type": "list",
"value": []
},
"TemplateResRef": {
"type": "resref",
"value": "farmworker"
},
"WalkRate": {
"type": "int",
"value": 4
},
"willbonus": {
"type": "short",
"value": 0
},
"Wings_New": {
"type": "dword",
"value": 0
},
"Wis": {
"type": "byte",
"value": 10
},
"xAppearance_Head": {
"type": "word",
"value": 1
},
"xArmorPart_RFoot": {
"type": "word",
"value": 1
},
"xBodyPart_Belt": {
"type": "word",
"value": 0
},
"xBodyPart_LBicep": {
"type": "word",
"value": 1
},
"xBodyPart_LFArm": {
"type": "word",
"value": 1
},
"xBodyPart_LFoot": {
"type": "word",
"value": 1
},
"xBodyPart_LHand": {
"type": "word",
"value": 1
},
"xBodyPart_LShin": {
"type": "word",
"value": 1
},
"xBodyPart_LShoul": {
"type": "word",
"value": 0
},
"xBodyPart_LThigh": {
"type": "word",
"value": 1
},
"xBodyPart_Neck": {
"type": "word",
"value": 1
},
"xBodyPart_Pelvis": {
"type": "word",
"value": 1
},
"xBodyPart_RBicep": {
"type": "word",
"value": 1
},
"xBodyPart_RFArm": {
"type": "word",
"value": 1
},
"xBodyPart_RHand": {
"type": "word",
"value": 1
},
"xBodyPart_RShin": {
"type": "word",
"value": 1
},
"xBodyPart_RShoul": {
"type": "word",
"value": 0
},
"xBodyPart_RThigh": {
"type": "word",
"value": 1
},
"xBodyPart_Torso": {
"type": "word",
"value": 1
}
}

@ -0,0 +1,843 @@
{
"__data_type": "UTC ",
"Appearance_Head": {
"type": "byte",
"value": 1
},
"Appearance_Type": {
"type": "word",
"value": 6
},
"ArmorPart_RFoot": {
"type": "byte",
"value": 1
},
"BodyBag": {
"type": "byte",
"value": 0
},
"BodyPart_Belt": {
"type": "byte",
"value": 0
},
"BodyPart_LBicep": {
"type": "byte",
"value": 1
},
"BodyPart_LFArm": {
"type": "byte",
"value": 1
},
"BodyPart_LFoot": {
"type": "byte",
"value": 1
},
"BodyPart_LHand": {
"type": "byte",
"value": 1
},
"BodyPart_LShin": {
"type": "byte",
"value": 1
},
"BodyPart_LShoul": {
"type": "byte",
"value": 0
},
"BodyPart_LThigh": {
"type": "byte",
"value": 1
},
"BodyPart_Neck": {
"type": "byte",
"value": 1
},
"BodyPart_Pelvis": {
"type": "byte",
"value": 1
},
"BodyPart_RBicep": {
"type": "byte",
"value": 1
},
"BodyPart_RFArm": {
"type": "byte",
"value": 1
},
"BodyPart_RHand": {
"type": "byte",
"value": 1
},
"BodyPart_RShin": {
"type": "byte",
"value": 1
},
"BodyPart_RShoul": {
"type": "byte",
"value": 0
},
"BodyPart_RThigh": {
"type": "byte",
"value": 1
},
"BodyPart_Torso": {
"type": "byte",
"value": 1
},
"Cha": {
"type": "byte",
"value": 10
},
"ChallengeRating": {
"type": "float",
"value": 0.5
},
"ClassList": {
"type": "list",
"value": [
{
"__struct_id": 2,
"Class": {
"type": "int",
"value": 20
},
"ClassLevel": {
"type": "short",
"value": 1
}
}
]
},
"Color_Hair": {
"type": "byte",
"value": 1
},
"Color_Skin": {
"type": "byte",
"value": 1
},
"Color_Tattoo1": {
"type": "byte",
"value": 1
},
"Color_Tattoo2": {
"type": "byte",
"value": 1
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