Added updated ProjectQ troll chief model

Added updated ProjectQ troll chief model. Created encounter table for Great Northern Desert.  Created or imported several pnp creature UTCs: vampire spawn, spectre, mohrg, basilisk, monstrous scorpions, air & earth elementals, ankhegs.  Created pnp attacks for vampire & spectre.  Full compile.

Co-Authored-By: Draygoth <65428430+Draygoth@users.noreply.github.com>
This commit is contained in:
Jaysyn904
2022-12-17 23:51:16 -05:00
parent b511431250
commit 6b1ac72a5d
146 changed files with 16816 additions and 11389 deletions

View File

@@ -13,16 +13,42 @@
void main()
{
object oNPC = OBJECT_SELF;
object oAttacker;
string sResRef = GetResRef(oNPC);
//:: Equips best armor
if ((!GetIsInCombat(OBJECT_SELF) && (GetItemInSlot(INVENTORY_SLOT_CHEST) == OBJECT_INVALID)))
if ((!GetIsInCombat(oNPC) && (GetItemInSlot(INVENTORY_SLOT_CHEST) == OBJECT_INVALID)))
DelayCommand(0.5f, ActionEquipMostEffectiveArmor());
//:: Handles Vampire's Gaseous form death.
if(sResRef == "ra_vamp_gas_form")
{
//:: Get nearest alive PC.
oAttacker = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, oNPC, 1, CREATURE_TYPE_IS_ALIVE, TRUE);
//:: Set destroyable.
SetIsDestroyable(TRUE, FALSE, FALSE);
//:: Remove plot/immoral/lootable flags JUST in case.
SetPlotFlag(oNPC, FALSE);
SetImmortal(oNPC, FALSE);
SetLootable(oNPC, FALSE);
//:: Clear Actions & run away
ClearAllActions();
ActionMoveAwayFromObject(oAttacker, TRUE, 300.0f);
//:: Destroy ourselves after fleeing the scene
DelayCommand(10.0f, DestroyObject(oNPC));
}
//:: Execute the CODI NPC OnHeartbeat script
ExecuteScript("no_ai_hrt", OBJECT_SELF);
ExecuteScript("no_ai_hrt", oNPC);
//:: Execute the default NPC OnHeartbeat script
//ExecuteScript("nw_c2_default1", OBJECT_SELF);
//ExecuteScript("nw_c2_default1", oNPC);
//:: Execute the PRC NPC OnHeartbeat script
ExecuteScript("prc_npc_hb", OBJECT_SELF);
ExecuteScript("prc_npc_hb", oNPC);
}