Continuing dynamic spawn swapover

Continuing dynamic spawn swapover.  Got city exterior done, started on South Coast Road hostile spawns & dynamic bandits.
This commit is contained in:
Jaysyn904 2021-09-07 22:44:00 -04:00
parent 777566457d
commit d835d01649
40 changed files with 6102 additions and 26570 deletions

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"0": "What do you want, <race>?"
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"0": "Hello, I'm <FirstName>, How are you?"
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"0": "Hello, M'<Lord/Lady>"
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"type": "cexolocstring",
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"0": "Gotta find somewhere warm to sleep tonight."
}
}
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"type": "cexolocstring",
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"0": "Say, aren't you one of those <class>s?"
}
}
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"0": "By the gods I'm hungry."
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"type": "cexolocstring",
"value": {
"0": "Spare a coin, friend?"
}
}
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"0": "I was an adventurer like you once, till *this* happened."
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"0": "Spare a coin?"
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View File

@ -2,22 +2,7 @@
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": [
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": "Overgold Vicho"
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
"value": []
},
"Door List": {
"type": "list",
@ -553,6 +538,27 @@
"value": "BESIE Persistent World Respawner\r\nBy: Ray Miller\r\nkaynekayne@bigfoot.com\r\n\r\nChance to Respawn\r\n(each hb after reset time) = Hit Points / 100\r\nLevel = Fortitude save\r\nReset Time (in minutes) = Reflex save\r\nSpawner Number = Will Save\r\nEncounter Table = Tag\r\n\r\nA full standard table consists of \"re_abcdeghimput0\" :\r\na = animal\r\nb = bandit\r\nc = construct\r\nd = dragon\r\ne = elemental\r\ng = giant\r\nh = humanoid\r\ni = instect\r\nm = magical beast / miscellaneous\r\nn = aberration\r\np = planar\r\nu = undead\r\nt0 = assign standard treasure table to the encounter"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "BESIE Persistent World Respawner\r\nBy: Ray Miller\r\nkaynekayne@bigfoot.com\r\n\r\nChance to Respawn\r\n(each hb after reset time) = Hit Points / 100\r\nLevel = Fortitude save\r\nReset Time (in minutes) = Reflex save\r\nSpawner Number = Will Save\r\nEncounter Table = Tag\r\n\r\nA full standard table consists of \"re_abcdeghimput0\" :\r\na = animal\r\nb = bandit\r\nc = construct\r\nd = dragon\r\ne = elemental\r\ng = giant\r\nh = humanoid\r\ni = instect\r\nm = magical beast / miscellaneous\r\nn = aberration\r\np = planar\r\nu = undead\r\nt0 = assign standard treasure table to the encounter"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "volition's Bio Placeables by volition\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "BESIE Persistent World Respawner\r\nBy: Ray Miller\r\nkaynekayne@bigfoot.com\r\n\r\nChance to Respawn\r\n(each hb after reset time) = Hit Points / 100\r\nLevel = Fortitude save\r\nReset Time (in minutes) = Reflex save\r\nSpawner Number = Will Save\r\nEncounter Table = Tag\r\n\r\nA full standard table consists of \"re_abcdeghimput0\" :\r\na = animal\r\nb = bandit\r\nc = construct\r\nd = dragon\r\ne = elemental\r\ng = giant\r\nh = humanoid\r\ni = instect\r\nm = magical beast / miscellaneous\r\nn = aberration\r\np = planar\r\nu = undead\r\nt0 = assign standard treasure table to the encounter"
}
},
{
"__struct_id": 9,
"Comment": {
@ -624,15 +630,7 @@
},
"StoreList": {
"type": "list",
"value": [
{
"__struct_id": 11,
"Comment": {
"type": "cexostring",
"value": "Chapter 2"
}
}
]
"value": []
},
"TriggerList": {
"type": "list",
@ -1012,13 +1010,6 @@
"value": "This is the default waypoint you may place to set a Spawn point for the BESIE PW Spawner tool.\r\n1. Place a PW Spawner tool anywhere in the area.\r\n2. Set all other parameters on the PW Spawner tool according to the instructions found in the comments sections on that tool.\r\n3. Change the tag of this waypoint to match the Will Save number of the tool. ie. if the Will Save of the PW Spawner is 2 then change the tag of this Waypoint to \"PWS02\"\r\n4. Add any special behavior designators to the end of the tag ie. \"PWS02s2s1\". See the following table for behavior designators:\r\n\r\nBehavior designators:\r\ns1 - Do not return to spawn point after chasing an enemy (or moving for any other reason). This should be set if the creature spawned here has waypoints to walk or to POST.\r\ns2 - Random Walk. This creature will randomly walk a small patrol area via the RandomWalk() function.\r\ns3 - Sit. The creature will sit on the ground instead of standing (provided he has a sitting animation).\r\ns4 - No Regeneration. The Creature will not regenerate hitpoints. Note, this does NOT prevent a creature who regenerates naturally or due to some other source from regenerating.\r\ns5 - Only at day. Only spawn this creature during dawn or day.\r\ns6 - Only at night. Only spawn this creature during dusk or night.\r\nb## - Begin Time. Spawn in at this time.\r\ne## - End Time - Spawn out at this time.\r\n(note: do not use e or b with s5 or s6)\r\nt## - Territroy. If the creature goes outside of this territory range it will teleport back to the spawn point when not in combat. NOTE: Can NOT be set below 30 meters. If set below 30 meters it will default to 30."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a Spawn point for the BESIE PW Spawner tool.\r\n1. Place a PW Spawner tool anywhere in the area.\r\n2. Set all other parameters on the PW Spawner tool according to the instructions found in the comments sections on that tool.\r\n3. Change the tag of this waypoint to match the Will Save number of the tool. ie. if the Will Save of the PW Spawner is 2 then change the tag of this Waypoint to \"PWS02\"\r\n4. Add any special behavior designators to the end of the tag ie. \"PWS02s2s1\". See the following table for behavior designators:\r\n\r\nBehavior designators:\r\ns1 - Do not return to spawn point after chasing an enemy (or moving for any other reason). This should be set if the creature spawned here has waypoints to walk or to POST.\r\ns2 - Random Walk. This creature will randomly walk a small patrol area via the RandomWalk() function.\r\ns3 - Sit. The creature will sit on the ground instead of standing (provided he has a sitting animation).\r\ns4 - No Regeneration. The Creature will not regenerate hitpoints. Note, this does NOT prevent a creature who regenerates naturally or due to some other source from regenerating.\r\ns5 - Only at day. Only spawn this creature during dawn or day.\r\ns6 - Only at night. Only spawn this creature during dusk or night.\r\nb## - Begin Time. Spawn in at this time.\r\ne## - End Time - Spawn out at this time.\r\n(note: do not use e or b with s5 or s6)\r\nt## - Territroy. If the creature goes outside of this territory range it will teleport back to the spawn point when not in combat. NOTE: Can NOT be set below 30 meters. If set below 30 meters it will default to 30."
}
},
{
"__struct_id": 5,
"Comment": {
@ -1061,13 +1052,6 @@
"value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is a waypoint that can be placed in an interior area to mark it as a shop. This will affect the animations and behavior of NPCs using the PlayAmbientAnimations functions (see the OnSpawn script nw_c2_default9 and the library x0_i0_anims for details). \r\n\r\nNote that this feature will only work in modules that use the XP1 modified AI. "
}
},
{
"__struct_id": 5,
"Comment": {
@ -1096,6 +1080,62 @@
"value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a Spawn point for the BESIE PW Spawner tool.\r\n1. Place a PW Spawner tool anywhere in the area.\r\n2. Set all other parameters on the PW Spawner tool according to the instructions found in the comments sections on that tool.\r\n3. Change the tag of this waypoint to match the Will Save number of the tool. ie. if the Will Save of the PW Spawner is 2 then change the tag of this Waypoint to \"PWS02\"\r\n4. Add any special behavior designators to the end of the tag ie. \"PWS02s2s1\". See the following table for behavior designators:\r\n\r\nBehavior designators:\r\ns1 - Do not return to spawn point after chasing an enemy (or moving for any other reason). This should be set if the creature spawned here has waypoints to walk or to POST.\r\ns2 - Random Walk. This creature will randomly walk a small patrol area via the RandomWalk() function.\r\ns3 - Sit. The creature will sit on the ground instead of standing (provided he has a sitting animation).\r\ns4 - No Regeneration. The Creature will not regenerate hitpoints. Note, this does NOT prevent a creature who regenerates naturally or due to some other source from regenerating.\r\ns5 - Only at day. Only spawn this creature during dawn or day.\r\ns6 - Only at night. Only spawn this creature during dusk or night.\r\nb## - Begin Time. Spawn in at this time.\r\ne## - End Time - Spawn out at this time.\r\n(note: do not use e or b with s5 or s6)\r\nt## - Territroy. If the creature goes outside of this territory range it will teleport back to the spawn point when not in combat. NOTE: Can NOT be set below 30 meters. If set below 30 meters it will default to 30."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a Spawn point for the BESIE PW Spawner tool.\r\n1. Place a PW Spawner tool anywhere in the area.\r\n2. Set all other parameters on the PW Spawner tool according to the instructions found in the comments sections on that tool.\r\n3. Change the tag of this waypoint to match the Will Save number of the tool. ie. if the Will Save of the PW Spawner is 2 then change the tag of this Waypoint to \"PWS02\"\r\n4. Add any special behavior designators to the end of the tag ie. \"PWS02s2s1\". See the following table for behavior designators:\r\n\r\nBehavior designators:\r\ns1 - Do not return to spawn point after chasing an enemy (or moving for any other reason). This should be set if the creature spawned here has waypoints to walk or to POST.\r\ns2 - Random Walk. This creature will randomly walk a small patrol area via the RandomWalk() function.\r\ns3 - Sit. The creature will sit on the ground instead of standing (provided he has a sitting animation).\r\ns4 - No Regeneration. The Creature will not regenerate hitpoints. Note, this does NOT prevent a creature who regenerates naturally or due to some other source from regenerating.\r\ns5 - Only at day. Only spawn this creature during dawn or day.\r\ns6 - Only at night. Only spawn this creature during dusk or night.\r\nb## - Begin Time. Spawn in at this time.\r\ne## - End Time - Spawn out at this time.\r\n(note: do not use e or b with s5 or s6)\r\nt## - Territroy. If the creature goes outside of this territory range it will teleport back to the spawn point when not in combat. NOTE: Can NOT be set below 30 meters. If set below 30 meters it will default to 30."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
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"type": "cexostring",
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}
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"__struct_id": 5,
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"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {

File diff suppressed because it is too large Load Diff

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@ -96,8 +96,8 @@
"type": "byte",
"value": 16
},
"GenericType": {
"type": "byte",
"GenericType_New": {
"type": "dword",
"value": 0
},
"Hardness": {
@ -312,8 +312,8 @@
"type": "byte",
"value": 16
},
"GenericType": {
"type": "byte",
"GenericType_New": {
"type": "dword",
"value": 0
},
"Hardness": {
@ -532,8 +532,8 @@
"type": "byte",
"value": 16
},
"GenericType": {
"type": "byte",
"GenericType_New": {
"type": "dword",
"value": 0
},
"Hardness": {
@ -3228,6 +3228,10 @@
"type": "cexolocstring",
"value": {}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnClosed": {
"type": "resref",
"value": ""
@ -3449,6 +3453,10 @@
"type": "cexolocstring",
"value": {}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnClosed": {
"type": "resref",
"value": ""
@ -3670,6 +3678,10 @@
"type": "cexolocstring",
"value": {}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnClosed": {
"type": "resref",
"value": ""
@ -3891,6 +3903,10 @@
"type": "cexolocstring",
"value": {}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnClosed": {
"type": "resref",
"value": ""
@ -4112,6 +4128,10 @@
"type": "cexolocstring",
"value": {}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnClosed": {
"type": "resref",
"value": ""
@ -4333,6 +4353,10 @@
"type": "cexolocstring",
"value": {}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnClosed": {
"type": "resref",
"value": ""
@ -4554,6 +4578,10 @@
"type": "cexolocstring",
"value": {}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnClosed": {
"type": "resref",
"value": ""

File diff suppressed because it is too large Load Diff

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@ -17295,11 +17295,11 @@
},
"NAME": {
"type": "cexostring",
"value": "Beggar"
"value": "Beggar: Human Male 01"
},
"RESREF": {
"type": "resref",
"value": "npc_baleas011"
"value": "npc_beg_hu_m001"
}
},
{
@ -17340,6 +17340,25 @@
"value": "bandit004"
}
},
{
"__struct_id": 0,
"CR": {
"type": "float",
"value": 3.0
},
"FACTION": {
"type": "cexostring",
"value": "bandit1"
},
"NAME": {
"type": "cexostring",
"value": "Brigand: Human Male 01"
},
"RESREF": {
"type": "resref",
"value": "ra_brigand001"
}
},
{
"__struct_id": 0,
"CR": {

View File

@ -2099,6 +2099,17 @@
"LIST": {
"type": "list",
"value": [
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Beggar's Rags"
},
"RESREF": {
"type": "resref",
"value": "ra_aclgb_beggar"
}
},
{
"__struct_id": 0,
"NAME": {

BIN
_module/ncs/cv_take_1gp.ncs Normal file

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_module/ncs/cv_take_5gp.ncs Normal file

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_module/ncs/cv_take_6gp.ncs Normal file

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@ -0,0 +1,8 @@
void main()
{
object oPC = GetPCSpeaker();
AssignCommand(oPC, TakeGoldFromCreature(1, oPC, TRUE));
}

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@ -0,0 +1,8 @@
void main()
{
object oPC = GetPCSpeaker();
AssignCommand(oPC, TakeGoldFromCreature(5, oPC, TRUE));
}

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@ -0,0 +1,8 @@
void main()
{
object oPC = GetPCSpeaker();
AssignCommand(oPC, TakeGoldFromCreature(6, oPC, TRUE));
}

View File

@ -13839,7 +13839,7 @@ int AI_AttemptHostileSkills()
GlobalIntelligence >= 3) ||
GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PICKPOCKETING, AI_OTHER_COMBAT_MASTER))
{
SpeakString("Seting for NO: " + IntToString(GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_PICKPOCKETING, AI_OTHER_COMBAT_MASTER)) + " YES: " + IntToString(GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PICKPOCKETING, AI_OTHER_COMBAT_MASTER)));
// SpeakString("Seting for NO: " + IntToString(GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_NO_PICKPOCKETING, AI_OTHER_COMBAT_MASTER)) + " YES: " + IntToString(GetSpawnInCondition(AI_FLAG_OTHER_COMBAT_FORCE_PICKPOCKETING, AI_OTHER_COMBAT_MASTER)));
// Need appropriate level of skill, checked On Spawn, or overriden...
AI_ActionUseSkillOnMeleeTarget(SKILL_PICK_POCKET);
return TRUE;

View File

@ -0,0 +1,486 @@
//::///////////////////////////////////////////////
//:: Name ra_bandit_spawn
//::
//:://////////////////////////////////////////////
/*
Default On Spawn script
2003-07-28: Georg Zoeller:
If you set a ninteger on the creature named
"X2_USERDEFINED_ONSPAWN_EVENTS"
The creature will fire a pre and a post-spawn
event on itself, depending on the value of that
variable
1 - Fire Userdefined Event 1510 (pre spawn)
2 - Fire Userdefined Event 1511 (post spawn)
3 - Fire both events
2007-12-31: Deva Winblood
Modified to look for X3_HORSE_OWNER_TAG and if
it is defined look for an NPC with that tag
nearby or in the module (checks near first).
It will make that NPC this horse's master.
*/
//:://////////////////////////////////////////////
//:: Created By: Keith Warner, Georg Zoeller
//:: Created On: June 11/03
//:://////////////////////////////////////////////
const int EVENT_USER_DEFINED_PRESPAWN = 1510;
const int EVENT_USER_DEFINED_POSTSPAWN = 1511;
#include "NW_I0_GENERIC"
#include "ms_name_inc"
#include "x2_inc_switches"
#include "rnd_commoner_inc"
#include "ra_rnd_armor_inc"
void ShrinkEm(object oPC)
{
SetObjectVisualTransform(oPC, OBJECT_VISUAL_TRANSFORM_SCALE, 0.5f);
}
void GrowEm(object oPC)
{
SetObjectVisualTransform(oPC, OBJECT_VISUAL_TRANSFORM_SCALE, 1.5f);
}
void main()
{
string sTag;
object oNPC;
// User defined OnSpawn event requested?
int nSpecEvent = GetLocalInt(OBJECT_SELF,"X2_USERDEFINED_ONSPAWN_EVENTS");
// Pre Spawn Event requested
if (nSpecEvent == 1 || nSpecEvent == 3 )
{
SignalEvent(OBJECT_SELF,EventUserDefined(EVENT_USER_DEFINED_PRESPAWN ));
}
sTag=GetLocalString(OBJECT_SELF,"X3_HORSE_OWNER_TAG");
if (GetStringLength(sTag)>0)
{ // look for master
oNPC=GetNearestObjectByTag(sTag);
if (GetIsObjectValid(oNPC)&&GetObjectType(oNPC)==OBJECT_TYPE_CREATURE)
{ // master found
AddHenchman(oNPC);
} // master found
else
{ // look in module
oNPC=GetObjectByTag(sTag);
if (GetIsObjectValid(oNPC)&&GetObjectType(oNPC)==OBJECT_TYPE_CREATURE)
{ // master found
AddHenchman(oNPC);
} // master found
else
{ // master does not exist - remove X3_HORSE_OWNER_TAG
DeleteLocalString(OBJECT_SELF,"X3_HORSE_OWNER_TAG");
} // master does not exist - remove X3_HORSE_OWNER_TAG
} // look in module
} // look for master
//:: 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 nHuge = GetLocalInt(OBJECT_SELF,"HUGE");
if (nHuge > 0)
{
DelayCommand(0.0f, GrowEm(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));
}
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 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));
}
// Check for randomizations.
RndBanditArmor(OBJECT_SELF);
ms_Nomenclature(OBJECT_SELF);
int nKeepskin = GetLocalInt(OBJECT_SELF,"RA_KEEPSKIN");
if (nKeepskin != 1)
{
rnd_skin(OBJECT_SELF);
}
rnd_skin(OBJECT_SELF);
int nKeephead = GetLocalInt(OBJECT_SELF,"RA_KEEPHEAD");
if (nKeephead != 1)
{
rnd_head(OBJECT_SELF);
}
int nKeeptats = GetLocalInt(OBJECT_SELF,"RA_KEEPTATS");
if (nKeeptats != 1)
{
rnd_tattoo(OBJECT_SELF);
}
// Execute default OnSpawn script.
ExecuteScript("nw_c2_default9", OBJECT_SELF);
//Post Spawn event requeste
if (nSpecEvent == 2 || nSpecEvent == 3)
{
SignalEvent(OBJECT_SELF,EventUserDefined(EVENT_USER_DEFINED_POSTSPAWN));
}
}

View File

@ -0,0 +1,19 @@
#include "nw_i0_generic"
void main()
{
string sSpeak = "Finally, I can get off the streets!";
int nVolume = TALKVOLUME_TALK;
int nGoldTillRich = 1500;
object oPickup = GetNearestObject(OBJECT_TYPE_ITEM);
if (oPickup != OBJECT_INVALID)
{
ActionPickUpItem(oPickup);
if (GetGoldPieceValue(oPickup) >= nGoldTillRich)
{
ActionSpeakString(sSpeak,nVolume);
ActivateFleeToExit();
}
}
WalkWayPoints();
}

View File

@ -0,0 +1,43 @@
//
// Bandit Random Armor Include
// RA_RND_ARMOR_INC
//
// By: Jaysyn
//
// Test VOID
//void main(){}
void RndBanditArmor(object oNPC)
{
//Randomizes Armor
int nResult = d6(1);
object oArmor;
string sItem;
if (nResult == 1)
{
sItem = "NW_AARCL001";
}
else if(nResult == 2)
{
sItem = "NW_AARCL009";
}
else if(nResult == 3)
{
sItem = "NW_AARCL002";
}
else if(nResult ==4)
{
sItem = "NW_AARCL010";
}
else if(nResult == 5)
{
sItem = "NW_AARCL004";
}
else
sItem = "NW_AARCL008";
DelayCommand(1.0f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
}

View File

@ -0,0 +1,113 @@
//::///////////////////////////////////////////////
//:: 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 "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);
// Randomize Last Name Usage
int bNameChance = d100() > 33;
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
if (nOneName = 1)
{
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
}
//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
}

View File

@ -36,7 +36,7 @@ void main()
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
if (nOneName != 1)
if (nOneName = 1)
{
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
}

View File

@ -1,5 +1,5 @@
//
// NESS V8.1.2
// NESS V8.1.3
//
// Spawn sample onEnter, version 2
//
@ -31,4 +31,4 @@ void main()
// Outdoors or underground - do a 3 second delay on the first HB
Spawn_OnAreaEnter( "spawn_sample_hb", 10.0, 3.0 );
}
}
}

View File

@ -1,13 +1,13 @@
//
// NESS V8.1
// NESS V8.1.3
//
// Spawn sample onEnter
//
// If you want to use pseudo-heartbeats and do not already have an area onEnter
// script, you can use this one. Otherwise, just add Spawn_OnAreaEnter() to
// your existing onEnter handler. Note that you use this (and
// your existing onEnter handler. Note that you use this (and
// SpawnOnAreaExit()) INSTEAD OF Spawn() / spawn_sample_hb.
//
//
#include "spawn_functions"
@ -15,9 +15,9 @@ void main()
{
// Spawn_OnAreaEnter() can take three arguments - the name of the heartbeat
// script to execute, the heartbeat duration, and a delay for the first
// heartbeat. They default to spawn_sample_hb, 6.0, and 0.0 respectively; as
// heartbeat. They default to spawn_sample_hb, 6.0, and 0.0 respectively; as
// if it were called like:
// Spawn_OnAreaEnter( "spawn_sample_hb", 6.0, 0.0 );
Spawn_OnAreaEnter();
}
}

View File

@ -0,0 +1,222 @@
//::///////////////////////////////////////////////
//:: Name x2_def_ondeath
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Default OnDeath script
*/
//:://////////////////////////////////////////////
//:: Created By: Keith Warner
//:: Created On: June 11/03
//:://////////////////////////////////////////////
void main()
{
object oNPC = OBJECT_SELF;
if ((GetResRef(oNPC) == "ra_bandit001") ||
(GetResRef(oNPC) == "ra_brigand001"))
{
object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC);
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC);
object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC);
// Give a 3% chance to drop armor &/or equipped weapon
int bDroppableA = d100() > 97;
int bDroppableW = d100() > 97;
int bDroppableS = d100() > 97;
SetDroppableFlag(oArmor, bDroppableA);
SetDroppableFlag(oWeapon, bDroppableW);
SetDroppableFlag(oWeapon, bDroppableS);
}
int nVFX = GetLocalInt(OBJECT_SELF,"SpawnVFX");
if(nVFX)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT,SupernaturalEffect(EffectVisualEffect(nVFX)),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 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 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));
}
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 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 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 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));
}
ExecuteScript("nw_c2_default7", OBJECT_SELF);
}

Binary file not shown.

View File

@ -1,13 +1,89 @@
{
"__data_type": "UTC ",
"Appearance_Head": {
"type": "byte",
"value": 5
},
"Appearance_Type": {
"type": "word",
"value": 220
"value": 6
},
"ArmorPart_RFoot": {
"type": "byte",
"value": 1
},
"BodyBag": {
"type": "byte",
"value": 0
},
"BodyPart_Belt": {
"type": "byte",
"value": 0
},
"BodyPart_LBicep": {
"type": "byte",
"value": 1
},
"BodyPart_LFArm": {
"type": "byte",
"value": 1
},
"BodyPart_LFoot": {
"type": "byte",
"value": 1
},
"BodyPart_LHand": {
"type": "byte",
"value": 1
},
"BodyPart_LShin": {
"type": "byte",
"value": 1
},
"BodyPart_LShoul": {
"type": "byte",
"value": 0
},
"BodyPart_LThigh": {
"type": "byte",
"value": 1
},
"BodyPart_Neck": {
"type": "byte",
"value": 1
},
"BodyPart_Pelvis": {
"type": "byte",
"value": 1
},
"BodyPart_RBicep": {
"type": "byte",
"value": 1
},
"BodyPart_RFArm": {
"type": "byte",
"value": 1
},
"BodyPart_RHand": {
"type": "byte",
"value": 1
},
"BodyPart_RShin": {
"type": "byte",
"value": 1
},
"BodyPart_RShoul": {
"type": "byte",
"value": 0
},
"BodyPart_RThigh": {
"type": "byte",
"value": 1
},
"BodyPart_Torso": {
"type": "byte",
"value": 1
},
"Cha": {
"type": "byte",
"value": 10
@ -32,9 +108,25 @@
}
]
},
"Color_Hair": {
"type": "byte",
"value": 167
},
"Color_Skin": {
"type": "byte",
"value": 10
},
"Color_Tattoo1": {
"type": "byte",
"value": 1
},
"Color_Tattoo2": {
"type": "byte",
"value": 1
},
"Comment": {
"type": "cexostring",
"value": "Baleas Beggar Human Male 01"
"value": "Beggar: Human Male 01"
},
"Con": {
"type": "byte",
@ -42,7 +134,7 @@
},
"Conversation": {
"type": "resref",
"value": "commoner_baleas1"
"value": "re_cv_beggar"
},
"CRAdjust": {
"type": "int",
@ -76,7 +168,15 @@
},
"Equip_ItemList": {
"type": "list",
"value": []
"value": [
{
"__struct_id": 2,
"EquippedRes": {
"type": "resref",
"value": "ra_aclgb_beggar"
}
}
]
},
"FactionID": {
"type": "word",
@ -118,7 +218,7 @@
"FirstName": {
"type": "cexolocstring",
"value": {
"0": "Beggar"
"0": "Beggar: Human Male 01"
}
},
"fortbonus": {
@ -223,7 +323,7 @@
},
"Lootable": {
"type": "byte",
"value": 0
"value": 1
},
"MaxHitPoints": {
"type": "short",
@ -267,55 +367,55 @@
},
"ScriptAttacked": {
"type": "resref",
"value": "nw_c2_default5"
"value": "x2_def_attacked"
},
"ScriptDamaged": {
"type": "resref",
"value": "nw_c2_default6"
"value": "x2_def_ondamage"
},
"ScriptDeath": {
"type": "resref",
"value": "nw_c2_default7"
"value": "x2_def_ondeath"
},
"ScriptDialogue": {
"type": "resref",
"value": "nw_c2_default4"
"value": "x2_def_onconv"
},
"ScriptDisturbed": {
"type": "resref",
"value": "nw_c2_default8"
"value": "x2_def_ondisturb"
},
"ScriptEndRound": {
"type": "resref",
"value": "nw_c2_default3"
"value": "x2_def_endcombat"
},
"ScriptHeartbeat": {
"type": "resref",
"value": "nw_c2_default1"
"value": "ra_beggar_hb"
},
"ScriptOnBlocked": {
"type": "resref",
"value": "nw_c2_defaulte"
"value": "re_common_blkd"
},
"ScriptOnNotice": {
"type": "resref",
"value": "nw_c2_default2"
"value": "x2_def_percept"
},
"ScriptRested": {
"type": "resref",
"value": "nw_c2_defaulta"
"value": "x2_def_rested"
},
"ScriptSpawn": {
"type": "resref",
"value": "commoner_spawn"
"value": "re_beggar_spawn"
},
"ScriptSpellAt": {
"type": "resref",
"value": "nw_c2_defaultb"
"value": "x2_def_spellcast"
},
"ScriptUserDefine": {
"type": "resref",
"value": "nw_c2_defaultd"
"value": "re_com_userdef"
},
"SkillList": {
"type": "list",
@ -617,7 +717,7 @@
},
"Tag": {
"type": "cexostring",
"value": "NW_COMMONER"
"value": "NPC_BEG_HU_M001"
},
"Tail_New": {
"type": "dword",
@ -629,7 +729,7 @@
},
"TemplateResRef": {
"type": "resref",
"value": "npc_baleas011"
"value": "npc_beg_hu_m001"
},
"VarTable": {
"type": "list",
@ -661,7 +761,52 @@
},
"Value": {
"type": "cexostring",
"value": "Beggar"
"value": "Dirty"
}
},
{
"__struct_id": 0,
"Name": {
"type": "cexostring",
"value": "SINGLE_NAME"
},
"Type": {
"type": "dword",
"value": 1
},
"Value": {
"type": "int",
"value": 1
}
},
{
"__struct_id": 0,
"Name": {
"type": "cexostring",
"value": "RA_KEEPHEAD"
},
"Type": {
"type": "dword",
"value": 1
},
"Value": {
"type": "int",
"value": 1
}
},
{
"__struct_id": 0,
"Name": {
"type": "cexostring",
"value": "RA_KEEPHAIR"
},
"Type": {
"type": "dword",
"value": 1
},
"Value": {
"type": "int",
"value": 1
}
}
]

View File

@ -554,20 +554,6 @@
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 0,
"Rank": {
@ -575,6 +561,20 @@
"value": 4
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
@ -617,6 +617,83 @@
"value": 1
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 0,
"Rank": {
"type": "byte",
"value": 3
}
},
{
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