# 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: 1. .erf files usually contain .nss and .utp files. 2. Save and reopen the module after import. 3. Configuration scripts are saved, not compiled. 4. Compile spawn_sample_hb after configuration changes. 5. 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: 1. .erf files usually contain .nss and .utp files. 2. Save and reopen the module after import. 3. Configuration scripts are saved, not compiled. 4. Compile spawn_sample_hb after configuration changes. 5. 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