// Sparky predefined encounters include // Created By: The Amethyst Dragon // Add encounter variables to oArea based on the number entered as nTable. // 0 = blank void LoadEncounterVariables(object oArea, int nTable); void LoadEncounterVariables(object oArea, int nTable) { if (nTable < 1) { return; } if (GetIsObjectValid(oArea) != TRUE) { return; } // Check for existing encounter variables (maximum of 10 encounters on an area) int nCheckNum = GetLocalInt(oArea, "NumEnc"); if (nCheckNum < 1) nCheckNum = 0; if (nCheckNum >= 10) return; nCheckNum = nCheckNum + 1; string sEncNum = "encounter_"; if (nCheckNum < 10) sEncNum = "encounter_0"; sEncNum = sEncNum + IntToString(nCheckNum); // encounter numbers need to be incremented for the Spawner to read them correctly SetLocalInt(oArea, "NumEnc", nCheckNum); // In this section is where you would record your predefined encounter variables. // The script adds them to areas as it is called on. // // For further information on how to format this information, you can check in // your NWN/docs/cep/sparky_spawner folder for the Aenea_Sparky_Docs.pdf file. // // A helpful Excel file is also included in that folder to aid in speeding up the // variable creation. switch (nTable) { case 1: // Brigand Scout SetLocalString(oArea, sEncNum, "v2, day, 50, creature, ra_brigand001, 1, random, 1.0, 1, 1"); break; case 2: // Bandits SetLocalString(oArea, sEncNum, "v2, day, 50, creature, NW_BANDIT001, 2-4, random, 1.0, 1, 1"); case 3: // Brigands SetLocalString(oArea, sEncNum, "v2, day, 12.5, group, brigands"); SetLocalString(oArea, "group_brigands_01", "creature, ra_brigand002, 1, wp: brigands, 1.0, 1, 1"); SetLocalString(oArea, "group_brigands_02", "creature, ra_brigand001, 2-8, last, 5.0, 1, 1"); break; case 4: // Worgs & Wolves SetLocalString(oArea, sEncNum, "v2, night, 12.5, group, worgs"); SetLocalString(oArea, "group_worgs_01", "creature, NW_WORG, 1-3, wp: worgs, 1.0, 1, 1"); SetLocalString(oArea, "group_worgs_02", "creature, NW_WOLF, 1-12, last, 5.0, 1, 1"); break; case 5: // Shadows SetLocalString(oArea, sEncNum, "v2, night, 7, creature, SHADOW001, 2-12, random, 1.0, 1, 1"); break; case 6: // Orge & Bugbears SetLocalString(oArea, sEncNum, "v2, day, 7, group, ogrebugs"); SetLocalString(oArea, "group_ogrebugs_01", "creature, NW_OGRE01, 1, wp: ogrebugs, 1.0, 1, 1"); SetLocalString(oArea, "group_ogrebugs_02", "creature, NW_BUGBEARA, 1-2, last, 5.0, 1, 1"); SetLocalString(oArea, "group_ogrebugs_03", "creature, NW_BUGBEARB, 1-2, last, 5.0, 1, 1"); break; case 7: // Sheriff's Patrol (Dragonmarsh Lowlands) SetLocalString(oArea, sEncNum, "v2, day, 6, group, sheriff_patrol"); SetLocalString(oArea, "group_sheriff_patrol_01", "creature, ra_m_sheriff001, 1, random, 30.0, 1, 1"); SetLocalString(oArea, "group_sheriff_patrol_02", "creature, ra_m_knight001, 2, last, 0, 1, 1"); SetLocalString(oArea, "group_sheriff_patrol_03", "creature, ra_m_footmn001, 6, last, 0, 1, 1"); SetLocalString(oArea, "group_sheriff_patrol_04", "creature, ra_f_footmn001, 2, last, 0, 1, 1"); case 8: // Sheriff's Patrol (Forest of Hope) SetLocalString(oArea, sEncNum, "v2, always, 13, group, sheriff_patrol"); SetLocalString(oArea, "group_sheriff_patrol_01", "creature, ra_m_sheriff001, 1, random, 30.0, 1, 1"); SetLocalString(oArea, "group_sheriff_patrol_02", "creature, ra_m_knight001, 2, last, 0, 1, 1"); SetLocalString(oArea, "group_sheriff_patrol_03", "creature, ra_m_footmn001, 6, last, 0, 1, 1"); SetLocalString(oArea, "group_sheriff_patrol_04", "creature, ra_f_footmn001, 2, last, 0, 1, 1"); } } //void main(){}