Encounter work.
Updated Forest of Hope South & all npcs in it. Finished updating all of the Sea Coast Road. Full compile.
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| //:://///////////////////////////////////////////// | ||||
| //:: Outcast On Spawn In | ||||
| //:: onspawn_outcast | ||||
| //:: Copyright (c) 2001 Bioware Corp. | ||||
| //::////////////////////////////////////////////// | ||||
| /* | ||||
|     Determines the course of action to be taken | ||||
|     after having just been spawned in | ||||
| */ | ||||
| //::////////////////////////////////////////////// | ||||
| //:: Created By: Preston Watamaniuk | ||||
| //:: Created On: Oct 25, 2001 | ||||
| //::////////////////////////////////////////////// | ||||
|  | ||||
| #include "ms_name_inc" | ||||
| #include "rnd_commoner_inc" | ||||
| #include "NW_O2_CONINCLUDE" | ||||
| #include "NW_I0_GENERIC" | ||||
|  | ||||
| void main() | ||||
| { | ||||
| // Randomize Skin Tone | ||||
|     rnd_skin(OBJECT_SELF); | ||||
|  | ||||
| // Randomize Head & Hair color | ||||
|     rnd_head(OBJECT_SELF); | ||||
|  | ||||
| // Randomize Tattoos | ||||
|     rnd_tattoo(OBJECT_SELF); | ||||
|  | ||||
| // Randomize Clothing | ||||
|     rnd_clothes(OBJECT_SELF); | ||||
|  | ||||
| //Calls the Random Name Generator | ||||
|     ms_Nomenclature(OBJECT_SELF); | ||||
|  | ||||
| // 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_SLEEP); | ||||
|                 //Creatures that spawn in during the night will be asleep. | ||||
|      //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. | ||||
|  | ||||
|      SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED); | ||||
|         // Interacts with placeables + More civilized actions. See Readme. | ||||
|  | ||||
|      SetAnimationCondition(NW_ANIM_FLAG_CHATTER); | ||||
|         // Will use random voicechats during animations, if Civilized | ||||
|  | ||||
|     // 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) ***************************************************************************************** | ||||
|  | ||||
|     //SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1); | ||||
|  | ||||
|     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. | ||||
|     GenerateNPCTreasure();     //* Use this to create a small amount of treasure on the creature | ||||
|  | ||||
|     ExecuteScript("prc_npc_spawn", OBJECT_SELF); | ||||
|  | ||||
|     ExecuteScript("nw_c2_default9", OBJECT_SELF); | ||||
| } | ||||
|  | ||||
|  | ||||
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