Tweaked some undead

Tweaked some undead.
Added some map pins.
Full compile.
This commit is contained in:
Jaysyn904 2025-05-05 21:05:20 -04:00
parent 160e854d09
commit fbe69c466d
20 changed files with 333 additions and 39 deletions

View File

@ -2917,7 +2917,7 @@
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@ -222,6 +222,20 @@
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive." "value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
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"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
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View File

@ -244,6 +244,20 @@
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive." "value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
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@ -9,6 +9,6 @@ void main()
if (GetIsObjectValid(oCreature) == TRUE && GetIsPC(oCreature) == TRUE) if (GetIsObjectValid(oCreature) == TRUE && GetIsPC(oCreature) == TRUE)
{ {
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCurse(), oCreature, 90.0f); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCurse(), oCreature, 90.0f);
SendMessageToPC(oCreature, "The very air you breath in these catacombs is cursed."); SendMessageToPC(oCreature, "The very air you breathe in these catacombs is cursed.");
} }
} }

View File

@ -1,13 +1,16 @@
void main() void main()
{ {
object oArea = GetArea(OBJECT_SELF); object oArea = GetArea(OBJECT_SELF);
// place here the % chance of rest being interruped excample here 33% chance of rest being interuped
SetLocalInt(oArea, "nMonChance",30); // If the entering creature is an undead and not a player
// place here the blueprint refrenfrence tag of the creature you wish to attack them if (GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD && !GetIsPC(OBJECT_SELF))
// or place the word CUSTOM which will send a 201 event to the area starting your won script {
// here it is a goblin effect eUltravision = EffectUltravision();
SetLocalString(oArea, "sMonster","nw_skelwarr01"); eUltravision = SupernaturalEffect(eUltravision);
} ApplyEffectToObject(DURATION_TYPE_PERMANENT, eUltravision, OBJECT_SELF);
}
// Set area parameters
SetLocalInt(oArea, "nMonChance", 30); // 30% chance of rest being interrupted
SetLocalString(oArea, "sMonster", "nw_skelwarr01"); // Monster blueprint or "CUSTOM"
}

View File

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