Added elephant & ankheg models

Added elephant & ankheg models & portraits  Imported pnp creature UTCs over from NWNDS for ankhegs, air elementals, scorpions, cheetahs & invisible stalkers. Setup burrower AI or testing.  Full compile.
This commit is contained in:
Jaysyn904 2022-12-12 23:04:54 -05:00
parent 0e50bac3bc
commit 98ec9d68a2
76 changed files with 38054 additions and 30060 deletions

2
.gitignore vendored
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@ -5,3 +5,5 @@ _content/ratdot_creatures/animals1.png
_content/output/ra_tdog.tlk
_module/ra_tdog.mod
*.mod
*.bak
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@ -3243,6 +3243,17 @@
"value": "cr_bite_aldeth"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Ankheg Bite"
},
"RESREF": {
"type": "resref",
"value": "ankhegbite"
}
},
{
"__struct_id": 0,
"NAME": {
@ -7384,6 +7395,28 @@
"value": "maxtentacle"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Monsterous Scorpion Claw, Huge"
},
"RESREF": {
"type": "resref",
"value": "scorpion_grab02"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Monsterous Scorpion Claw, Large"
},
"RESREF": {
"type": "resref",
"value": "scorpion_grab01"
}
},
{
"__struct_id": 0,
"NAME": {
@ -7884,6 +7917,28 @@
"value": "cr_bite_m_spi004"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Monstrous Scorpion Sting, Huge"
},
"RESREF": {
"type": "resref",
"value": "m_scorpsting005"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Monstrous Scorpion Sting, Large"
},
"RESREF": {
"type": "resref",
"value": "m_scorpsting004"
}
},
{
"__struct_id": 0,
"NAME": {
@ -9027,6 +9082,17 @@
"value": "cr_hide_imp01"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Invisible Stalker Hide"
},
"RESREF": {
"type": "resref",
"value": "nvstalkhide"
}
},
{
"__struct_id": 0,
"RESREF": {
@ -9060,6 +9126,17 @@
"value": "lessernightsh001"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Lg. Air Elem.Hide"
},
"RESREF": {
"type": "resref",
"value": "ar_lg_elem_hide"
}
},
{
"__struct_id": 0,
"RESREF": {
@ -9819,6 +9896,17 @@
"value": 16807680
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Sm. Air Elem. Hide"
},
"RESREF": {
"type": "resref",
"value": "smairelemhide"
}
},
{
"__struct_id": 0,
"RESREF": {

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@ -0,0 +1,537 @@
//::///////////////////////////////////////////////
//:: burrow_onspawn.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
OnSpawnIn, sets up scorpions to teleport
during combat (requires scorp_onuserdef in the
user defined event slot for the creature)
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:: Modified By: Luna_C on 5/24/2003 for Scorpions Demo v1.0
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
#include "ms_name_inc"
#include "x2_inc_switches"
void ShrinkEm(object oPC)
{
SetObjectVisualTransform(oPC, OBJECT_VISUAL_TRANSFORM_SCALE, 0.5f);
}
void main()
{
int nGetIsDay = GetIsDay();
// User defined OnSpawn event requested?
int nSpecEvent = GetLocalInt(OBJECT_SELF,"X2_USERDEFINED_ONSPAWN_EVENTS");
//:: Sets a random integer on the creature to use with other spell functions
string sImmune = GetName(OBJECT_SELF)+"_AURA_IMMUNE";
int nRandomSeed = Random(999);
SetLocalInt(OBJECT_SELF, sImmune, nRandomSeed);
//:: Creature will quickly & automatically buff itself up with any defensive
//:: spells it has memorized.
int nAutobuff = GetLocalInt(OBJECT_SELF,"AUTOBUFF");
if (nAutobuff > 0 )
{
SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY);
}
//:: Creature will flee those that close within 7m if they are not friends,
//:: Rangers or Druids.
int nHerbivore = GetLocalInt(OBJECT_SELF,"CREATURE_VAR_HERBIVORE");
if (nHerbivore > 0 )
{
SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL);
SetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE);
}
//:: Creature will only attack those that close within 5m and are not friends,
//:: Rangers or Druids.
int nOmnivore = GetLocalInt(OBJECT_SELF,"CREATURE_VAR_OMNIVORE");
if (nOmnivore > 0 )
{
SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL);
SetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE);
}
int nOLM = GetLocalInt(OBJECT_SELF,"OLM");
if (nOLM > 0)
{
DelayCommand(0.0f, ShrinkEm(OBJECT_SELF));
effect eSlow = EffectMovementSpeedDecrease(50);
eSlow = SupernaturalEffect(eSlow);
eSlow = ExtraordinaryEffect(eSlow);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eSlow,OBJECT_SELF));
}
int nNoStun = GetLocalInt(OBJECT_SELF,"NOSTUN");
if (nNoStun > 0)
{
effect eNoStun = EffectImmunity(IMMUNITY_TYPE_STUN);
eNoStun = SupernaturalEffect(eNoStun);
eNoStun = ExtraordinaryEffect(eNoStun);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoStun,OBJECT_SELF));
}
int nNatInvis = GetLocalInt(OBJECT_SELF,"NATURAL_INVIS");
if (nNatInvis > 0)
{
effect eNatInvis = EffectInvisibility(4);
eNatInvis = SupernaturalEffect(eNatInvis);
eNatInvis = ExtraordinaryEffect(eNatInvis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNatInvis,OBJECT_SELF));
}
int nNoSleep = GetLocalInt(OBJECT_SELF,"NOSLEEP");
if (nNoSleep > 0)
{
effect eNoSleep = EffectImmunity(IMMUNITY_TYPE_SLEEP);
eNoSleep = SupernaturalEffect(eNoSleep);
eNoSleep = ExtraordinaryEffect(eNoSleep);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoSleep,OBJECT_SELF));
}
int nNoDaze = GetLocalInt(OBJECT_SELF,"NODAZE");
if (nNoDaze > 0)
{
effect eNoDaze = EffectImmunity(IMMUNITY_TYPE_DAZED);
eNoDaze = SupernaturalEffect(eNoDaze);
eNoDaze = ExtraordinaryEffect(eNoDaze);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoDaze,OBJECT_SELF));
}
int nNoBlind = GetLocalInt(OBJECT_SELF,"NOBLIND");
if (nNoBlind > 0)
{
effect eNoBlind = EffectImmunity(IMMUNITY_TYPE_BLINDNESS);
eNoBlind = SupernaturalEffect(eNoBlind);
eNoBlind = ExtraordinaryEffect(eNoBlind);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoBlind,OBJECT_SELF));
}
int nNoDeaf = GetLocalInt(OBJECT_SELF,"NODEAF");
if (nNoDeaf > 0)
{
effect eNoDeaf = EffectImmunity(IMMUNITY_TYPE_DEAFNESS);
eNoDeaf = SupernaturalEffect(eNoDeaf);
eNoDeaf = ExtraordinaryEffect(eNoDeaf);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eNoDeaf,OBJECT_SELF));
}
int nDeaf = GetLocalInt(OBJECT_SELF,"IS_DEAF");
if (nDeaf > 0)
{
effect eDeaf = EffectDeaf();
eDeaf = SupernaturalEffect(eDeaf);
eDeaf = ExtraordinaryEffect(eDeaf);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eDeaf,OBJECT_SELF));
}
//:: Fix for the new golems to reduce their number of attacks.
int nNumber = GetLocalInt(OBJECT_SELF,"CREATURE_VAR_NUMBER_OF_ATTACKS");
if (nNumber > 0 )
{
SetBaseAttackBonus(nNumber);
}
int nVFX = GetLocalInt(OBJECT_SELF,"SpawnVFX");
if(nVFX)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectVisualEffect(nVFX)),OBJECT_SELF);
}
int nRegen = GetLocalInt(OBJECT_SELF,"FAST_HEALING");
if(nRegen)
{
effect eRegen = EffectRegenerate(nRegen, 6.0f);
eRegen = SupernaturalEffect(eRegen);
eRegen = ExtraordinaryEffect(eRegen);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eRegen, OBJECT_SELF));
}
int nShadowy = GetLocalInt(OBJECT_SELF,"SHADOWY");
if (nShadowy)
{
effect eVis = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
int nStony = GetLocalInt(OBJECT_SELF,"STONY");
if (nStony)
{
effect eVis = EffectVisualEffect(VFX_DUR_PROT_STONESKIN);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
int nFirey = GetLocalInt(OBJECT_SELF,"FIREY");
if (nFirey)
{
effect eVis = EffectVisualEffect(VFX_DUR_INFERNO_NO_SOUND);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
int nWoody = GetLocalInt(OBJECT_SELF,"WOODY");
if (nWoody)
{
effect eVis = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
if(nGetIsDay)
{
int nShadowCamo = GetLocalInt(OBJECT_SELF,"SHADOWCAMO");
if (nShadowCamo)
{
effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
effect eConceal = EffectConcealment(40, 0);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
}
int nConcealed20 = GetLocalInt(OBJECT_SELF,"CONCEALED20");
if (nConcealed20)
{
effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
effect eConceal = EffectConcealment(20, 0);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
int nConcealed40 = GetLocalInt(OBJECT_SELF,"CONCEALED40");
if (nConcealed40)
{
effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
effect eConceal = EffectConcealment(40, 0);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
int nConcealed50 = GetLocalInt(OBJECT_SELF,"CONCEALED50");
if (nConcealed50)
{
effect eVis = EffectVisualEffect(VFX_DUR_BLUR );
effect eConceal = EffectConcealment(50, 0);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
int nIcy = GetLocalInt(OBJECT_SELF,"ICY");
if (nIcy)
{
effect eVis = EffectVisualEffect(VFX_DUR_ICESKIN);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
int nSR = GetLocalInt(OBJECT_SELF,"SPELL_RESISTANCE");
if ( nSR )
{
effect eSR = EffectSpellResistanceIncrease(nSR);
eSR = SupernaturalEffect(eSR);
eSR = ExtraordinaryEffect(eSR);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eSR,OBJECT_SELF);
}
int nAttackBonus = GetLocalInt(OBJECT_SELF,"ATTACK_BONUS");
if ( nAttackBonus )
{
effect eAttack = EffectAttackIncrease(nAttackBonus);
eAttack = SupernaturalEffect(eAttack);
eAttack = ExtraordinaryEffect(eAttack);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eAttack,OBJECT_SELF);
}
int nAcidShield = GetLocalInt(OBJECT_SELF,"ACID_SHIELD");
if ( nAcidShield )
{
effect eShield = EffectDamageShield(0,DAMAGE_BONUS_1d8,DAMAGE_TYPE_ACID);
eShield = SupernaturalEffect(eShield);
eShield = ExtraordinaryEffect(eShield);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eShield,OBJECT_SELF);
}
int nSerratedEdge = GetLocalInt(OBJECT_SELF,"SERRATED_EDGE");
if ( nSerratedEdge )
{
effect eShield = EffectDamageShield(0,DAMAGE_BONUS_1d6,DAMAGE_TYPE_SLASHING);
eShield = SupernaturalEffect(eShield);
eShield = ExtraordinaryEffect(eShield);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eShield,OBJECT_SELF);
}
int nSpikedArmor = GetLocalInt(OBJECT_SELF,"SPIKED_ARMOR");
if ( nSpikedArmor )
{
effect eShield = EffectDamageShield(0,DAMAGE_BONUS_1d4,DAMAGE_TYPE_PIERCING);
eShield = SupernaturalEffect(eShield);
eShield = ExtraordinaryEffect(eShield);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eShield,OBJECT_SELF);
}
int nGlow = GetLocalInt (OBJECT_SELF,"GLOW_COLOR");
if (nGlow == 1)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_BLUE);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 2)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_BROWN);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 3)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_GREEN);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 4)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_GREY);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 5)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_BLUE);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 6)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_BROWN);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 7)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_GREEN);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 8)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_ORANGE);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 9)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_PURPLE);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 10)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_RED);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 11)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_YELLOW);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 12)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_ORANGE);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 13)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_PURPLE);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 14)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_RED);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 15)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_WHITE);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 16)
{
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_YELLOW);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
else if (nGlow == 17)
{
effect eVis = EffectVisualEffect(VFX_DUR_AURA_GREEN_DARK);
eVis = SupernaturalEffect(eVis);
eVis = ExtraordinaryEffect(eVis);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF));
}
//:: If Incorporeal, apply changes
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) == TRUE)
{
effect eConceal = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
eConceal = ExtraordinaryEffect(eConceal);
effect eGhost = EffectCutsceneGhost();
eGhost = ExtraordinaryEffect(eGhost);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
}
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_STEALTH) == TRUE)
{
SetSpawnInCondition(NW_FLAG_STEALTH);
}
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_SEARCH) == TRUE)
{
SetSpawnInCondition(NW_FLAG_SEARCH);
}
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT_IMMOBILE) == TRUE)
{
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
}
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT) == TRUE)
{
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
}
//modify to try fix on Various Aura effects.
//NC:EDIT
int nAtropal = GetTag(OBJECT_SELF)=="ATROPAL001" ? TRUE : FALSE;
if(nAtropal)ExecuteScript("atropal_aura",OBJECT_SELF);
int nCryptChanter = GetTag(OBJECT_SELF)=="CRYPTCHANTER001" ? TRUE : FALSE;
if(nCryptChanter)ExecuteScript("DrainingMelody",OBJECT_SELF);
int nNWalker = GetTag(OBJECT_SELF)=="NIGHTWALKER001" ? TRUE : FALSE;
if(nNWalker)ExecuteScript("desecrating_aura",OBJECT_SELF);
int nNCrawler = GetTag(OBJECT_SELF)=="Nightcrawler" ? TRUE : FALSE;
if(nNCrawler)ExecuteScript("desecrating_aura",OBJECT_SELF);
int nVoidWraith = GetTag(OBJECT_SELF)=="VOIDWRAITH001" ? TRUE : FALSE;
if(nVoidWraith)ExecuteScript("airlessaura",OBJECT_SELF);
int AtropalScion = GetTag(OBJECT_SELF)=="ATROPALSCION001" ? TRUE : FALSE;
if(AtropalScion)ExecuteScript("neaura",OBJECT_SELF);
int nGhast1 = GetTag(OBJECT_SELF)=="GHAST001" ? TRUE : FALSE;
if(nGhast1)ExecuteScript("ghast_stench",OBJECT_SELF);
int nGhast2 = GetTag(OBJECT_SELF)=="GHAST002" ? TRUE : FALSE;
if(nGhast2)ExecuteScript("ghast_stench",OBJECT_SELF);
int nGhast3 = GetTag(OBJECT_SELF)=="GHAST003" ? TRUE : FALSE;
if(nGhast3)ExecuteScript("ghast_stench",OBJECT_SELF);
int nTliz = GetTag(OBJECT_SELF)=="TLIZ001" ? TRUE : FALSE;
if(nTliz)ExecuteScript("tliz_aura",OBJECT_SELF);
int nDecay = GetTag(OBJECT_SELF)=="ANGELOFDECAY001" ? TRUE : FALSE;
if(nDecay)ExecuteScript("rotura",OBJECT_SELF);
// Execute default OnSpawn script.
ExecuteScript("nw_c2_default9", OBJECT_SELF);
ExecuteScript("prc_npc_spawn", OBJECT_SELF);
ExecuteScript("prc_pwonspawn", OBJECT_SELF);
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_APPEAR_SPAWN_IN_ANIMATION);
//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
// This will set the NPC to give a warning to non-enemies before attacking
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_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.
}

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@ -0,0 +1,52 @@
//::///////////////////////////////////////////////
//:: burrow_onuserdef.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Creature randomly hops around
to enemies during combat.
*/
//:://////////////////////////////////////////////
//:: Created By: Brent
//:: Created On: January 2002
//:://////////////////////////////////////////////
//:: Renamed Scorp_onuserdef 05/24/03 for Scorpions Demo v1.0
//:: Modified By Luna_C with invaluable help from Tallihnn and Allan Keliel.
//:: Be sure to use this with the scorp_spawn script in the onspawn script slot!
//:://////////////////////////////////////////////
void JumpToWeakestEnemy(object oTargetVictim)
{
object oTargetVictim = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY);
location lTargetVictim = GetLocation((oTargetVictim));
// * won't jump if closer than 4 meters to victim
if ((GetDistanceToObject(oTargetVictim) > 4.0) && (GetObjectSeen(oTargetVictim) == TRUE))
{
ClearAllActions();
effect eVis = EffectDisappearAppear (lTargetVictim);
effect eGate = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_NATURE);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGate, OBJECT_SELF, 2.0);
DelayCommand(0.3,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, OBJECT_SELF, 2.0));
DelayCommand(2.3,ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eGate, lTargetVictim, 2.0));
DelayCommand(6.0,ActionAttack(oTargetVictim));
}
}
void main()
{
ExecuteScript("prc_npc_userdef", OBJECT_SELF);
ExecuteScript("nw_c2_defaultd", OBJECT_SELF);
ExecuteScript("prc_onuserdef", OBJECT_SELF);
// * During Combat try teleporting around
if (GetUserDefinedEventNumber() == 1003)
{
// * if random OR heavily wounded then teleport to next enemy
if ((Random(100) < 50) || ( (GetCurrentHitPoints() / GetMaxHitPoints()) * 100 < 50) )
{
JumpToWeakestEnemy(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY));
}
}
}

Binary file not shown.

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@ -0,0 +1,665 @@
{
"__data_type": "UTC ",
"Appearance_Type": {
"type": "word",
"value": 3300
},
"BodyBag": {
"type": "byte",
"value": 0
},
"Cha": {
"type": "byte",
"value": 6
},
"ChallengeRating": {
"type": "float",
"value": 3.0
},
"ClassList": {
"type": "list",
"value": [
{
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},
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"value": 3
}
}
]
},
"Comment": {
"type": "cexostring",
"value": "Ankheg: 03 HD\r\n\r\nMonster Manual I, pg. 14"
},
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"type": "byte",
"value": 17
},
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"type": "resref",
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},
"CRAdjust": {
"type": "int",
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},
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},
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"type": "dword",
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},
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"type": "cexostring",
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},
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"type": "cexolocstring",
"value": {
"0": "A huge segmented insect with slender legs, each ending in a sharp claw, emerges from the ground in a burst of rock and dirt. A tough chitinous brown shell covers its entire body, and glistening red eyes stare out from above powerful mandibles."
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},
"Dex": {
"type": "byte",
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},
"Disarmable": {
"type": "byte",
"value": 0
},
"Equip_ItemList": {
"type": "list",
"value": [
{
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"value": "ankhegbite"
}
}
]
},
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"type": "byte",
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"Race": {
"type": "byte",
"value": 19
},
"refbonus": {
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},
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"type": "resref",
"value": "nw_ai_onattacked"
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"type": "resref",
"value": "nw_ai_ondamaged"
},
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"type": "resref",
"value": "nw_ai_ondeath"
},
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"type": "resref",
"value": "nw_ai_onconvers"
},
"ScriptDisturbed": {
"type": "resref",
"value": "nw_ai_ondisturb"
},
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"type": "resref",
"value": "nw_ai_cmbtrndend"
},
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"type": "resref",
"value": "nw_ai_heartbeat"
},
"ScriptOnBlocked": {
"type": "resref",
"value": "nw_ai_onblocked"
},
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"type": "resref",
"value": "nw_ai_onpercept"
},
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"type": "resref",
"value": "nw_ai_onrested"
},
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"type": "resref",
"value": "nw_ai_onspawn"
},
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"type": "resref",
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"type": "resref",
"value": "nw_ai_onuserdef"
},
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}
]
},
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},
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"type": "list",
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},
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},
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}
}
]
},
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},
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},
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"value": "Magical Beast"
},
"Tag": {
"type": "cexostring",
"value": "ankheg001"
},
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},
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},
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},
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}
]
},
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},
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}
}

View File

@ -0,0 +1,793 @@
{
"__data_type": "UTC ",
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},
"BodyBag": {
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},
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}
}
]
},
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},
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},
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},
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"value": {
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}
},
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"value": 1
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"value": 0
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"value": 2173
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"value": 16
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"value": 4
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"value": "ra_ai_attacked"
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"value": "ra_ai_ondamaged"
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"type": "resref",
"value": "ra_ai_ondeath"
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"type": "resref",
"value": "ra_ai_onconverse"
},
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"type": "resref",
"value": "ra_ai_ondisturb"
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"type": "resref",
"value": "ra_ai_endcmbtrnd"
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"type": "resref",
"value": "ra_ai_heartbeat"
},
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"type": "resref",
"value": "ra_ai_onblocked"
},
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"type": "resref",
"value": "ra_ai_onpercept"
},
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"type": "resref",
"value": "ra_ai_onrested"
},
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"type": "resref",
"value": "ra_ai_onspawn"
},
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"type": "resref",
"value": "ra_ai_onspelled"
},
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"type": "resref",
"value": "ra_ai_userdef"
},
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