Updated Giant Wasp Hive

Updated Giant Wasp Hive.  Got the Outcasts spawning with clothes on. Full compile.
This commit is contained in:
Jaysyn904 2022-12-06 00:36:59 -05:00
parent 1cbe12fdda
commit 16a00a66f5
60 changed files with 2607 additions and 36808 deletions

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@ -2913,7 +2913,7 @@
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@ -11169,7 +11169,7 @@
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@ -2,288 +2,7 @@
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@ -331,29 +50,7 @@
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@ -513,6 +210,41 @@
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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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}
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}
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}
},
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@ -9875,14 +9875,6 @@
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@ -9910,6 +9902,44 @@
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} }
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@ -17286,14 +17316,6 @@
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"NAME": { "NAME": {
"type": "cexostring", "type": "cexostring",
"value": "Jestyn" "value": "Jestyn"

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@ -2451,6 +2451,72 @@
"value": "ra_altsl_ostland" "value": "ra_altsl_ostland"
} }
}, },
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@ -7510,6 +7576,17 @@
"value": "cr_sting_bee01" "value": "cr_sting_bee01"
} }
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_module/ncs/ra_antinude.ncs Normal file

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@ -16,6 +16,7 @@
#include "rnd_commoner_inc" #include "rnd_commoner_inc"
#include "NW_O2_CONINCLUDE" #include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC" #include "NW_I0_GENERIC"
#include "ra_rnd_armor_inc"
void main() void main()
{ {
@ -29,7 +30,8 @@ void main()
rnd_tattoo(OBJECT_SELF); rnd_tattoo(OBJECT_SELF);
// Randomize Clothing // Randomize Clothing
rnd_clothes(OBJECT_SELF); RndOutcast(OBJECT_SELF);
ActionEquipMostEffectiveArmor();
//Calls the Random Name Generator //Calls the Random Name Generator
ms_Nomenclature(OBJECT_SELF); ms_Nomenclature(OBJECT_SELF);

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@ -0,0 +1,32 @@
// This method does not use ActionEquipMostEffectiveArmor() and is a workaround
// to allow equipping clothing. It will equip any armor in the entering object's
// inventory. It can easily be modified to be used on a NPC's spawn script, but
// this is a good thing to have on a trigger around the module spawn point for
// PCs. Thanks to georage.
void main()
{
// Get the entering object
object oNPC = GetEnteringObject();
string sLocal = "DO_ONCE" + ObjectToString(OBJECT_SELF);
// Only do this once, and only to NPCs
if(GetLocalInt(oNPC, sLocal) || GetIsPC(oNPC)) return;
// Set to not do it again
SetLocalInt(oNPC, sLocal, TRUE);
// Loop the object's inventory and equip the first
object oItem = GetFirstItemInInventory(oNPC);
while(GetIsObjectValid(oItem))
{
// Check if armor, of course
if(GetBaseItemType(oItem) == BASE_ITEM_ARMOR)
{
// Equip it and stop the script
AssignCommand(oNPC, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
return;
}
oItem = GetNextItemInInventory(oNPC);
}
}

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@ -8,6 +8,63 @@
// Test VOID // Test VOID
//void main(){} //void main(){}
void RndOutcast(object oNPC)
{
//:: Randomizes Clothing
int nResult = d6(1);
int nStackSize = 1; // Create 1 items;
object oArmor;
string sItem;
if (nResult == 1)
{
sItem = "ra_altpd_outcst1";
}
else if(nResult == 2)
{
sItem = "ra_altpd_outcst2";
}
else if(nResult == 3)
{
sItem = "ra_altpd_outcst3";
}
else if(nResult == 4)
{
sItem = "ra_altpd_outcst4";
}
else if(nResult == 5)
{
sItem = "ra_altpd_outcst5";
}
else if(nResult == 6)
{
sItem = "ra_altpd_outcst6";
}
else
sItem = "NW_AARCL009";
CreateItemOnObject(sItem, OBJECT_SELF, nStackSize);
// Loop the object's inventory and equip the first
object oItem = GetFirstItemInInventory(OBJECT_SELF);
while(GetIsObjectValid(oItem))
{
// Check if armor, of course
if(GetBaseItemType(oItem) == BASE_ITEM_ARMOR)
{
// Equip it and stop the script
DelayCommand(2.0f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
return;
}
oItem = GetNextItemInInventory(OBJECT_SELF);
}
}
void RndBanditArmor(object oNPC) void RndBanditArmor(object oNPC)
{ {
// Makes sure any original armor isn't dropped as loot. // Makes sure any original armor isn't dropped as loot.

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@ -102,7 +102,7 @@ void main()
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1); SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
SetLocalInt(OBJECT_SELF, "iRumor", Random(10) + 1); SetLocalInt(OBJECT_SELF, "iRumor", Random(60) + 1);
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to. SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0) //WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)

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@ -10,7 +10,7 @@
void rnd_skin(object oPC) void rnd_skin(object oPC)
{ {
// Randomize skin color //:: Randomize skin color
int nKeepskin = GetLocalInt(OBJECT_SELF,"RA_KEEPSKIN"); int nKeepskin = GetLocalInt(OBJECT_SELF,"RA_KEEPSKIN");
int nSkinColor; int nSkinColor;
nSkinColor = Random(15); nSkinColor = Random(15);
@ -20,6 +20,18 @@ void rnd_skin(object oPC)
} }
} }
void rnd_pheno(object oPC)
{
//: Randomize body size (3:1 ratio)
int nKeepPheno = GetLocalInt(OBJECT_SELF, "RA_KEEPPHENO");
int nRandom = d4();
if (nKeepPheno != 1 && nRandom == 1)
{
SetPhenoType(PHENOTYPE_BIG , OBJECT_SELF);
}
}
void rnd_head(object oPC) void rnd_head(object oPC)
{ {
@ -71,9 +83,13 @@ void rnd_clothes(object oPC)
//Randomizes Commoner's Clothing //Randomizes Commoner's Clothing
int nStackSize = 1; // Create 1 items int nStackSize = 1; // Create 1 items
int nResult = d20(1); int nResult = d20(1);
string sItem; string sItem;
sItem = "baleas_cloth0" + IntToString(nResult); sItem = "baleas_cloth0" + IntToString(nResult);
DelayCommand(1.0f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
object oItem = CreateItemOnObject(sItem, oPC, 1);
DelayCommand(0.5f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
} }
else if (GetGender(oPC) != 1) // 1 is Female else if (GetGender(oPC) != 1) // 1 is Female
@ -84,7 +100,7 @@ void rnd_clothes(object oPC)
int nResult = d10(1); int nResult = d10(1);
string sItem; string sItem;
sItem = "noble_m_cloth0" + IntToString(nResult); sItem = "noble_m_cloth0" + IntToString(nResult);
DelayCommand(1.0f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST)); DelayCommand(0.5f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
} }
else else

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@ -1,19 +0,0 @@
// sc_ra_rnd_rumours
// by: Tsurani.Nevericy
int StartingConditional()
{
object oSelf = OBJECT_SELF;
string sParam = GetScriptParam("iRumourNum");
int nCheck = GetLocalInt(oSelf, "iRumour");
if (!nCheck) // if no random value yet
SetLocalInt(oSelf, "iRumour", Random(60)+1);
int nVal = StringToInt(sParam);
if (nVal == nCheck)
{
DeleteLocalInt(oSelf, "iRumour");
return TRUE;
}
return FALSE;
}

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@ -177,6 +177,13 @@
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@ -177,6 +177,13 @@
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@ -168,15 +168,7 @@
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"type": "list", "type": "list",
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"EquippedRes": {
"type": "resref",
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}
}
]
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"type": "word", "type": "word",
@ -185,6 +177,13 @@
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