Added Medium Viper animal companion.
Added Medium Viper animal companion.
This commit is contained in:
parent
b571f2c39c
commit
9401a54fc4
10
README.md
10
README.md
@ -1,4 +1,4 @@
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# NWNDS
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# Neverwtinter Nights Dark Sun [NWNDS]
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Repository for the code & various resources for the NWN Dark Sun project.
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## Features
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@ -26,3 +26,11 @@ Mark Ip - Aztec Exterior Redux Tilset
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ILmaTeR / ReAver - CODI/Daggerdale Swamp Tileset
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### Athas Reborn / Dark Sun Online Contributors
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The CEP Team
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Acidchalk, Andrak the Mad, Antoneagle, Aserath, Dante, Danule, Deek, Dom, Dreaderick, Dred, Drohgan, Elanthis Seldavius, Hellfire, Ihsaan, Jaysyn, Josten, Kenquinn, Klonapin, Kyriana Agrivar, Lorack, Magnus, Master Pain, Natana, NiteCap, Noob Punchingbag, Ranulf Majere, Rashod81100, Shadara, Sirna, Squirrel, Sutered, The Deadheart, The Inquisitor, The Obsidian Oracle, Tik, Trump, Wayne & Wrains
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nwnds_animalcomp/CR_BITE_VIPER001.uti
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nwnds_module/CR_BITE_VIPER001.uti
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@ -0,0 +1,96 @@
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//
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// NWN Dark Sun Random Armor Include
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//
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// By: Jaysyn
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//
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// Test VOID
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//void main(){}
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void RndDwarfGuardArmor(object oPC)
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{
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//Randomizes Armor
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int nResult = d6(1);
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int nStackSize = 1; // Create 1 items;
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object oArmor;
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string sItem;
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if (nResult == 1)
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{
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sItem = "AR_ALTSL_BONE01";
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}
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else if(nResult == 2)
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{
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sItem = "AR_ALTSL_IVORY";
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}
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else if(nResult == 3)
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{
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sItem = "DS_AMDBP_KLED001";
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}
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else if(nResult ==4)
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{
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sItem = "AR_ALTLT_MEKILOT";
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}
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else if(nResult == 5)
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{
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sItem = "DS_AMDBP_KLED002";
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}
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else
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sItem = "DS_AMDBP_KLED003";
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CreateItemOnObject(sItem, OBJECT_SELF, nStackSize);
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AssignCommand(OBJECT_SELF, ActionEquipMostEffectiveArmor());
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// Loop the object's inventory and equip the first
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object oItem = GetFirstItemInInventory(OBJECT_SELF);
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while(GetIsObjectValid(oItem))
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{
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// Check if armor, of course
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if(GetBaseItemType(oItem) == BASE_ITEM_ARMOR)
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{
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// Equip it and stop the script
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AssignCommand(OBJECT_SELF, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
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return;
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}
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oItem = GetNextItemInInventory(OBJECT_SELF);
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}
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DelayCommand(3.5f, ActionEquipMostEffectiveArmor());
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}
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void GuardArmor(object oPC)
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{
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//Randomizes Armor
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int nResult = d6(1);
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object oArmor;
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string sItem;
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if (nResult == 1)
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{
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sItem = "AR_ALTSL_BONE01";
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}
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else if(nResult == 2)
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{
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sItem = "AR_ALTSL_IVORY";
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}
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else if(nResult == 3)
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{
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sItem = "AR_ALTLT_LEATHER";
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}
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else if(nResult ==4)
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{
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sItem = "AR_ALTLT_MEKILOT";
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}
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else if(nResult == 5)
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{
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sItem = "AR_ALTPD_CLOTH01";
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}
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else
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sItem = "AR_ACLCL_HARNESS";
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DelayCommand(3.0, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
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}
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#include "ms_name_inc"
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#include "NW_O2_CONINCLUDE"
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#include "x2_inc_switches"
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#include "ds_rnd_armor_inc"
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void main()
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{
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@ -49,34 +50,7 @@ void main()
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// User defined OnSpawn event requested?
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int nSpecEvent = GetLocalInt(OBJECT_SELF,"X2_USERDEFINED_ONSPAWN_EVENTS");
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//Randomizes Armor
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int nResult = d6(1);
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object oArmor;
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string sItem;
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if (nResult == 1)
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{
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sItem = "AR_ALTSL_BONE01";
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}
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else if(nResult == 2)
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{
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sItem = "AR_ALTSL_IVORY";
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}
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else if(nResult == 3)
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{
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sItem = "AR_ALTLT_LEATHER";
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}
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else if(nResult ==4)
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{
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sItem = "AR_ALTLT_MEKILOT";
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}
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else if(nResult == 5)
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{
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sItem = "AR_ALTPD_CLOTH01";
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}
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else
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sItem = "AR_ACLCL_HARNESS";
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DelayCommand(3.0, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
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// Pre Spawn Event requested
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@ -412,9 +386,12 @@ void main()
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nHairColor = Random(15);
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SetColor(OBJECT_SELF, COLOR_CHANNEL_HAIR, nHairColor);
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//Calls the Random Name Generator
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//Calls the Random Name Generator
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ms_Nomenclature(OBJECT_SELF);
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// Randomize Armor
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GuardArmor(OBJECT_SELF);
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SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
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//SetLocalString(OBJECT_SELF, "sName", RandomName());
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#include "ms_name_inc"
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#include "NW_O2_CONINCLUDE"
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#include "x2_inc_switches"
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#include "ds_rnd_armor_inc"
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void main()
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{
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string sTag;
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object oPC = OBJECT_SELF;
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object oNPC;
|
||||
ExecuteScript("prc_npc_spawn", OBJECT_SELF);
|
||||
// User defined OnSpawn event requested?
|
||||
@ -391,37 +394,12 @@ void main()
|
||||
nTattoo2 = Random(15);
|
||||
SetColor(OBJECT_SELF, COLOR_CHANNEL_TATTOO_2, nTattoo2);
|
||||
|
||||
//Randomizes Armor
|
||||
RndDwarfGuardArmor(OBJECT_SELF);
|
||||
|
||||
//Calls the Random Name Generator
|
||||
ms_Nomenclature(OBJECT_SELF);
|
||||
|
||||
//Randomizes Armor
|
||||
int nResult = d6(1);
|
||||
object oArmor;
|
||||
string sItem;
|
||||
if (nResult == 1)
|
||||
{
|
||||
sItem = "AR_ALTSL_BONE01";
|
||||
}
|
||||
else if(nResult == 2)
|
||||
{
|
||||
sItem = "AR_ALTSL_IVORY";
|
||||
}
|
||||
else if(nResult == 3)
|
||||
{
|
||||
sItem = "DS_AMDBP_KLED001";
|
||||
}
|
||||
else if(nResult ==4)
|
||||
{
|
||||
sItem = "AR_ALTLT_MEKILOT";
|
||||
}
|
||||
else if(nResult == 5)
|
||||
{
|
||||
sItem = "DS_AMDBP_KLED002";
|
||||
}
|
||||
else
|
||||
sItem = "DS_AMDBP_KLED003";
|
||||
|
||||
DelayCommand(1.0, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
|
||||
|
||||
|
||||
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
|
||||
|
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Reference in New Issue
Block a user