diff --git a/_module/are/sarumcityenvi001.are.json b/_module/are/sarumcityenvi001.are.json index ec3e3e62..f720910c 100644 --- a/_module/are/sarumcityenvi001.are.json +++ b/_module/are/sarumcityenvi001.are.json @@ -41484,7 +41484,7 @@ }, "Version": { "type": "dword", - "value": 22 + "value": 24 }, "Width": { "type": "int", diff --git a/_module/are/sarumcityenvi002.are.json b/_module/are/sarumcityenvi002.are.json index 1c412b04..aaf396f3 100644 --- a/_module/are/sarumcityenvi002.are.json +++ b/_module/are/sarumcityenvi002.are.json @@ -38818,7 +38818,7 @@ }, "Version": { "type": "dword", - "value": 11 + "value": 14 }, "Width": { "type": "int", diff --git a/_module/are/sarumcityenvi003.are.json b/_module/are/sarumcityenvi003.are.json index bb7eb925..0afbb766 100644 --- a/_module/are/sarumcityenvi003.are.json +++ b/_module/are/sarumcityenvi003.are.json @@ -41484,7 +41484,7 @@ }, "Version": { "type": "dword", - "value": 12 + "value": 14 }, "Width": { "type": "int", diff --git a/_module/are/sarumcityenvi004.are.json b/_module/are/sarumcityenvi004.are.json index b4a0ab43..40afa22e 100644 --- a/_module/are/sarumcityenvi004.are.json +++ b/_module/are/sarumcityenvi004.are.json @@ -41484,7 +41484,7 @@ }, "Version": { "type": "dword", - "value": 11 + "value": 12 }, "Width": { "type": "int", diff --git a/_module/are/sarumcityenviron.are.json b/_module/are/sarumcityenviron.are.json index 666748fd..a7369125 100644 --- a/_module/are/sarumcityenviron.are.json +++ b/_module/are/sarumcityenviron.are.json @@ -41484,7 +41484,7 @@ }, "Version": { "type": "dword", - "value": 86 + "value": 89 }, "Width": { "type": "int", diff --git a/_module/gic/sarumcityenvi001.gic.json b/_module/gic/sarumcityenvi001.gic.json index d3169eba..24c1ea98 100644 --- a/_module/gic/sarumcityenvi001.gic.json +++ b/_module/gic/sarumcityenvi001.gic.json @@ -2,7 +2,15 @@ "__data_type": "GIC ", "Creature List": { "type": "list", - "value": [] + "value": [ + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "Battlefield\r\n" + } + } + ] }, "Door List": { "type": "list", @@ -32885,6 +32893,20 @@ "value": "" } }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, { "__struct_id": 9, "Comment": { @@ -33149,6 +33171,132 @@ "type": "cexostring", "value": "" } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } } ] } diff --git a/_module/gic/sarumcityenvi002.gic.json b/_module/gic/sarumcityenvi002.gic.json index 3d3c8d4a..807b8644 100644 --- a/_module/gic/sarumcityenvi002.gic.json +++ b/_module/gic/sarumcityenvi002.gic.json @@ -2,7 +2,15 @@ "__data_type": "GIC ", "Creature List": { "type": "list", - "value": [] + "value": [ + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "Battlefield\r\n" + } + } + ] }, "Door List": { "type": "list", @@ -1946,6 +1954,181 @@ "value": "" } }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "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. " + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, { "__struct_id": 5, "Comment": { diff --git a/_module/gic/sarumcityenvi003.gic.json b/_module/gic/sarumcityenvi003.gic.json index 2f46f8ad..b396caf7 100644 --- a/_module/gic/sarumcityenvi003.gic.json +++ b/_module/gic/sarumcityenvi003.gic.json @@ -2,7 +2,15 @@ "__data_type": "GIC ", "Creature List": { "type": "list", - "value": [] + "value": [ + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "Battlefield\r\n" + } + } + ] }, "Door List": { "type": "list", @@ -2697,6 +2705,13 @@ "value": "" } }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, { "__struct_id": 5, "Comment": { diff --git a/_module/gic/sarumcityenvi004.gic.json b/_module/gic/sarumcityenvi004.gic.json index 11b9f513..4e8ff76a 100644 --- a/_module/gic/sarumcityenvi004.gic.json +++ b/_module/gic/sarumcityenvi004.gic.json @@ -16,6 +16,13 @@ "type": "cexostring", "value": "" } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "Battlefield\r\n" + } } ] }, @@ -1468,6 +1475,13 @@ "value": "" } }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, { "__struct_id": 5, "Comment": { diff --git a/_module/gic/sarumcityenviron.gic.json b/_module/gic/sarumcityenviron.gic.json index f57f5852..7549ae09 100644 --- a/_module/gic/sarumcityenviron.gic.json +++ b/_module/gic/sarumcityenviron.gic.json @@ -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" } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "Battlefield\r\n" + } } ] }, @@ -12327,6 +12334,55 @@ "value": "Lamp Post" } }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, { "__struct_id": 9, "Comment": { @@ -13429,6 +13485,69 @@ "value": "" } }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, { "__struct_id": 5, "Comment": { diff --git a/_module/git/sarumcityenvi001.git.json b/_module/git/sarumcityenvi001.git.json index 0c1b2daa..074e225f 100644 --- a/_module/git/sarumcityenvi001.git.json +++ b/_module/git/sarumcityenvi001.git.json @@ -45,7 +45,1753 @@ }, "Creature List": { "type": "list", - "value": [] + "value": [ + { + "__struct_id": 4, + "Appearance_Head": { + "type": "byte", + "value": 4 + }, + "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": 8 + }, + "ChallengeRating": { + "type": "float", + "value": 25.0 + }, + "ClassList": { + "type": "list", + "value": [ + { + "__struct_id": 2, + "Class": { + "type": "int", + "value": 4 + }, + "ClassLevel": { + "type": "short", + "value": 17 + } + } + ] + }, + "Color_Hair": { + "type": "byte", + "value": 1 + }, + "Color_Skin": { + "type": "byte", + "value": 1 + }, + "Color_Tattoo1": { + "type": "byte", + "value": 1 + }, + "Color_Tattoo2": { + "type": "byte", + "value": 1 + }, + "Con": { + "type": "byte", + "value": 18 + }, + "Conversation": { + "type": "resref", + "value": "" + }, + "CRAdjust": { + "type": "int", + "value": 0 + }, + "CurrentHitPoints": { + "type": "short", + "value": 311 + }, + "DecayTime": { + "type": "dword", + "value": 5000 + }, + "Deity": { + "type": "cexostring", + "value": "" + }, + "Description": { + "type": "cexolocstring", + "value": {} + }, + "Dex": { + "type": "byte", + "value": 13 + }, + "Disarmable": { + "type": "byte", + "value": 0 + }, + "Equip_ItemList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "AddCost": { + "type": "dword", + "value": 0 + }, + "BaseItem": { + "type": "int", + "value": 17 + }, + "Charges": { + "type": "byte", + "value": 0 + }, + "Cloth1Color": { + "type": "byte", + "value": 37 + }, + "Cloth2Color": { + "type": "byte", + "value": 45 + }, + "Cost": { + "type": "dword", + "value": 382759 + }, + "Cursed": { + "type": "byte", + "value": 0 + }, + "DescIdentified": { + "type": "cexolocstring", + "value": { + "0": "Part of the 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"value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": {} + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": {} + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "WP_Gateguard3_02" + }, + "TemplateResRef": { + "type": "resref", + "value": "" + }, + "XOrientation": { + "type": "float", + "value": -1.0 + }, + "XPosition": { + "type": "float", + "value": 50.33588409423828 + }, + "YOrientation": { + "type": "float", + "value": 0.0 + }, + "YPosition": { + "type": "float", + "value": 39.93023300170898 + }, + "ZPosition": { + "type": "float", + "value": -5.222045729169622e-006 + } + }, + { + "__struct_id": 5, + "Appearance": { + "type": "byte", + "value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": { + "0": "this code is used for npcs to spawn only in the day time and randomly walk around 50 metres from spawn point.\nand have 90% chance of picking anything up they find.\n\nit again uses the random amount code (SX01R04) to reflect a \"crowd\". they will not respawn on death and only reappear on server reset (if you kill bob the smithy, he aint coming back right away, lol)\nnote: most if not all npcs,s should be \"plot\"....." + } + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": { + "0": "SP_SX03_PA_SR27_SH06T18_TM01M_RT_DS" + } + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "farmworker5" + }, + "TemplateResRef": { + "type": "resref", + "value": "sp_002" + }, + "XOrientation": { + "type": "float", + "value": 0.0 + }, + "XPosition": { + "type": 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random amount code (SX01R04) to reflect a \"crowd\". they will not respawn on death and only reappear on server reset (if you kill bob the smithy, he aint coming back right away, lol)\nnote: most if not all npcs,s should be \"plot\"....." + } + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": { + "0": "SP_SX01_PA_SR27_SH06T18_TM01M_RT_DS" + } + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "femalecommoner" + }, + "TemplateResRef": { + "type": "resref", + "value": "sp_002" + }, + "XOrientation": { + "type": "float", + "value": 1.541428310757299e-043 + }, + "XPosition": { + "type": "float", + "value": 95.82041931152344 + }, + "YOrientation": { + "type": "float", + "value": 1.0 + }, + "YPosition": { + "type": "float", + "value": 99.74372863769531 + }, + "ZPosition": { + "type": "float", + "value": -5.7220458984375e-006 + } + }, + { + "__struct_id": 5, + "Appearance": { + "type": "byte", + "value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": { + "0": "this code is used for npcs to spawn only in the day time and randomly walk around 50 metres from spawn point.\nand have 90% chance of picking anything up they find.\n\nit again uses the random amount code (SX01R04) to reflect a \"crowd\". they will not respawn on death and only reappear on server reset (if you kill bob the smithy, he aint coming back right away, lol)\nnote: most if not all npcs,s should be \"plot\"....." + } + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": { + "0": "SP_SX01_PA_SR27_SH06T18_TM01M_RT_DS" + } + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "commale001" + }, + "TemplateResRef": { + "type": "resref", + "value": "sp_002" + }, + "XOrientation": { + "type": "float", + "value": 1.541428310757299e-043 + }, + "XPosition": { + "type": "float", + "value": 94.00932312011719 + }, + "YOrientation": { + "type": "float", + "value": 1.0 + }, + "YPosition": { + "type": "float", + "value": 99.68705749511719 + }, + "ZPosition": { + "type": "float", + "value": -5.7220458984375e-006 + } + }, + { + "__struct_id": 5, + "Appearance": { + "type": "byte", + "value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": { + "0": "this code is used for npcs to spawn only in the day time and randomly walk around 50 metres from spawn point.\nand have 90% chance of picking anything up they find.\n\nit again uses the random amount code (SX01R04) to reflect a \"crowd\". they will not respawn on death and only reappear on server reset (if you kill bob the smithy, he aint coming back right away, lol)\nnote: most if not all npcs,s should be \"plot\"....." + } + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": { + "0": "SP_SX01_PA_SR27_SH06T18_TM01M_RT_DS" + } + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "femalecommoner" + }, + "TemplateResRef": { + "type": "resref", + "value": "sp_002" + }, + "XOrientation": { + "type": "float", + "value": 0.0 + }, + "XPosition": { + "type": "float", + "value": 74.35836791992188 + }, + "YOrientation": { + "type": "float", + "value": 1.0 + }, + "YPosition": { + "type": "float", + "value": 92.82453918457031 + }, + "ZPosition": { + "type": "float", + "value": 0.0 + } + }, + { + "__struct_id": 5, + "Appearance": { + "type": "byte", + "value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": { + "0": "this code is used for npcs to spawn only in the day time and randomly walk around 50 metres from spawn point.\nand have 90% chance of picking anything up they find.\n\nit again uses the random amount code (SX01R04) to reflect a \"crowd\". they will not respawn on death and only reappear on server reset (if you kill bob the smithy, he aint coming back right away, lol)\nnote: most if not all npcs,s should be \"plot\"....." + } + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": { + "0": "SP_SX01_PA_SR27_SH06T18_TM01M_RT_DS" + } + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "commale001" + }, + "TemplateResRef": { + "type": "resref", + "value": "sp_002" + }, + "XOrientation": { + "type": "float", + "value": -3.051760018024652e-007 + }, + "XPosition": { + "type": "float", + "value": 72.54727172851563 + }, + "YOrientation": { + "type": "float", + "value": 1.0 + }, + "YPosition": { + "type": "float", + "value": 92.76786804199219 + }, + "ZPosition": { + "type": "float", + "value": 0.0 + } + }, + { + "__struct_id": 5, + "Appearance": { + "type": "byte", + "value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": { + "0": "this code is used for npcs to spawn only in the day time and randomly walk around 50 metres from spawn point.\nand have 90% chance of picking anything up they find.\n\nit again uses the random amount code (SX01R04) to reflect a \"crowd\". they will not respawn on death and only reappear on server reset (if you kill bob the smithy, he aint coming back right away, lol)\nnote: most if not all npcs,s should be \"plot\"....." + } + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": { + "0": "SP_SX01_PA_SR27_SH06T18_TM01M_RT_DS" + } + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "femalecommoner" + }, + "TemplateResRef": { + "type": "resref", + "value": "sp_002" + }, + "XOrientation": { + "type": "float", + "value": 0.0 + }, + "XPosition": { + "type": "float", + "value": 34.32436370849609 + }, + "YOrientation": { + "type": "float", + "value": 1.0 + }, + "YPosition": { + "type": "float", + "value": 94.77391815185547 + }, + "ZPosition": { + "type": "float", + "value": 0.01000607013702393 + } + }, + { + "__struct_id": 5, + "Appearance": { + "type": "byte", + "value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": { + "0": "this code is used for npcs to spawn only in the day time and randomly walk around 50 metres from spawn point.\nand have 90% chance of picking anything up they find.\n\nit 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94.71724700927734 + }, + "ZPosition": { + "type": "float", + "value": 0.01000607013702393 + } + }, + { + "__struct_id": 5, + "Appearance": { + "type": "byte", + "value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": { + "0": "this code is used for npcs to spawn only in the day time and randomly walk around 50 metres from spawn point.\nand have 90% chance of picking anything up they find.\n\nit again uses the random amount code (SX01R04) to reflect a \"crowd\". they will not respawn on death and only reappear on server reset (if you kill bob the smithy, he aint coming back right away, lol)\nnote: most if not all npcs,s should be \"plot\"....." + } + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": { + "0": "SP_SX01_PA_SR27_SH06T18_TM01M_RT_DS" + } + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "femalecommoner" + }, + "TemplateResRef": { + "type": "resref", + "value": "sp_002" + }, + "XOrientation": { + "type": "float", + "value": 1.541428310757299e-043 + }, + "XPosition": { + "type": "float", + "value": 15.77818870544434 + }, + "YOrientation": { + "type": "float", + "value": 1.0 + }, + "YPosition": { + "type": "float", + "value": 98.10802459716797 + }, + "ZPosition": { + "type": "float", + "value": -5.7220458984375e-006 + } + }, + { + "__struct_id": 5, + "Appearance": { + "type": "byte", + "value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": { + "0": "this code is used for npcs to spawn only in the day time and randomly walk around 50 metres from spawn point.\nand have 90% chance of picking anything up they find.\n\nit again uses the random amount code (SX01R04) to reflect a \"crowd\". they will not respawn on death and only reappear on server reset (if you kill bob the smithy, he aint coming back right away, lol)\nnote: most if not all npcs,s should be \"plot\"....." + } + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": { + "0": "SP_SX01_PA_SR27_SH06T18_TM01M_RT_DS" + } + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "femalecommoner" + }, + "TemplateResRef": { + "type": "resref", + "value": "sp_002" + }, + "XOrientation": { + "type": "float", + "value": 1.541428310757299e-043 + }, + "XPosition": { + "type": "float", + "value": 122.8477630615234 + }, + "YOrientation": { + "type": "float", + "value": 1.0 + }, + "YPosition": { + "type": "float", + "value": 94.30699920654297 + }, + "ZPosition": { + "type": "float", + "value": 0.01000607013702393 + } + }, + { + "__struct_id": 5, + "Appearance": { + "type": "byte", + "value": 1 + }, + "Description": { + "type": "cexolocstring", + "value": { + "0": "this code is used for npcs to spawn only in the day time and randomly walk around 50 metres from spawn point.\nand have 90% chance of picking anything up they find.\n\nit again uses the random amount code (SX01R04) to reflect a \"crowd\". they will not respawn on death and only reappear on server reset (if you kill bob the smithy, he aint coming back right away, lol)\nnote: most if not all npcs,s should be \"plot\"....." + } + }, + "HasMapNote": { + "type": "byte", + "value": 0 + }, + "LinkedTo": { + "type": "cexostring", + "value": "" + }, + "LocalizedName": { + "type": "cexolocstring", + "value": { + "0": "SP_SX01_PA_SR27_SH06T18_TM01M_RT_DS" + } + }, + "MapNote": { + "type": "cexolocstring", + "value": {} + }, + "MapNoteEnabled": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "femalecommoner" + }, + "TemplateResRef": { + "type": "resref", + "value": "sp_002" + }, + "XOrientation": { + "type": "float", + "value": 1.541428310757299e-043 + }, + "XPosition": { + "type": "float", + "value": 224.7401275634766 + }, + "YOrientation": { + "type": "float", + "value": 1.0 + }, + "YPosition": { + "type": "float", + "value": 140.2544708251953 + }, + "ZPosition": { + "type": "float", + "value": -5.222045729169622e-006 + } } ] } diff --git a/_module/git/sarumcityenvi003.git.json b/_module/git/sarumcityenvi003.git.json index 4a40ed70..b15699a3 100644 --- a/_module/git/sarumcityenvi003.git.json +++ b/_module/git/sarumcityenvi003.git.json @@ -45,7 +45,1753 @@ }, "Creature List": { "type": "list", - "value": [] + "value": [ + { + "__struct_id": 4, + "Appearance_Head": { + "type": "byte", + "value": 4 + }, + "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": 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25.0 + }, + "ClassList": { + "type": "list", + "value": [ + { + "__struct_id": 2, + "Class": { + "type": "int", + "value": 4 + }, + "ClassLevel": { + "type": "short", + "value": 17 + } + } + ] + }, + "Color_Hair": { + "type": "byte", + "value": 1 + }, + "Color_Skin": { + "type": "byte", + "value": 1 + }, + "Color_Tattoo1": { + "type": "byte", + "value": 1 + }, + "Color_Tattoo2": { + "type": "byte", + "value": 1 + }, + "Con": { + "type": "byte", + "value": 18 + }, + "Conversation": { + "type": "resref", + "value": "" + }, + "CRAdjust": { + "type": "int", + "value": 0 + }, + "CurrentHitPoints": { + "type": "short", + "value": 311 + }, + "DecayTime": { + "type": "dword", + "value": 5000 + }, + "Deity": { + "type": "cexostring", + "value": "" + }, + "Description": { + "type": "cexolocstring", + "value": {} + }, + "Dex": { + "type": "byte", + "value": 13 + }, + "Disarmable": { + "type": "byte", + "value": 0 + }, + "Equip_ItemList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + 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}, { "__struct_id": 0, "CR": { diff --git a/_module/itp/itempalcus.itp.json b/_module/itp/itempalcus.itp.json index 0d184215..9cf9cc55 100644 --- a/_module/itp/itempalcus.itp.json +++ b/_module/itp/itempalcus.itp.json @@ -1347,6 +1347,17 @@ "value": 16807434 } }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Farm Garb" + }, + "RESREF": { + "type": "resref", + "value": "farmgarb" + } + }, { "__struct_id": 0, "RESREF": { diff --git a/_module/ncs/farmhand.ncs b/_module/ncs/farmhand.ncs new file mode 100644 index 00000000..f513a1c6 Binary files /dev/null and b/_module/ncs/farmhand.ncs differ diff --git a/_module/ncs/farmhand2.ncs b/_module/ncs/farmhand2.ncs new file mode 100644 index 00000000..4d42c6cf Binary files /dev/null and b/_module/ncs/farmhand2.ncs differ diff --git a/_module/ncs/farmhand3.ncs b/_module/ncs/farmhand3.ncs new file mode 100644 index 00000000..b615fbaa Binary files /dev/null and b/_module/ncs/farmhand3.ncs differ diff --git a/_module/ncs/farmhand4.ncs b/_module/ncs/farmhand4.ncs new file mode 100644 index 00000000..5b816ac5 Binary files /dev/null and b/_module/ncs/farmhand4.ncs differ diff --git a/_module/ncs/farmhand5.ncs b/_module/ncs/farmhand5.ncs new file mode 100644 index 00000000..175c466b Binary files /dev/null and b/_module/ncs/farmhand5.ncs differ diff --git a/_module/ncs/re_comspawnfarm1.ncs b/_module/ncs/re_comspawnfarm1.ncs new file mode 100644 index 00000000..8628873f Binary files /dev/null and b/_module/ncs/re_comspawnfarm1.ncs differ diff --git a/_module/ncs/re_comspawnfarm2.ncs b/_module/ncs/re_comspawnfarm2.ncs new file mode 100644 index 00000000..3cd019c7 Binary files /dev/null and b/_module/ncs/re_comspawnfarm2.ncs differ diff --git a/_module/ncs/re_comspawnfarm3.ncs b/_module/ncs/re_comspawnfarm3.ncs new file mode 100644 index 00000000..daa5b4b2 Binary files /dev/null and b/_module/ncs/re_comspawnfarm3.ncs differ diff --git a/_module/ncs/re_comspawnfarm4.ncs b/_module/ncs/re_comspawnfarm4.ncs new file mode 100644 index 00000000..544791d8 Binary files /dev/null and b/_module/ncs/re_comspawnfarm4.ncs differ diff --git a/_module/ncs/re_comspawnfarm5.ncs b/_module/ncs/re_comspawnfarm5.ncs new file mode 100644 index 00000000..65acf3be Binary files /dev/null and b/_module/ncs/re_comspawnfarm5.ncs differ diff --git a/_module/nss/farmhand.nss b/_module/nss/farmhand.nss new file mode 100644 index 00000000..4784ab94 --- /dev/null +++ b/_module/nss/farmhand.nss @@ -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")); +} + diff --git a/_module/nss/farmhand2.nss b/_module/nss/farmhand2.nss new file mode 100644 index 00000000..3aed1ff7 --- /dev/null +++ b/_module/nss/farmhand2.nss @@ -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 diff --git a/_module/nss/farmhand3.nss b/_module/nss/farmhand3.nss new file mode 100644 index 00000000..2fcc5b97 --- /dev/null +++ b/_module/nss/farmhand3.nss @@ -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 diff --git a/_module/nss/farmhand4.nss b/_module/nss/farmhand4.nss new file mode 100644 index 00000000..92c98213 --- /dev/null +++ b/_module/nss/farmhand4.nss @@ -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 diff --git a/_module/nss/farmhand5.nss b/_module/nss/farmhand5.nss new file mode 100644 index 00000000..127a8289 --- /dev/null +++ b/_module/nss/farmhand5.nss @@ -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 diff --git a/_module/nss/re_comspawnfarm1.nss b/_module/nss/re_comspawnfarm1.nss new file mode 100644 index 00000000..4e848a2e --- /dev/null +++ b/_module/nss/re_comspawnfarm1.nss @@ -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)); +} + + diff --git a/_module/nss/re_comspawnfarm2.nss b/_module/nss/re_comspawnfarm2.nss new file mode 100644 index 00000000..a4a658e2 --- /dev/null +++ b/_module/nss/re_comspawnfarm2.nss @@ -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)); +} + + diff --git a/_module/nss/re_comspawnfarm3.nss b/_module/nss/re_comspawnfarm3.nss new file mode 100644 index 00000000..d8a5533c --- /dev/null +++ b/_module/nss/re_comspawnfarm3.nss @@ -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)); +} + + diff --git a/_module/nss/re_comspawnfarm4.nss b/_module/nss/re_comspawnfarm4.nss new file mode 100644 index 00000000..6827c971 --- /dev/null +++ b/_module/nss/re_comspawnfarm4.nss @@ -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)); +} + + diff --git a/_module/nss/re_comspawnfarm5.nss b/_module/nss/re_comspawnfarm5.nss new file mode 100644 index 00000000..7b3303f6 --- /dev/null +++ b/_module/nss/re_comspawnfarm5.nss @@ -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)); +} + + diff --git a/_module/utc/farmworker.utc.json b/_module/utc/farmworker.utc.json new file mode 100644 index 00000000..7fe25e08 --- /dev/null +++ b/_module/utc/farmworker.utc.json @@ -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": 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