Added content hak

Added content hak.
This commit is contained in:
Jaysyn904 2021-08-30 07:08:20 -04:00
parent 623a22d922
commit a70c7d9506
84 changed files with 179278 additions and 0 deletions

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NWN.CLI.exe -k

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{
"TlkPath": "./nwnds_prc_cep.tlk",
"OutputPath": "./output/",
"HakList": [
{
"Name": "nwnds_2das",
"Path": "./nwnds_2das/",
"CompileModels": false
},
{
"Name": "nwnds_anatomy1",
"Path": "./nwnds_anatomy1/",
"CompileModels": false
},
{
"Name": "nwnds_anatomy2",
"Path": "./nwnds_anatomy2/",
"CompileModels": false
},
{
"Name": "nwnds_animalcomp",
"Path": "./nwnds_animalcomp/",
"CompileModels": false
},
{
"Name": "nwnds_audio",
"Path": "./nwnds_audio/",
"CompileModels": false
},
{
"Name": "nwnds_creature",
"Path": "./nwnds_creature/",
"CompileModels": false
},
{
"Name": "nwnds_items",
"Path": "./nwnds_items/",
"CompileModels": false
},
{
"Name": "nwnds_loadscreen",
"Path": "./nwnds_loadscreen/",
"CompileModels": false
},
{
"Name": "nwnds_overland",
"Path": "./nwnds_overland/",
"CompileModels": false
},
{
"Name": "nwnds_placeables",
"Path": "./nwnds_placeables/",
"CompileModels": false
},
{
"Name": "nwnds_spells",
"Path": "./nwnds_spells/",
"CompileModels": false
},
{
"Name": "nwnds_tiles1",
"Path": "./nwnds_tiles1/",
"CompileModels": false
},
{
"Name": "nwnds_tiles2",
"Path": "./nwnds_tiles2/",
"CompileModels": false
},
{
"Name": "trd21_reddes00",
"Path": "./trd21_reddes00/",
"CompileModels": false
},
{
"Name": "trd21_reddes01",
"Path": "./trd21_reddes01/",
"CompileModels": false
},
{
"Name": "wormjungle",
"Path": "./wormjungle/",
"CompileModels": false
},
{
"Name": "pk_hut_interior",
"Path": "./pk_hut_interior/",
"CompileModels": false
},
{
"Name": "nwnds_anatomy3",
"Path": "./nwnds_anatomy3/",
"CompileModels": false
},
{
"Name": "nwnds_kreen",
"Path": "./nwnds_kreen/",
"CompileModels": false
},
{
"Name": "nwnds_heads",
"Path": "./nwnds_heads/",
"CompileModels": false
},
{
"Name": "tmd19a_deepcave",
"Path": "./tmd19a_deepcave/",
"CompileModels": false
},
{
"Name": "nwnds_scripts",
"Path": "./nwnds_scripts/",
"CompileModels": false
},
]
}

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{
"TlkPath": "./nwnds_prc_cep.tlk",
"OutputPath": "./output/",
"HakList": [
{
"Name": "nwnds_2das",
"Path": "./nwnds_2das/",
"CompileModels": false
},
{
"Name": "nwnds_anatomy1",
"Path": "./nwnds_anatomy1/",
"CompileModels": false
},
{
"Name": "nwnds_anatomy2",
"Path": "./nwnds_anatomy2/",
"CompileModels": false
},
{
"Name": "nwnds_animalcomp",
"Path": "./nwnds_animalcomp/",
"CompileModels": false
},
{
"Name": "nwnds_audio",
"Path": "./nwnds_audio/",
"CompileModels": false
},
{
"Name": "nwnds_creature",
"Path": "./nwnds_creature/",
"CompileModels": false
},
{
"Name": "nwnds_items",
"Path": "./nwnds_items/",
"CompileModels": false
},
{
"Name": "nwnds_loadscreen",
"Path": "./nwnds_loadscreen/",
"CompileModels": false
},
{
"Name": "nwnds_overland",
"Path": "./nwnds_overland/",
"CompileModels": false
},
{
"Name": "nwnds_placeables",
"Path": "./nwnds_placeables/",
"CompileModels": false
},
{
"Name": "nwnds_spells",
"Path": "./nwnds_spells/",
"CompileModels": false
},
{
"Name": "nwnds_tiles1",
"Path": "./nwnds_tiles1/",
"CompileModels": false
},
{
"Name": "nwnds_tiles2",
"Path": "./nwnds_tiles2/",
"CompileModels": false
},
{
"Name": "trd21_reddes00",
"Path": "./trd21_reddes00/",
"CompileModels": false
},
{
"Name": "trd21_reddes01",
"Path": "./trd21_reddes01/",
"CompileModels": false
},
{
"Name": "wormjungle",
"Path": "./wormjungle/",
"CompileModels": false
},
{
"Name": "pk_hut_interior",
"Path": "./pk_hut_interior/",
"CompileModels": false
},
{
"Name": "nwnds_anatomy3",
"Path": "./nwnds_anatomy3/",
"CompileModels": false
},
{
"Name": "nwnds_kreen",
"Path": "./nwnds_kreen/",
"CompileModels": false
},
{
"Name": "nwnds_heads",
"Path": "./nwnds_heads/",
"CompileModels": false
},
{
"Name": "tmd19a_deepcave",
"Path": "./tmd19a_deepcave/",
"CompileModels": false
},
{
"Name": "nwnds_scripts",
"Path": "./nwnds_scripts/",
"CompileModels": false
},
]
}

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//::///////////////////////////////////////////////
//:: Default:On Death
//:: NW_C2_DEFAULT7
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Shouts to allies that they have been killed
The default setting uses the BIOWARE default XP, simply
adjust the XP slider in Module Properties.
Change the variable NPC_XP to 1 to allow for XP per
3rd Ed DMG and adjustments for multiplayer and/or henchmen.
Adjust the XP slider to 0 in Module Properties.
*/
//:://////////////////////////////////////////////
//:: Created By: E.G. Hornbostel, aka Whyteshadow
//:: Modified by 69MEH69 June 2003
//:: Created On: 7/11/2002
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
#include "lib_respawn"
void main()
{
//Change NPC_XP to 1 to initiate modified XP code
int NPC_XP = 0;
int BASEXP = 100;
int BONUSXP = 0;
int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
object oKiller = GetLastKiller();
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(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
{
AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
}
//Added by Mr. Nathan
RespawnCreature(OBJECT_SELF, 60);
//^^^^^^^^^^^^^^^^^^
if(NPC_XP == 1)
{
float fCR = GetChallengeRating(OBJECT_SELF);
int nMonsterXP;
// Get number of party members, and average Party Level
int nPartyMembers;
int nPartyLevelSum;
float fAvgPartyLevel;
object oPC = GetFirstFactionMember(oKiller, TRUE);
object oKilledArea = GetArea(OBJECT_SELF);
object oHench;
while(GetIsObjectValid(oPC))
{
if(oKilledArea == GetArea(oPC))
{
nPartyMembers++;
nPartyLevelSum += GetHitDice(oPC);
oHench = GetHenchman(oPC);
while(GetIsObjectValid(oHench))
{
if(oKilledArea == GetArea(oHench))
{
nPartyMembers++;
nPartyLevelSum += GetHitDice(oHench);
}
oHench =GetHenchman(oHench);
}
}
oPC = GetNextFactionMember(oKiller, TRUE);
}
string sPartyMembers = IntToString(nPartyMembers);
//SendMessageToPC(oKiller, "Party Members = " +sPartyMembers);
if (nPartyMembers == 0)
return;
fAvgPartyLevel = IntToFloat(nPartyLevelSum) / IntToFloat(nPartyMembers);
// Bring partylevel up to 3 if less than 3
//if (FloatToInt(fAvgPartyLevel) < 3) fAvgPartyLevel = 3.0;
// Get the base Monster XP
if ((FloatToInt(fAvgPartyLevel) <= 6) && (fCR < 1.5))
nMonsterXP = BASEXP;
else
{
nMonsterXP = BASEXP * FloatToInt(fAvgPartyLevel);
int nDiff = FloatToInt(((fCR < 1.0) ? 1.0 : fCR) - fAvgPartyLevel);
switch (nDiff)
{
case -7:
nMonsterXP /= 12;
break;
case -6:
nMonsterXP /= 8;
break;
case -5:
nMonsterXP = nMonsterXP * 3 / 16;
break;
case -4:
nMonsterXP /= 4;
break;
case -3:
nMonsterXP /= 3;
break;
case -2:
nMonsterXP /= 2;
break;
case -1:
nMonsterXP = nMonsterXP * 2 / 3;
break;
case 0:
break;
case 1:
nMonsterXP = nMonsterXP * 3 / 2;
break;
case 2:
nMonsterXP *= 2;
break;
case 3:
nMonsterXP *= 3;
break;
case 4:
nMonsterXP *= 4;
break;
case 5:
nMonsterXP *= 6;
break;
case 6:
nMonsterXP *= 8;
break;
case 7:
nMonsterXP *= 12;
break;
default:
nMonsterXP = 0;
}
} // if ((FloatToInt(fAvgPartyLevel) < 6) && (fCR < 1.5)) {...} else {
// Calculations for CR < 1
if (fCR < 0.76 && nMonsterXP)
{
if (fCR <= 0.11)
nMonsterXP = nMonsterXP / 10;
else if (fCR <= 0.13)
nMonsterXP = nMonsterXP / 8;
else if (fCR <= 0.18)
nMonsterXP = nMonsterXP / 6;
else if (fCR <= 0.28)
nMonsterXP = nMonsterXP / 4;
else if (fCR <= 0.4)
nMonsterXP = nMonsterXP / 3;
else if (fCR <= 0.76)
nMonsterXP = nMonsterXP /2;
// Only the CR vs Avg Level table could set nMonsterXP to 0... to fix any
// round downs that result in 0:
if (nMonsterXP == 0) nMonsterXP = 1;
}
nMonsterXP += BONUSXP;
int nCharXP = nMonsterXP / nPartyMembers;
oPC = GetFirstFactionMember(oKiller);
while(GetIsObjectValid(oPC))
{
if (oKilledArea == GetArea(oPC))
GiveXPToCreature(oPC, nCharXP);
oPC = GetNextFactionMember(oKiller, TRUE);
}
}
if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1007));
}
}

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//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: 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 "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void Lining()
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_HORRID_WILTING), OBJECT_SELF);
DelayCommand(3.0, Lining());
}
void main()
{
SetLocalLocation(OBJECT_SELF, "SpawnHere", GetLocation(OBJECT_SELF));
DelayCommand(2.8, Lining());
// 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.
// 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.
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
string sTag=GetTag(OBJECT_SELF);
string sWaypoint="WP_"+sTag+"_01";
if (GetIsObjectValid(GetNearestObjectByTag(sWaypoint)))
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.
else ActionRandomWalk();
}

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//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: 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 "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void Lining()
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_TENTACLE), OBJECT_SELF, 1.2);
DelayCommand(1.0, Lining());
}
void main()
{
SetLocalLocation(OBJECT_SELF, "SpawnHere", GetLocation(OBJECT_SELF));
DelayCommand(1.0, Lining());
// 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.
// 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.
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
string sTag=GetTag(OBJECT_SELF);
string sWaypoint="WP_"+sTag+"_01";
if (GetIsObjectValid(GetNearestObjectByTag(sWaypoint)))
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.
else ActionRandomWalk();
}

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#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile1
filedependancy Unknown
node trimesh Plane01
parent goldpile1_pwk
position 0 2.04169 0
orientation 0 0 0 0
wirecolor 0.226563 0.226563 0.226563
ambient 0.601563 0.722656 0.894531
diffuse 0.601563 0.722656 0.894531
specular 0 0 0
shininess 1
bitmap NULL
verts 25
1.51219 1.9898 0
1.01713 2.15664 0
0 2.42571 0
-1.44782 2.12546 0
-1.7771 1.5112 0.05347
1.93984 1.19415 0
1.1902 1.21286 0
0 1.21286 0
-1.1902 1.21286 0
-1.97397 1.07931 0
2.24874 0.276315 0
1.1902 0 0
0 0 0
-1.1902 0 0
-2.32951 0.319764 0
1.91687 -1.21286 0
1.1902 -1.21286 0
0 -1.21286 0
-1.1902 -1.21286 0
-2.10688 -0.99154 0
1.83671 -1.57803 0
1.02055 -1.87495 0
0.0471874 -2.12663 0
-1.12296 -1.87284 0
-1.94346 -1.6017 0
faces 32
5 0 6 1 0 0 0 0
1 6 0 1 0 0 0 0
6 1 7 1 0 0 0 0
2 7 1 1 0 0 0 0
7 2 8 1 0 0 0 0
3 8 2 1 0 0 0 0
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1392
_hak/ra_tdog/goldpile2.mdl Normal file

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#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile2
filedependancy Unknown
node trimesh Plane01
parent goldpile2_pwk
position 0 2.04169 0
orientation 0 0 0 0
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bitmap NULL
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BIN
_hak/ra_tdog/goldpile2.tga Normal file

Binary file not shown.

436
_hak/ra_tdog/goldpile3.mdl Normal file
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#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile3
filedependancy Unknown
newmodel goldpile3
setsupermodel goldpile3 NULL
classification Character
setanimationscale 1.0
#MAXGEOM ASCII
beginmodelgeom goldpile3
node dummy goldpile3
parent NULL
endnode
node trimesh Cylinder120
parent goldpile3
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specular 0.7 0.7 0.7
shininess 30
selfillumcolor 1 1 1
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endmodelgeom goldpile3
donemodel goldpile3

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@ -0,0 +1,75 @@
#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile2
filedependancy Unknown
node trimesh Plane01
parent goldpile2_pwk
position 0.0307791 1.85232 0
orientation 0 0 0 0
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ambient 0.601563 0.722656 0.894531
diffuse 0.601563 0.722656 0.894531
specular 0 0 0
shininess 1
bitmap NULL
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endnode

131
_hak/ra_tdog/goldpile4.mdl Normal file
View File

@ -0,0 +1,131 @@
#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile4
filedependancy Unknown
newmodel goldpile4
setsupermodel goldpile4 NULL
classification Character
setanimationscale 1.0
#MAXGEOM ASCII
beginmodelgeom goldpile4
node dummy goldpile4
parent NULL
endnode
node trimesh Cylinder120
parent goldpile4
position 1.44139 2.95081 0.585404
orientation 0 0 0 0
wirecolor 0.605469 0.605469 0.605469
ambient 1 1 1
diffuse 1 1 1
specular 0.7 0.7 0.7
shininess 30
selfillumcolor 1 1 1
bitmap goldpile
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endnode
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endmodelgeom goldpile4
donemodel goldpile4

View File

@ -0,0 +1,75 @@
#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile4
filedependancy Unknown
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parent goldpile4_pwk
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685
_hak/ra_tdog/goldpile5.mdl Normal file
View File

@ -0,0 +1,685 @@
#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile5
filedependancy Unknown
newmodel goldpile5
setsupermodel goldpile5 NULL
classification Character
setanimationscale 1.0
#MAXGEOM ASCII
beginmodelgeom goldpile5
node dummy goldpile5
parent NULL
endnode
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donemodel goldpile5

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#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
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1063
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File diff suppressed because it is too large Load Diff

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#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
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741
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#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile7
filedependancy Unknown
newmodel goldpile7
setsupermodel goldpile7 NULL
classification Character
setanimationscale 1.0
#MAXGEOM ASCII
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node dummy goldpile7
parent NULL
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endmodelgeom goldpile7
donemodel goldpile7

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@ -0,0 +1,75 @@
#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile7
filedependancy Unknown
node trimesh Plane01
parent goldpile7_pwk
position -0.35397 2.20931 0
orientation 0 0 0 0
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shininess 1
bitmap NULL
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294
_hak/ra_tdog/goldpile8.mdl Normal file
View File

@ -0,0 +1,294 @@
#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile8
filedependancy Unknown
newmodel goldpile8
setsupermodel goldpile8 NULL
classification Character
setanimationscale 1.0
#MAXGEOM ASCII
beginmodelgeom goldpile8
node dummy goldpile8
parent NULL
endnode
node trimesh Cylinder120
parent goldpile8
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orientation 0 0 0 0
wirecolor 0.34375 0.34375 0.34375
ambient 1 1 1
diffuse 1 1 1
specular 0.7 0.7 0.7
shininess 30
selfillumcolor 1 1 1
bitmap goldpile
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endnode
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endmodelgeom goldpile8
donemodel goldpile8

View File

@ -0,0 +1,75 @@
#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile8
filedependancy Unknown
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parent Cylinder120_pwk
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specular 0 0 0
shininess 1
bitmap NULL
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3 8 2 1 0 0 0 0
8 3 9 1 0 0 0 0
4 9 3 1 0 0 0 0
10 5 11 1 0 0 0 0
6 11 5 1 0 0 0 0
11 6 12 1 0 0 0 0
7 12 6 1 0 0 0 0
12 7 13 1 0 0 0 0
8 13 7 1 0 0 0 0
13 8 14 1 0 0 0 0
9 14 8 1 0 0 0 0
15 10 16 1 0 0 0 0
11 16 10 1 0 0 0 0
16 11 17 1 0 0 0 0
12 17 11 1 0 0 0 0
17 12 18 1 0 0 0 0
13 18 12 1 0 0 0 0
18 13 19 1 0 0 0 0
14 19 13 1 0 0 0 0
20 15 21 1 0 0 0 0
16 21 15 1 0 0 0 0
21 16 22 1 0 0 0 0
17 22 16 1 0 0 0 0
22 17 23 1 0 0 0 0
18 23 17 1 0 0 0 0
23 18 24 1 0 0 0 0
19 24 18 1 0 0 0 0
endnode

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#Exported from 3ds max by MDL Plug-in Suite 1.0b
#http://www.bricksbuilder.com/nwn/utils/
#MAXMODEL ASCII
# model: goldpile9
filedependancy Unknown
newmodel goldpile9
setsupermodel goldpile9 NULL
classification Character
setanimationscale 1.0
#MAXGEOM ASCII
beginmodelgeom goldpile9
node dummy goldpile9
parent NULL
endnode
node trimesh Plane02
parent goldpile9
position -2.3334 2.30074 0.03
orientation 0 0 0 0
wirecolor 0.339844 0.339844 0.339844
ambient 1 1 1
diffuse 1 1 1
specular 0.7 0.7 0.7
shininess 30
selfillumcolor 1 1 1
bitmap goldpile2
render 1
Shadow 1
beaming 0
transparencyhint 0
tilefade 0
rotatetexture 1
verts 9
0 -2.5 0
0 -5 0
2.5 -2.5 0
2.5 -5 0
5 -2.5 0
5 -5 0
0 0 0
2.5 0 0
5 0 0
faces 8
0 1 2 1 0 3 1 0
3 2 1 1 1 2 0 0
2 3 4 1 0 3 1 0
5 4 3 1 1 2 0 0
6 0 7 1 0 3 1 0
2 7 0 1 1 2 0 0
7 2 8 1 0 3 1 0
4 8 2 1 1 2 0 0
tverts 4
0 0 0
1 1 0
0 1 0
1 0 0
endnode
endmodelgeom goldpile9
donemodel goldpile9

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@ -0,0 +1,41 @@
#Model converted by mdl2ascii
#For updates/comments check out http://nwn-j3d.sf.net
filedependancy Unknown
newmodel jplb_lava
setsupermodel jplb_lava NULL
classification Character
setanimationscale 1.000000
#MAXGEOM ASCII
beginmodelgeom jplb_lava
node dummy jplb_lava
parent NULL
endnode
node trimesh Plane687
parent jplb_lava
position 0.000000 0.000000 0.100000
orientation 0.000000 0.000000 0.000000 0.000000
alpha 1.000000
diffuse 1.000000 1.000000 1.000000
ambient 1.000000 1.000000 1.000000
specular 0.000000 0.000000 0.000000
shininess 1.000000
render 1
bitmap TDE01_lava01
verts 4
-5.000000 5.000000 0.000000
-5.000000 -5.000000 0.000000
5.000000 5.000000 0.000000
5.000000 -5.000000 0.000000
faces 2
0 1 2 1 0 1 2 1
3 2 1 1 3 2 1 1
tverts 4
6.000040 -56.000599 0
6.000040 -59.000599 0
9.000070 -56.000599 0
9.000070 -59.000599 0
endnode
endmodelgeom jplb_lava
donemodel jplb_lava

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//void main() {}
// Respawns oCreature after waiting nDelay heartbeats (default is 10 minutes)
// uses the location they died at if iUseWaypoint is set to 0. Otherwise, the
// number of waypoints to choose between (0 - n-1). If you specify 1 waypoint
// it respawns the creature where it was initially placed
// Make sure to tag waypoints "RespawnPoint"+ n>=0 or "YourWaypointTag"+ n>=0
// or whatever but don't forget the number at the end!
void RespawnCreature (object oCreature=OBJECT_SELF, int nDelay=900, int iUseWaypoint=1, string sRespawnTag="RespawnPoint");
// usage:
//
// if (GetIsPC(GetEnteringObject()) && !GetLocalInt(OBJECT_SELF, "Populated"))
// RepopArea();
//
// Should be used in the OnEnter event of an area.
// Make sure oArea is an area if you're not calling it from an area event.
void RepopArea (object oArea=OBJECT_SELF);
// usage:
//
// if (GetIsPC(GetExitingObject())
// && !GetIsPC(GetNearestCreatureToLocation(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, Location(OBJECT_SELF, Vector(10.0, 10.0, 1.0), 90.0))))
// DepopArea();
//
// Should be used in the OnExit event of an area.
// Make sure oArea is an area if you're not calling it from an area event.
void DepopArea (object oArea=OBJECT_SELF);
// used in RepopArea() to allow unique tags.
void CheckTag(object oCreature, string sTag, location lWhere);
// used in RepopArea() to keep track of wounded creatures so they don't heal
// upon repopping.
void CheckHP(object oCreature, int nHP);
//This was used to remove duplicate creatures that were produced
//when a pointer would become corrupted while cycling through.
//Bioware has released a workaround though so this is obsolete.
void RemoveDuplicates(object oCreature);
//Called by RemoveDuplicates
void DeleteDupes(object oCreature);
void RespawnToRepop(string sResRef, location lLoc, string sTag, int nHP=0);
void VoidCreateObject(string sResRef, location lLoc, string sTag, int nObjectType=OBJECT_TYPE_CREATURE)
{
CreateObject(nObjectType, sResRef, lLoc, FALSE, sTag);
}
void RespawnCreature (object oCreature=OBJECT_SELF, int nDelay=600, int iUseWaypoint=1, string sRespawnTag="RespawnPoint")
{
//Get the location, tag, and resref for the creature
string sResRef=GetResRef(oCreature);
string sTag=GetTag(oCreature);
location lDiedHere=GetLocation(oCreature);
location lSpawnedHere=GetLocalLocation(oCreature, "SpawnHere");
location lLoc;
if(iUseWaypoint==0)
{
//respawn where the creature died
lLoc=lDiedHere;
}
else if (iUseWaypoint==1)
{
//Respawn the creature where it was placed.
lLoc=lSpawnedHere;
}
else
{
//otherwise, respawn at a random waypoint of the range and name specified
int iRandom=Random(iUseWaypoint);
//used GetNearestObject... so they don't respawn in another area
object oRespawnPoint=GetNearestObjectByTag(sRespawnTag+IntToString(iRandom), oCreature);
//if there's no such waypoint, just respawn where you died
if (!GetIsObjectValid(oRespawnPoint))lLoc=lDiedHere;
else lLoc=GetLocation(oRespawnPoint);
}
if(GetLocalInt(GetArea(oCreature), "Populated"))
AssignCommand(GetModule(), DelayCommand(IntToFloat(nDelay), VoidCreateObject(sResRef, lLoc, sTag)));
else
AssignCommand(GetModule(), DelayCommand(IntToFloat(nDelay), RespawnToRepop(sResRef, lLoc, sTag)));
}
void RepopArea (object oArea=OBJECT_SELF)
{
int bPopulated=GetLocalInt(oArea, "Populated");
string sCreature;
object oCreature;
string sTag;
int nCount;
location lWhere;
int nHP;
int nTotal=GetLocalInt(oArea, "TotalMOBs");
for (nCount=1; nCount<=nTotal; nCount++)
{
sCreature=GetLocalString(oArea, "Creature"+IntToString(nCount));
sTag=GetLocalString(oArea, "Tag"+IntToString(nCount));
lWhere=GetLocalLocation(oArea, "Location"+IntToString(nCount));
nHP=GetLocalInt(oArea, "HP"+IntToString(nCount));
oCreature=CreateObject(OBJECT_TYPE_CREATURE, sCreature, lWhere, FALSE, sTag);
DelayCommand(0.4, CheckHP(oCreature, nHP));
// DelayCommand(0.5, RemoveDuplicates(oCreature));
DeleteLocalString(oArea, "Creature"+IntToString(nCount));
DeleteLocalString(oArea, "Tag"+IntToString(nCount));
DeleteLocalLocation(oArea, "Location"+IntToString(nCount));
DeleteLocalInt(oArea, "HP"+IntToString(nCount));
}
SetLocalInt(oArea, "Populated", TRUE);
DeleteLocalInt(oArea, "TotalMOBs");
}
void DepopArea(object oArea=OBJECT_SELF)
{
location lCheckPoint=Location(oArea, Vector(10.0, 10.0, 1.0), 90.0);
object oCreature=GetNearestCreatureToLocation(PLAYER_CHAR_IS_PC, PLAYER_CHAR_NOT_PC, lCheckPoint);
int nCount=1;
int nTotal=GetLocalInt(oArea, "TotalMOBs");
location lWhere;
int nHP;
while (GetIsObjectValid(oCreature))
{
lWhere=GetLocation(oCreature);
nHP=GetCurrentHitPoints(oCreature);
if (!GetIsPC(GetMaster(oCreature)) && !GetIsPC(GetMaster(GetMaster(oCreature)))
&& !GetIsPC(GetLocalObject(oCreature, "PCMaster")) )
{
SetLocalString(oArea, "Creature"+IntToString(nCount), GetResRef(oCreature));
SetLocalString(oArea, "Tag"+IntToString(nCount), GetTag(oCreature));
SetLocalLocation(oArea, "Location"+IntToString(nCount), lWhere);
SetLocalInt(oArea, "HP"+IntToString(nCount), nHP);
AssignCommand(oCreature, SetIsDestroyable(TRUE));
SetPlotFlag(oCreature, FALSE);
DestroyObject(oCreature);
}
nCount++;
oCreature=GetNearestCreatureToLocation(PLAYER_CHAR_IS_PC, PLAYER_CHAR_NOT_PC, lCheckPoint, nCount);
}
nCount--;
nTotal=nTotal+nCount;
SetLocalInt(oArea, "TotalMOBs", nTotal);
SetLocalInt(oArea, "Populated", FALSE);
}
void CheckTag(object oCreature, string sTag, location lWhere)
{
if (sTag!=GetTag(oCreature))
{
CopyObject(oCreature, lWhere, OBJECT_INVALID, sTag);
DestroyObject(oCreature, 0.1);
}
}
void CheckHP(object oCreature, int nHP)
{
int nCurrentHP=GetCurrentHitPoints(oCreature);
if (nHP==0) return;
if (nHP<nCurrentHP)
DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nCurrentHP-nHP), oCreature));
}
void RemoveDuplicates(object oCreature)
{
string sTag=GetTag(oCreature);
string sResRef=GetResRef(oCreature);
int nCount=1;
object oDouble=GetNearestObjectByTag(sTag, oCreature);
SetLocalInt(oCreature, "Master", TRUE);
while (GetIsObjectValid(oDouble) && (GetDistanceBetween(oCreature, oDouble)<=2.5))
{
SetLocalInt(oDouble, "Master", FALSE);
DelayCommand(0.5, DeleteDupes(oDouble));
nCount++;
oDouble=GetNearestObjectByTag(sTag, oCreature, nCount);
}
DeleteDupes(oCreature);
}
void DeleteDupes(object oCreature)
{
if (!GetLocalInt(oCreature, "Master"))
DestroyObject(oCreature);
}
void RespawnToRepop(string sResRef, location lLoc, string sTag, int nHP=0)
{
object oArea=GetAreaFromLocation(lLoc);
int nCount=GetLocalInt(oArea, "TotalMOBs")+1;
if(GetLocalInt(oArea, "Populated"))
VoidCreateObject(sResRef, lLoc, sTag);
else
{
SetLocalString(oArea, "Creature"+IntToString(nCount), sResRef);
SetLocalString(oArea, "Tag"+IntToString(nCount), sTag);
SetLocalLocation(oArea, "Location"+IntToString(nCount), lLoc);
SetLocalInt(oArea, "HP"+IntToString(nCount), nHP);
SetLocalInt(oArea, "TotalMOBs", nCount);
}
}

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_hak/ra_tdog/purpleworm.ute Normal file

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//::///////////////////////////////////////////////
//:: Example Item Event Script
//:: x2_it_example
//:: Copyright (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
This is an example on how to use the
new default module events for NWN to
have all code concerning one item in
a single file.
Note that this system only works, if
the following events set on your module
OnEquip - x2_mod_def_equ
OnUnEquip - x2_mod_def_unequ
OnAcquire - x2_mod_def_aqu
OnUnAcqucire - x2_mod_def_unaqu
OnActivate - x2_mod_def_act
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: 2003-09-10
//:://////////////////////////////////////////////
/*************************************************
* Hijacked by Mr. Nathan for the protection
* of purple worms everywhere.
*
* To change the DC of the swallow attack
* set PW_BITE_DC to the desired level.
* Default is 22.
**************************************************/
#include "x2_inc_switches"
const int PW_BITE_DC=22;
void main()
{
int nEvent =GetUserDefinedItemEventNumber();
object oItem;
// * This code runs when the item has the OnHitCastSpell: Unique power property
// * and it hits a target(weapon) or is being hit (armor)
// * Note that this event fires for non PC creatures as well.
if (nEvent ==X2_ITEM_EVENT_ONHITCAST)
{
oItem = GetSpellCastItem(); // The item casting triggering this spellscript
object oSpellOrigin = OBJECT_SELF ;
object oSpellTarget = GetSpellTargetObject();
if(!ReflexSave(oSpellTarget, PW_BITE_DC))
{
FloatingTextStringOnCreature("You have been swallowed.", oSpellTarget);
DelayCommand(1.0, AssignCommand(oSpellTarget, ClearAllActions()));
DelayCommand(1.1, AssignCommand(oSpellTarget, JumpToLocation(GetLocation(GetWaypointByTag("WP_PW_Stomach")))));
SetLocalObject(GetArea(GetWaypointByTag("WP_PW_Stomach")), "Worm", oSpellOrigin);
SetLocalLocation(oSpellTarget, "WormReturn", GetLocation(oSpellTarget));
//This is an artifact of the respawning system I use inside the
//worm's stomach. It should not be removed unless that is modified.
SetLocalInt(GetArea(GetWaypointByTag("WP_PW_Stomach")), "Populated", TRUE);
}
}
}

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#include "lib_respawn"
void main()
{
string sResRef=GetResRef(OBJECT_SELF);
string sTag=GetTag(OBJECT_SELF);
location lLoc=GetLocation(OBJECT_SELF);
AssignCommand(GetModule(), DelayCommand(18.0, VoidCreateObject(sResRef, lLoc, sTag, OBJECT_TYPE_PLACEABLE)));
}

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void main()
{
if(GetLocalInt(OBJECT_SELF, "DoOnce")) return;
location lLoc=GetLocation(OBJECT_SELF);
object oPC=GetFirstObjectInShape(SHAPE_SPHERE, 25.0, lLoc, FALSE);
object oPW=OBJECT_SELF;
while(GetIsObjectValid(oPC))
{
if(GetIsPC(oPC))
DelayCommand(2.5, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectKnockdown(), oPC, 6.0));
oPC=GetNextObjectInShape(SHAPE_SPHERE, 25.0, lLoc, FALSE);
AssignCommand(oPC, DelayCommand(0.8, PlaySound("sdr_paralyzed")));
AssignCommand(oPC, DelayCommand(2.5, PlaySound("sim_destruct_low")));
}
//earthquake visual effect. screen shake and rock falling sound
ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(356), GetLocation(OBJECT_SELF), 7.0);
SetLocalInt(OBJECT_SELF, "DoOnce", TRUE);
}

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//::///////////////////////////////////////////////
//:: NW_C2_DIMDOORS.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 "NW_O2_CONINCLUDE"
void main()
{
SetLocalLocation(OBJECT_SELF, "SpawnHere", GetLocation(OBJECT_SELF));
GenerateNPCTreasure(4, OBJECT_SELF, OBJECT_SELF);
GenerateNPCTreasure(4, OBJECT_SELF, 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.
ExecuteScript("pw_enc_spawnin", OBJECT_SELF);
}

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//::///////////////////////////////////////////////
//:: NW_C2_DIMDOOR.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);
int nDur=d6()+6;
DelayCommand(0.3,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, OBJECT_SELF, IntToFloat(nDur)));
DelayCommand(9.0,ActionAttack(oTargetVictim));
}
}
void main()
{
// * During Combat try teleporting around
if (GetUserDefinedEventNumber() == 1003)
{
// * if random OR heavily wounded then teleport to next enemy
if ((Random(100) < 65) || ( (GetCurrentHitPoints() / GetMaxHitPoints()) * 100 < 50) )
{
JumpToWeakestEnemy(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY));
}
}
}

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void main()
{
object oPC = GetEnteringObject();
if (!GetIsObjectValid(oPC)) oPC=GetClickingObject();
object oArea=GetArea(oPC);
object oWorm=GetLocalObject(oArea, "Worm");
location lWhere=GetLocation(oWorm);
if(!GetIsPC(oPC)) return;
if(GetLocalInt(oArea, "CanLeave") || (d20()+GetAbilityModifier(ABILITY_STRENGTH, oPC)>=12))
{
if (!GetIsObjectValid(GetAreaFromLocation(lWhere))) lWhere=GetLocalLocation(oPC, "WormReturn");
SendMessageToPC(oPC, "You manage to claw your way out of the worm's mouth.");
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC, JumpToLocation(lWhere));
}
else
SendMessageToPC(oPC, "You try to climb back out the mouth, but are held back by the action of the sphincters.");
}

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//::///////////////////////////////////////////////
//:: Default:On Death
//:: NW_C2_DEFAULT7
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Shouts to allies that they have been killed
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
#include "lib_respawn"
void main()
{
object oKiller = GetLastKiller();
object oArea=GetArea(oKiller);
object oWorm=GetLocalObject(oArea, "Worm");
location lWhere=GetLocation(oWorm);
if (!GetIsPC(oKiller)) return;
if(!GetIsObjectValid(GetAreaFromLocation(lWhere))) lWhere=GetLocalLocation(oKiller, "WormReturn");
if(d20()+GetAbilityModifier(ABILITY_STRENGTH, oKiller)>=20)
{
SendMessageToPC(oKiller, "You manage to break through the worm's stomach lining and escape");
AssignCommand(oKiller, ClearAllActions());
AssignCommand(oKiller, JumpToLocation(lWhere));
}
//Added by Mr. Nathan
RespawnCreature(OBJECT_SELF, 30);
//^^^^^^^^^^^^^^^^^^
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));
}
}

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