Added PnP Dire Rat.
Added PnP Dire Rat.
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116
nwn_dark_sun/re_common_spawn.nss
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116
nwn_dark_sun/re_common_spawn.nss
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//::///////////////////////////////////////////////
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//:: Default: On Spawn In
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//:: NW_C2_DEFAULT9
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Determines the course of action to be taken
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after having just been spawned in
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 25, 2001
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//:://////////////////////////////////////////////
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#include "NW_O2_CONINCLUDE"
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#include "NW_I0_GENERIC"
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#include "ms_name_inc"
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void main()
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{
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// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
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//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
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//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
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// This causes the creature to say a special greeting in their conversation file
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// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
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// greeting in order to designate it. As the creature is actually saying this to
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// himself, don't attach any player responses to the greeting.
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//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
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// This will set the listening pattern on the NPC to attack when allies call
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//SetSpawnInCondition(NW_FLAG_STEALTH);
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// If the NPC has stealth and they are a rogue go into stealth mode
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//SetSpawnInCondition(NW_FLAG_SEARCH);
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// If the NPC has Search go into Search Mode
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//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
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// This will set the NPC to give a warning to non-enemies before attacking
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//SetSpawnInCondition(NW_FLAG_SLEEP);
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//Creatures that spawn in during the night will be asleep.
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//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
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//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
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//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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//This will play Ambient Animations until the NPC sees an enemy or is cleared.
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//NOTE that these animations will play automatically for Encounter Creatures.
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// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
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//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
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//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
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// CUSTOM USER DEFINED EVENTS
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/*
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The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
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On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
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events user 1000 - 1010
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*/
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//SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
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//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
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//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
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//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
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//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
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//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
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//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
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//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
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// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
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//Randomizes NPC's Appearance
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object oNPC = OBJECT_SELF;
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string sTag = GetTag(oNPC);
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/* int nPheno;
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nPheno = Random(4)+1;
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if (nPheno == 3)
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SetPhenoType(2, oNPC);
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if (nPheno == 4)
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SetPhenoType(40, oNPC); */
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int nSkinColor;
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nSkinColor = Random(20);
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SetColor(OBJECT_SELF, COLOR_CHANNEL_SKIN, nSkinColor);
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int nKeephead = GetLocalInt(OBJECT_SELF,"AR_KEEPHEAD");
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int nHeadNumber;
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nHeadNumber = Random(12)+1;
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if (nKeephead != 1)
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{
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SetCreatureBodyPart(CREATURE_PART_HEAD, nHeadNumber, OBJECT_SELF);
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}
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int nHairColor;
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nHairColor = Random(15);
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SetColor(OBJECT_SELF, COLOR_CHANNEL_HAIR, nHairColor);
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//Randomizes Clothing
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int nResult = d6();
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string sItem;
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sItem = "comclothes" + IntToString(nResult);
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DelayCommand(1.0f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
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SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
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//SetLocalString(OBJECT_SELF, "sName", RandomName());
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SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
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//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
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// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
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// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
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// combat.
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GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
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//Calls the Random Name Generator
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ms_Nomenclature(OBJECT_SELF);
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}
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