Tweaked resource locations

Tweaked resource locations.  Full compile.
This commit is contained in:
Jaysyn904
2024-12-12 14:52:10 -05:00
parent 48de66668b
commit dfb15e43ec
29 changed files with 2411 additions and 244 deletions

View File

@@ -3638,13 +3638,17 @@
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@@ -108,6 +108,13 @@
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View File

@@ -181,6 +181,27 @@
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive." "value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
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View File

@@ -409,6 +409,27 @@
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View File

@@ -415,6 +415,20 @@
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"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive." "value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
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View File

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File diff suppressed because it is too large Load Diff

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@@ -2153,7 +2153,7 @@
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View File

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View File

@@ -1070,7 +1070,7 @@
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@@ -72,7 +72,28 @@ void main()
// This section (new to V3.05, similar to CnrBirdOnDeathInitialize) allows // This section (new to V3.05, similar to CnrBirdOnDeathInitialize) allows
// for easy setup of item drops upon the death of the identified mob. // for easy setup of item drops upon the death of the identified mob.
//:: Stink Beetles
CnrMobOnDeathInitialize("cnrBeetleStink", "cnrStinkGland"); CnrMobOnDeathInitialize("cnrBeetleStink", "cnrStinkGland");
//CnrMobOnDeathInitialize("zep_beetlestnkf", "cnrStinkGland"); // <-- Too small to harvest
CnrMobOnDeathInitialize("zep_beetlestnkt", "cnrStinkGland");
CnrMobOnDeathInitialize("zep_beetlestnkh", "cnrStinkGland");
CnrMobOnDeathInitialize("btlstink001", "cnrStinkGland");
CnrMobOnDeathInitialize("nw_btlstink", "cnrStinkGland");
//:: Bombadier Beetles
CnrMobOnDeathInitialize("cnrBeetleBomber", "cnrBellBomb"); CnrMobOnDeathInitialize("cnrBeetleBomber", "cnrBellBomb");
CnrMobOnDeathInitialize("zep_beetlebomb", "cnrBellBomb");
CnrMobOnDeathInitialize("udbombbeetle", "cnrBellBomb");
CnrMobOnDeathInitialize("nw_btlbomb", "cnrBellBomb");
//:: Fire Beetles
CnrMobOnDeathInitialize("nw_btlfire", "nw_it_msmlmisc08");
CnrMobOnDeathInitialize("nw_btlfire02", "nw_it_msmlmisc08");
CnrMobOnDeathInitialize("zep_beetlefireh", "nw_it_msmlmisc08");
CnrMobOnDeathInitialize("zep_beetlespith", "nw_it_msmlmisc08");
CnrMobOnDeathInitialize("zep_beetlefiret", "nw_it_msmlmisc08");
CnrMobOnDeathInitialize("zep_beetlespitt", "nw_it_msmlmisc08");
} }

View File

@@ -0,0 +1,113 @@
//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT7
/*
Default OnDeath event handler for NPCs.
Adjusts killer's alignment if appropriate and
alerts allies to our death.
*/
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////
//:://////////////////////////////////////////////////
//:: Modified By: Deva Winblood
//:: Modified On: April 1st, 2008
//:: Added Support for Dying Wile Mounted
//:://///////////////////////////////////////////////
const string sHenchSummonedFamiliar = "HenchSummonedFamiliar";
const string sHenchSummonedAniComp = "HenchSummonedAniComp";
const string sHenchLastHeardOrSeen = "LastSeenOrHeard";
#include "x2_inc_compon"
#include "x0_i0_spawncond"
// Clears the last unheard, unseen enemy location
void ClearEnemyLocation();
void main()
{
object oKiller = GetLastKiller();
object oMaster = GetMaster();
int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
if(GetLocalInt(GetModule(), "X3_ENABLE_MOUNT_DB") && GetIsObjectValid(oMaster))
SetLocalInt(oMaster, "bX3_STORE_MOUNT_INFO", TRUE);
// If we're a good/neutral commoner,
// adjust the killer's alignment evil
if(GetLevelByClass(CLASS_TYPE_COMMONER)
&& (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
{
AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
}
//Start Hench AI
if(GetLocalInt(OBJECT_SELF, "GaveHealing"))
{
// Pausanias: destroy potions of healing
object oItem = GetFirstItemInInventory();
while(GetIsObjectValid(oItem))
{
if(GetTag(oItem) == "NW_IT_MPOTION003")
DestroyObject(oItem);
oItem = GetNextItemInInventory();
}
}
if(GetLocalInt(OBJECT_SELF, sHenchSummonedFamiliar))
{
object oFam = GetLocalObject(OBJECT_SELF, sHenchSummonedFamiliar);
if(GetIsObjectValid(oFam))
{
//if(DEBUG) DoDebug(GetName(OBJECT_SELF) + " destroy familiar");
DestroyObject(oFam, 0.1);
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oFam));
}
}
if(GetLocalInt(OBJECT_SELF, sHenchSummonedAniComp))
{
object oAni = GetLocalObject(OBJECT_SELF, sHenchSummonedAniComp);
if(GetIsObjectValid(oAni))
{
//if(DEBUG) DoDebug(GetName(OBJECT_SELF) + " destroy ani comp");
DestroyObject(oAni, 0.1);
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oAni));
}
}
ClearEnemyLocation();
//End Hench AI
// Call to allies to let them know we're dead
SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
//Shout Attack my target, only works with the On Spawn In setup
SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
// NOTE: the OnDeath user-defined event does not
// trigger reliably and should probably be removed
if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
SignalEvent(OBJECT_SELF, EventUserDefined(1007));
craft_drop_items(oKiller);
ExecuteScript("prc_npc_death", OBJECT_SELF);
ExecuteScript("prc_pwondeath", OBJECT_SELF);
}
void ClearEnemyLocation()
{
DeleteLocalInt(OBJECT_SELF, sHenchLastHeardOrSeen);
DeleteLocalLocation(OBJECT_SELF, sHenchLastHeardOrSeen);
object oInvisTarget = GetLocalObject(OBJECT_SELF, sHenchLastHeardOrSeen);
if (GetIsObjectValid(oInvisTarget))
{
DestroyObject(oInvisTarget);
DeleteLocalObject(OBJECT_SELF, sHenchLastHeardOrSeen);
}
}