Aantioch_Infernum/_module/nss/re_common_spawn.nss
EpicValor 44323d16c6 Added full CEP3 & Complete Rural/City tileset
Sarum City has been rebuilt with the new tileset, and all the exterior areas were combined into one. New areas added outside the city. They're called Environs.  Some additional areas redone to tie into the new areas. Environs are mostly decorated, but lack NPCs in some.  Those will be added later.
2023-11-17 01:59:49 -06:00

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//::///////////////////////////////////////////////
//:: 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 "ms_name_inc"
#include "rnd_commoner_inc"
#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void main()
{
//:: Set dialog variable for rumor system
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
// Randomize Skin Tone
rnd_skin(OBJECT_SELF);
// 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) *****************************************************************************************
//GetRandomFriend(20.0);
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
}