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# 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_<Spawn Flags>
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 SP01SP99 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 SN00SN99 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 SR00SR99 meters
Optional M00: minimum radius
Optional P: center near random PC
SDn|Mn|P
Spawn Delay SD00SD99 minutes
Optional M00: minimum delay
Optional P: fixed spawn period
CLn|Mn
Child Lifespan in minutes
Optional M00: random range
DYn|Tn
Spawn Days DY00DY28
Optional T00: end day
HRn|Tn
Spawn Hours HR00HR24
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 R00R99 meters
WARNING: resource intensive
PC|n|R
PC presence required
Optional PC00: despawn delay
Optional R: reset spawn point
RGn|Mn|Cn
Random Gold RG000RG999
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 PR00PR99
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_<Spawn Flags>
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 SP01SP99 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 SN00SN99 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 SR00SR99 meters
Optional M00: minimum radius
Optional P: center near random PC
SDn|Mn|P
Spawn Delay SD00SD99 minutes
Optional M00: minimum delay
Optional P: fixed spawn period
CLn|Mn
Child Lifespan in minutes
Optional M00: random range
DYn|Tn
Spawn Days DY00DY28
Optional T00: end day
HRn|Tn
Spawn Hours HR00HR24
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 R00R99 meters
WARNING: resource intensive
PC|n|R
PC presence required
Optional PC00: despawn delay
Optional R: reset spawn point
RGn|Mn|Cn
Random Gold RG000RG999
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 PR00PR99
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