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
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@@ -1253,8 +1253,8 @@ string ConvertLeetspeak(string sLetter)
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case 36: return "|<";
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case 11: return "1";
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case 37: return "1";
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//case 12: return "/\/\";
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//case 38: return "/\/\";
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case 12: return "/\/\\";
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case 38: return "/\/\\";
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case 13: return "|\|";
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case 39: return "|\|";
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case 14: return "0";
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60
_module/nss/nw_c2_bossdie.nss
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60
_module/nss/nw_c2_bossdie.nss
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@@ -0,0 +1,60 @@
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//::///////////////////////////////////////////////
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//:: NW_C2_BOSSDIE
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This script fires when the boss monster dies.
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It creates boss monster treasure on the creature.
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*/
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//:://////////////////////////////////////////////
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//:: Created By:
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//:: Created On:
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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#include "NW_O2_CONINCLUDE"
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void main()
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{
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ExecuteScript("prc_npc_death", OBJECT_SELF);
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ExecuteScript("prc_pwondeath", OBJECT_SELF);
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object oKiller = GetLastKiller();
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if (GetIsObjectValid(oKiller) == TRUE)
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{
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// * If I have a master then use him to determine the treasure
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if (GetIsObjectValid(GetMaster(oKiller)) == TRUE)
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{
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oKiller = GetMaster(oKiller);
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}
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// * generate boss treasure
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// * May 13 2002: For some reason death seems able to happen multiple
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// * times. Made it so that the treasure will only spawn once
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if (GetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X") == 0)
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{
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GenerateNPCTreasure(4, OBJECT_SELF, oKiller);
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SetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X", 1);
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}
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}
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else
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AssignCommand(GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC), SpeakString("No Killer!"));
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int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
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int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
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if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
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{
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object oKiller = GetLastKiller();
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AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
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}
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SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
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//Shout Attack my target, only works with the On Spawn In setup
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SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
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if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1007));
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}
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}
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80
_module/nss/nw_c2_bossspawn.nss
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80
_module/nss/nw_c2_bossspawn.nss
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@@ -0,0 +1,80 @@
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//::///////////////////////////////////////////////
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//:: Custom On Spawn In
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//:: nw_c2_bossspawn
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This is the basic On Spawn Script for boss
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monsters. This script allows bosses to
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buff themselves before a PC can actually see
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them.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: March 18, 2002
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
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//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
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//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
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// This causes the creature to say a special greeting in their conversation file
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// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
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// greeting in order to designate it. As the creature is actually saying this to
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// himself, don't attach any player responses to the greeting.
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//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
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// This will set the listening pattern on the NPC to attack when allies call
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//SetSpawnInCondition(NW_FLAG_STEALTH);
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// If the NPC has stealth and they are a rogue go into stealth mode
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//SetSpawnInCondition(NW_FLAG_SEARCH);
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// If the NPC has Search go into Search Mode
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//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
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// This will set the NPC to give a warning to non-enemies before attacking
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SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY);
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//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
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//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
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//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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//This will play Ambient Animations until the NPC sees an enemy or is cleared.
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//NOTE that these animations will play automatically for Encounter Creatures.
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// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
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//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
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//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
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// CUSTOM USER DEFINED EVENTS
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/*
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The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
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On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
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events user 1000 - 1010
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*/
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//SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
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//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
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//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
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//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
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//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
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//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
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//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
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//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
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// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
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SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
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WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
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// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
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// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
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// combat.
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// Boss monsters spawn treasure On Death not OnSpawn.
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// GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
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ExecuteScript("prc_pwonspawn", OBJECT_SELF);
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ExecuteScript("prc_npc_spawn", OBJECT_SELF);
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}
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