Encounter table work
Encounter table work. Added PnP versions of: Goblin Scout, Goblin Leader, Giant Bee, Ogre, Bugbear & Wraith. Added Vampiric Wolf (homebrew). Added Giant Bee Venom. Expanded tailmodel.2da
This commit is contained in:
		| @@ -1253,8 +1253,8 @@ string ConvertLeetspeak(string sLetter) | ||||
|     case 36: return "|<"; | ||||
|     case 11: return "1"; | ||||
|     case 37: return "1"; | ||||
|     //case 12: return "/\/\"; | ||||
|     //case 38: return "/\/\"; | ||||
|     case 12: return "/\/\\"; | ||||
|     case 38: return "/\/\\"; | ||||
|     case 13: return "|\|"; | ||||
|     case 39: return "|\|"; | ||||
|     case 14: return "0"; | ||||
|   | ||||
							
								
								
									
										60
									
								
								_module/nss/nw_c2_bossdie.nss
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										60
									
								
								_module/nss/nw_c2_bossdie.nss
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,60 @@ | ||||
| //:://///////////////////////////////////////////// | ||||
| //:: NW_C2_BOSSDIE | ||||
| //:: Copyright (c) 2001 Bioware Corp. | ||||
| //::////////////////////////////////////////////// | ||||
| /* | ||||
|  This script fires when the boss monster dies. | ||||
|  It creates boss monster treasure on the creature. | ||||
| */ | ||||
| //::////////////////////////////////////////////// | ||||
| //:: Created By: | ||||
| //:: Created On: | ||||
| //::////////////////////////////////////////////// | ||||
| #include "NW_I0_GENERIC" | ||||
| #include "NW_O2_CONINCLUDE" | ||||
|  | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     ExecuteScript("prc_npc_death", OBJECT_SELF); | ||||
|     ExecuteScript("prc_pwondeath", OBJECT_SELF); | ||||
|  | ||||
|     object oKiller = GetLastKiller(); | ||||
|     if (GetIsObjectValid(oKiller) == TRUE) | ||||
|     { | ||||
|         // * If I have a master then use him to determine the treasure | ||||
|         if (GetIsObjectValid(GetMaster(oKiller)) == TRUE) | ||||
|         { | ||||
|             oKiller = GetMaster(oKiller); | ||||
|         } | ||||
|          // * generate boss treasure | ||||
|          // * May 13 2002: For some reason death seems able to happen multiple | ||||
|          // * times. Made it so that the treasure will only spawn once | ||||
|          if (GetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X") == 0) | ||||
|          { | ||||
|             GenerateNPCTreasure(4, OBJECT_SELF, oKiller); | ||||
|             SetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X", 1); | ||||
|          } | ||||
|     } | ||||
|     else | ||||
|         AssignCommand(GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC), SpeakString("No Killer!")); | ||||
|  | ||||
|  | ||||
|  | ||||
|     int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); | ||||
|     int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); | ||||
|     if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) | ||||
|     { | ||||
|         object oKiller = GetLastKiller(); | ||||
|         AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); | ||||
|     } | ||||
|  | ||||
|     SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK); | ||||
|     //Shout Attack my target, only works with the On Spawn In setup | ||||
|     SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); | ||||
|     if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) | ||||
|     { | ||||
|         SignalEvent(OBJECT_SELF, EventUserDefined(1007)); | ||||
|     } | ||||
| } | ||||
|  | ||||
							
								
								
									
										80
									
								
								_module/nss/nw_c2_bossspawn.nss
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										80
									
								
								_module/nss/nw_c2_bossspawn.nss
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,80 @@ | ||||
| //:://///////////////////////////////////////////// | ||||
| //:: Custom On Spawn In | ||||
| //:: nw_c2_bossspawn | ||||
| //:: Copyright (c) 2002 Bioware Corp. | ||||
| //::////////////////////////////////////////////// | ||||
| /* | ||||
|     This is the basic On Spawn Script for boss | ||||
|     monsters.  This script allows bosses to | ||||
|     buff themselves before a PC can actually see | ||||
|     them. | ||||
| */ | ||||
| //::////////////////////////////////////////////// | ||||
| //:: Created By: Preston Watamaniuk | ||||
| //:: Created On: March 18, 2002 | ||||
| //::////////////////////////////////////////////// | ||||
| #include "NW_I0_GENERIC" | ||||
|  | ||||
| void main() | ||||
| { | ||||
| // OPTIONAL BEHAVIORS (Comment In or Out to Activate ) **************************************************************************** | ||||
|      //SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION); | ||||
|      //SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION); | ||||
|                 // This causes the creature to say a special greeting in their conversation file | ||||
|                 // upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired | ||||
|                 // greeting in order to designate it. As the creature is actually saying this to | ||||
|                 // himself, don't attach any player responses to the greeting. | ||||
|  | ||||
|      //SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET); | ||||
|                 // This will set the listening pattern on the NPC to attack when allies call | ||||
|      //SetSpawnInCondition(NW_FLAG_STEALTH); | ||||
|                 // If the NPC has stealth and they are a rogue go into stealth mode | ||||
|      //SetSpawnInCondition(NW_FLAG_SEARCH); | ||||
|                 // If the NPC has Search go into Search Mode | ||||
|      //SetSpawnInCondition(NW_FLAG_SET_WARNINGS); | ||||
|                 // This will set the NPC to give a warning to non-enemies before attacking | ||||
|  | ||||
|      SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY); | ||||
|      //SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING); | ||||
|      //SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION); | ||||
|      //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); | ||||
|      //SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS); | ||||
|                 //This will play Ambient Animations until the NPC sees an enemy or is cleared. | ||||
|                 //NOTE that these animations will play automatically for Encounter Creatures. | ||||
|  | ||||
|     // NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME. | ||||
|     //SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);    // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.) | ||||
|     //SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);     // OPTIONAL BEHAVIOR (Flee to a way point and do not return.) | ||||
|     //SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);   // OPTIONAL BEHAVIOR (Teleport to safety and do not return.) | ||||
|     //SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);  // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.) | ||||
|  | ||||
| // CUSTOM USER DEFINED EVENTS | ||||
| /* | ||||
|     The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD.  Like the | ||||
|     On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors.  The user defined | ||||
|     events user 1000 - 1010 | ||||
| */ | ||||
|     //SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);        //OPTIONAL BEHAVIOR - Fire User Defined Event 1001 | ||||
|     //SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);         //OPTIONAL BEHAVIOR - Fire User Defined Event 1002 | ||||
|     //SetSpawnInCondition(NW_FLAG_ATTACK_EVENT);           //OPTIONAL BEHAVIOR - Fire User Defined Event 1005 | ||||
|     //SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT);          //OPTIONAL BEHAVIOR - Fire User Defined Event 1006 | ||||
|     //SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT);        //OPTIONAL BEHAVIOR - Fire User Defined Event 1008 | ||||
|     //SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003 | ||||
|     //SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);      //OPTIONAL BEHAVIOR - Fire User Defined Event 1004 | ||||
|     //SetSpawnInCondition(NW_FLAG_DEATH_EVENT);            //OPTIONAL BEHAVIOR - Fire User Defined Event 1007 | ||||
|  | ||||
| // DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** | ||||
|     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) | ||||
|                                // 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them | ||||
|                                // 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after | ||||
|                                //    combat. | ||||
|  | ||||
| // Boss monsters spawn treasure On Death not OnSpawn. | ||||
| //    GenerateNPCTreasure();     //* Use this to create a small amount of treasure on the creature | ||||
|  | ||||
|     ExecuteScript("prc_pwonspawn", OBJECT_SELF); | ||||
|     ExecuteScript("prc_npc_spawn", OBJECT_SELF); | ||||
|  | ||||
| } | ||||
|  | ||||
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
		Reference in New Issue
	
	Block a user