NESS — Spawn System
Version 8.1.4
Original Author: Neshke Narovken
ex-Maintainer: Cereborn
Current Maintainer: Jaysyn
INCLUDES:
Do NOT Modify Main Script: Spawn: 'spawn_main'
Do NOT Modify Helper Scripts: Information: 'spawn__readme' Functions: 'spawn_functions' Corpse Death: 'spawn_corpse_dth' Corpse Decay: 'spawn_corpse_dcy' Global Defaults: 'spawn_defaults' Flag Parsing: 'spawn_flags' Pseudo-heartbeat 'spawn_pseudohb'
Lootable corpse event scripts: Corpse On Open: 'spawn_onopencrp' Corpse On Closed: 'spawn_oncloscrp' Corpse Disturbed: 'spawn_dist_corps' Corpse Used: 'spawn_used_corps'
CONFIGURATION:
Modify Configuration Includes if Needed Only where Specified in Each File: Spawn Flags: 'spawn_cfg_flag' Spawn Groups: 'spawn_cfg_group' Loot Tables: 'spawn_cfg_loot' Spawn Camps: 'spawn_cfg_camp' Spawn Effects: 'spawn_cfg_fxsp' Area Effects: 'spawn_cfg_fxae' Object Effects: 'spawn_cfg_fxobj' User Defaults: 'spawn_cfg_global' Custom Flags: 'spawn_cfg_cusflg'
Modify Check Includes if Needed Only where Specified in each File: Check PCs: 'spawn_chk_pcs' Custom Check: 'spawn_chk_custom'
Modify Scripting Includes if Needed Only where Specified in Each File: Spawn/Despawn: 'spawn_sc_spawn' Heartbeat: 'spawn_sc_hbeat' Death: 'spawn_sc_death' Deactivation: 'spawn_sc_deactiv' Camp Trigger: 'spawn_sc_cmptrig' Patrol Stops: 'spawn_sc_patrol'
USAGE:
Add Following to Area Heartbeat:
Sample Script: 'spawn_sample_hb'
#include "spawn_main" Spawn();
Add Spawn Waypoints All Switches Optional
Waypoint Name: SP_
Waypoint Tag: Child Object Tag / ResRef Group Designation Camp Designation
Note: For Custom Creatures you must use the ResRef
AVAILABLE FLAGS:
SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn _RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn _PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn _SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn _ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF _SXn_NL_SB_ELn
Format: Flag|OptionalFlag
SPn|On Designates Spawn Waypoint SP is required on all Spawn Waypoints Performs spawn processing every SP01–SP99 heartbeats Default SP01 ˜ 6 seconds SP00 defaults to SP01 Optional On: offset initial processing by n heartbeats
ISn|Dn Initial State 0 = Inactive 1 = Active (default) Optional D000: delay initial spawn (minutes)
IDn Sets LocalInt "SpawnID" on spawn waypoint
FTn Flag Table Defined in 'spawn_cfg_flag'
SNn|Mn Spawn Number Maintains SN00–SN99 children Optional M00: minimum children
SA|n|Mn Spawn All at Once Optional n: children per cycle Optional M00: minimum per cycle
SRn|Mn|P Spawn Radius SR00–SR99 meters Optional M00: minimum radius Optional P: center near random PC
SDn|Mn|P Spawn Delay SD00–SD99 minutes Optional M00: minimum delay Optional P: fixed spawn period
CLn|Mn Child Lifespan in minutes Optional M00: random range
DYn|Tn Spawn Days DY00–DY28 Optional T00: end day
HRn|Tn Spawn Hours HR00–HR24 Optional T00: end hour
DO|D Day only Optional D: despawn at night
NO|D Night only Optional D: despawn at day
RW|Rn Random Walk Optional R00–R99 meters WARNING: resource intensive
PC|n|R PC presence required Optional PC00: despawn delay Optional R: reset spawn point
RGn|Mn|Cn Random Gold RG000–RG999 Optional M00: minimum Optional C00: chance %
SF Spawn Facing matches waypoint
SUn|In Spawn Unseen Optional I00: per-child check
FXn|Dn Spawn / Despawn Effects Defined in 'spawn_cfg_fxsp'
PRn|Tn|C Patrol Route PR00–PR99 Route Types: 0 Sequential 1 Circular 2 Random 3 Walk once / despawn Optional C: start closest
EEn|Rn Entrance / Exit waypoint
EXn|Rn Exit waypoint
PLn|Tn|Pn Placeable Behavior 0 Default 1 Despawn if empty 2 Refill if empty 3 Refresh every P minutes
SG Spawn Group (spawn_cfg_group)
CDn|Tn|Rn|D Corpse Decay and remains behavior
LTn|An|Bn|Cn Loot Table (spawn_cfg_loot)
DSn|Sn Deactivate Spawn by condition Optional S000: run script on deactivation
DIn Deactivation Information
CM|Dn Spawn Camp (spawn_cfg_camp)
SSn|Dn Spawn / Despawn Script
DTn Death Script
CPn|Rn PC Check (spawn_chk_pcs)
CCn Custom Check (spawn_chk_custom)
TRn|Dn Spawn Trigger
AEn|Dn Area Effect (spawn_cfg_fxae)
OEn|Dn Object Effect (spawn_cfg_fxobj)
RSn Random Spawn Chance %
FCn Spawn Faction
ALn|Sn Spawn Alignment Shift
HBn Heartbeat Script
SLn|Rn|I Spawn Location(s)
RH|Dn Return Home Distance
HLn|E Heal Children when idle
IT Spawn Item
ST Spawn Sit
PT Spawn Plot
SM Spawn Merchant
CF Custom Flag stored as LocalString "CustomFlag"
EXTERNAL CONTROL FUNCTIONS:
object NESS_GetSpawnByID(int nSpawnID, object oArea); void NESS_ActivateSpawnByID(int nSpawnID, object oArea); void NESS_DeactivateSpawnByID(int nSpawnID, object oArea); void NESS_ActivateSpawn(object oSpawn); void NESS_DeactivateSpawn(object oSpawn); void NESS_ForceProcess(object oSpawn); void NESS_TrackModuleSpawns(int nFlag = TRUE); int NESS_IsModuleSpawnTracking();
TIPS AND POINTERS:
- .erf files usually contain .nss and .utp files.
- Save and reopen the module after import.
- Configuration scripts are saved, not compiled.
- Compile spawn_sample_hb after configuration changes.
- Only scripts attached to events need compiling.
PACKAGE HEADER (REFERENCE):
NESS Version 8.1.1 Cereborn
See 'spawn__readme' for instructions Ignore all missing resource errors See NWN forums for more info
You said: in a code window formatted as github markdown ChatGPT said:
NESS — Spawn System
Version 8.1.4
Original Author: Neshke Narovken
ex-Maintainer: Cereborn
Current Maintainer: Jaysyn
INCLUDES:
Do NOT Modify Main Script: Spawn: 'spawn_main'
Do NOT Modify Helper Scripts: Information: 'spawn__readme' Functions: 'spawn_functions' Corpse Death: 'spawn_corpse_dth' Corpse Decay: 'spawn_corpse_dcy' Global Defaults: 'spawn_defaults' Flag Parsing: 'spawn_flags' Pseudo-heartbeat 'spawn_pseudohb'
Lootable corpse event scripts: Corpse On Open: 'spawn_onopencrp' Corpse On Closed: 'spawn_oncloscrp' Corpse Disturbed: 'spawn_dist_corps' Corpse Used: 'spawn_used_corps'
CONFIGURATION:
Modify Configuration Includes if Needed Only where Specified in Each File: Spawn Flags: 'spawn_cfg_flag' Spawn Groups: 'spawn_cfg_group' Loot Tables: 'spawn_cfg_loot' Spawn Camps: 'spawn_cfg_camp' Spawn Effects: 'spawn_cfg_fxsp' Area Effects: 'spawn_cfg_fxae' Object Effects: 'spawn_cfg_fxobj' User Defaults: 'spawn_cfg_global' Custom Flags: 'spawn_cfg_cusflg'
Modify Check Includes if Needed Only where Specified in each File: Check PCs: 'spawn_chk_pcs' Custom Check: 'spawn_chk_custom'
Modify Scripting Includes if Needed Only where Specified in Each File: Spawn/Despawn: 'spawn_sc_spawn' Heartbeat: 'spawn_sc_hbeat' Death: 'spawn_sc_death' Deactivation: 'spawn_sc_deactiv' Camp Trigger: 'spawn_sc_cmptrig' Patrol Stops: 'spawn_sc_patrol'
USAGE:
Add Following to Area Heartbeat:
Sample Script: 'spawn_sample_hb'
#include "spawn_main" Spawn();
Add Spawn Waypoints All Switches Optional
Waypoint Name: SP_
Waypoint Tag: Child Object Tag / ResRef Group Designation Camp Designation
Note: For Custom Creatures you must use the ResRef
AVAILABLE FLAGS:
SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn _RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn _PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn _SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn _ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF _SXn_NL_SB_ELn
Format: Flag|OptionalFlag
SPn|On Designates Spawn Waypoint SP is required on all Spawn Waypoints Performs spawn processing every SP01–SP99 heartbeats Default SP01 ˜ 6 seconds SP00 defaults to SP01 Optional On: offset initial processing by n heartbeats
ISn|Dn Initial State 0 = Inactive 1 = Active (default) Optional D000: delay initial spawn (minutes)
IDn Sets LocalInt "SpawnID" on spawn waypoint
FTn Flag Table Defined in 'spawn_cfg_flag'
SNn|Mn Spawn Number Maintains SN00–SN99 children Optional M00: minimum children
SA|n|Mn Spawn All at Once Optional n: children per cycle Optional M00: minimum per cycle
SRn|Mn|P Spawn Radius SR00–SR99 meters Optional M00: minimum radius Optional P: center near random PC
SDn|Mn|P Spawn Delay SD00–SD99 minutes Optional M00: minimum delay Optional P: fixed spawn period
CLn|Mn Child Lifespan in minutes Optional M00: random range
DYn|Tn Spawn Days DY00–DY28 Optional T00: end day
HRn|Tn Spawn Hours HR00–HR24 Optional T00: end hour
DO|D Day only Optional D: despawn at night
NO|D Night only Optional D: despawn at day
RW|Rn Random Walk Optional R00–R99 meters WARNING: resource intensive
PC|n|R PC presence required Optional PC00: despawn delay Optional R: reset spawn point
RGn|Mn|Cn Random Gold RG000–RG999 Optional M00: minimum Optional C00: chance %
SF Spawn Facing matches waypoint
SUn|In Spawn Unseen Optional I00: per-child check
FXn|Dn Spawn / Despawn Effects Defined in 'spawn_cfg_fxsp'
PRn|Tn|C Patrol Route PR00–PR99 Route Types: 0 Sequential 1 Circular 2 Random 3 Walk once / despawn Optional C: start closest
EEn|Rn Entrance / Exit waypoint
EXn|Rn Exit waypoint
PLn|Tn|Pn Placeable Behavior 0 Default 1 Despawn if empty 2 Refill if empty 3 Refresh every P minutes
SG Spawn Group (spawn_cfg_group)
CDn|Tn|Rn|D Corpse Decay and remains behavior
LTn|An|Bn|Cn Loot Table (spawn_cfg_loot)
DSn|Sn Deactivate Spawn by condition Optional S000: run script on deactivation
DIn Deactivation Information
CM|Dn Spawn Camp (spawn_cfg_camp)
SSn|Dn Spawn / Despawn Script
DTn Death Script
CPn|Rn PC Check (spawn_chk_pcs)
CCn Custom Check (spawn_chk_custom)
TRn|Dn Spawn Trigger
AEn|Dn Area Effect (spawn_cfg_fxae)
OEn|Dn Object Effect (spawn_cfg_fxobj)
RSn Random Spawn Chance %
FCn Spawn Faction
ALn|Sn Spawn Alignment Shift
HBn Heartbeat Script
SLn|Rn|I Spawn Location(s)
RH|Dn Return Home Distance
HLn|E Heal Children when idle
IT Spawn Item
ST Spawn Sit
PT Spawn Plot
SM Spawn Merchant
CF Custom Flag stored as LocalString "CustomFlag"
EXTERNAL CONTROL FUNCTIONS:
object NESS_GetSpawnByID(int nSpawnID, object oArea); void NESS_ActivateSpawnByID(int nSpawnID, object oArea); void NESS_DeactivateSpawnByID(int nSpawnID, object oArea); void NESS_ActivateSpawn(object oSpawn); void NESS_DeactivateSpawn(object oSpawn); void NESS_ForceProcess(object oSpawn); void NESS_TrackModuleSpawns(int nFlag = TRUE); int NESS_IsModuleSpawnTracking();
TIPS AND POINTERS:
- .erf files usually contain .nss and .utp files.
- Save and reopen the module after import.
- Configuration scripts are saved, not compiled.
- Compile spawn_sample_hb after configuration changes.
- Only scripts attached to events need compiling.
PACKAGE HEADER (REFERENCE):
NESS Version 8.1.4 Jaysyn
See 'spawn__readme' for instructions Ignore all missing resource errors See NWN forums for more info
Spawn Package:
NESS Scripts:
- spawn__readme
- spawn__history
- spawn_cfg_camp
- spawn_cfg_flag
- spawn_cfg_fxae
- spawn_cfg_fxobj
- spawn_cfg_fxsp
- spawn_cfg_global
- spawn_cfg_group
- spawn_cfg_loot
- spawn_cfg_cusflg
- spawn_chk_pcs
- spawn_chk_custom
- spawn_corpse_dcy
- spawn_corpse_dth
- spawn_defaults
- spawn_dist_corps
- spawn_flags
- spawn_functions
- spawn_main
- spawn_onopencrp
- spawn_oncloscrp
- spawn_pseudohb
- spawn_sample_hb
- spawn_sc_cmptrig
- spawn_sc_deactiv
- spawn_sc_death
- spawn_sc_patrol
- spawn_sc_spawn
- spawn_smpl_onent
- spawn_smpl_onext
- spawn_timefuncs
- spawn_used_corps
NESS Resources:
- invis_corpse_obj
- invis_corpse_bdy
- invis_corpse_bon
- invis_corpse_pot
- invis_corpse_pch
- invis_corpse_ser
- invis_corpse_tre
Spawn Banner Scripts:
- spawnb_cc_activ
- spawnb_cc_dactiv
- spawnb_cc_dump
- spawnb_cc_nodump
- spawnb_cc_notrck
- spawnb_cc_nsclog
- spawnb_cc_nsdlog
- spawnb_cc_sclog
- spawnb_cc_sdlog
- spawnb_cc_trck
- spawnb_main
- spawnb_sample_ai
- spawnb_sc_activ
- spawnb_sc_dactiv
- spawnb_sc_disp
- spawnb_sc_dump
- spawnb_sc_nodump
- spawnb_sc_notrck
- spawnb_sc_nsdlog
- spawnb_sc_sclog
- spawnb_sc_sdlog
- spawnb_sc_snclog
- spawnb_sc_trck
Spawn Banner Resources:
- spawn_ban_rod.uti
- spawn_banner.dlg
- spawn_ban_a.utp
- spawn_ban_d.utp