diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..4a26522 --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ + +*.mod diff --git a/_module/Module.Packer.deps.json b/_module/Module.Packer.deps.json new file mode 100644 index 0000000..03ac992 --- /dev/null +++ b/_module/Module.Packer.deps.json @@ -0,0 +1,23 @@ +{ + "runtimeTarget": { + "name": ".NETCoreApp,Version=v3.1", + "signature": "" + }, + "compilationOptions": {}, + "targets": { + ".NETCoreApp,Version=v3.1": { + "Module.Packer/1.0.0": { + "runtime": { + "Module.Packer.dll": {} + } + } + } + }, + "libraries": { + "Module.Packer/1.0.0": { + "type": "project", + "serviceable": false, + "sha512": "" + } + } +} \ No newline at end of file diff --git a/_module/Module.Packer.dll b/_module/Module.Packer.dll new file mode 100644 index 0000000..e896006 Binary files /dev/null and b/_module/Module.Packer.dll differ diff --git a/_module/Module.Packer.exe b/_module/Module.Packer.exe new file mode 100644 index 0000000..0980ce6 Binary files /dev/null and b/_module/Module.Packer.exe differ diff --git a/_module/Module.Packer.pdb b/_module/Module.Packer.pdb new file mode 100644 index 0000000..d5dc1e1 Binary files /dev/null and b/_module/Module.Packer.pdb differ diff --git a/_module/Module.Packer.runtimeconfig.dev.json b/_module/Module.Packer.runtimeconfig.dev.json new file mode 100644 index 0000000..389d567 --- /dev/null +++ b/_module/Module.Packer.runtimeconfig.dev.json @@ -0,0 +1,9 @@ +{ + "runtimeOptions": { + "additionalProbingPaths": [ + "C:\\Users\\Tyler\\.dotnet\\store\\|arch|\\|tfm|", + "C:\\Users\\Tyler\\.nuget\\packages", + "C:\\Program Files\\dotnet\\sdk\\NuGetFallbackFolder" + ] + } +} \ No newline at end of file diff --git a/_module/Module.Packer.runtimeconfig.json b/_module/Module.Packer.runtimeconfig.json new file mode 100644 index 0000000..bc456d7 --- /dev/null +++ b/_module/Module.Packer.runtimeconfig.json @@ -0,0 +1,9 @@ +{ + "runtimeOptions": { + "tfm": "netcoreapp3.1", + "framework": { + "name": "Microsoft.NETCore.App", + "version": "3.1.0" + } + } +} \ No newline at end of file diff --git a/_module/PackModule.cmd b/_module/PackModule.cmd new file mode 100644 index 0000000..5cb02a1 --- /dev/null +++ b/_module/PackModule.cmd @@ -0,0 +1 @@ +Module.Packer.exe "The Horde 2 - Undead [PRC].mod" p \ No newline at end of file diff --git a/_module/UnpackModule.cmd b/_module/UnpackModule.cmd new file mode 100644 index 0000000..23063f1 --- /dev/null +++ b/_module/UnpackModule.cmd @@ -0,0 +1 @@ +Module.Packer.exe "The Horde 2 - Undead [PRC].mod" u \ No newline at end of file diff --git a/_module/are/area001.are.json b/_module/are/area001.are.json new file mode 100644 index 0000000..c1f8901 --- /dev/null +++ b/_module/are/area001.are.json @@ -0,0 +1,22182 @@ +{ + "__data_type": "ARE ", + "ChanceLightning": { + "type": "int", + "value": 0 + }, + "ChanceRain": { + "type": "int", + "value": 0 + }, + "ChanceSnow": { + "type": "int", + "value": 0 + }, + "Comments": { + "type": "cexostring", + "value": "" + }, + "Creator_ID": { + "type": "int", + "value": -1 + }, + "DayNightCycle": { + "type": "byte", + "value": 0 + }, + "Expansion_List": { + "type": "list", + "value": [] + }, + "Flags": { + "type": "dword", + "value": 3 + }, + "Height": { + "type": "int", + "value": 16 + }, + "ID": { + "type": "int", + "value": -1 + }, + "IsNight": { + "type": "byte", + "value": 1 + }, + "LightingScheme": { + "type": "byte", + "value": 21 + }, + "LoadScreenID": { + "type": "word", + "value": 9 + }, + "ModListenCheck": { + "type": "int", + "value": 0 + }, + "ModSpotCheck": { + "type": "int", + "value": 0 + }, + "MoonAmbientColor": { + "type": "dword", + "value": 0 + }, + "MoonDiffuseColor": { + "type": "dword", + "value": 0 + }, + "MoonFogAmount": { + "type": "byte", + "value": 6 + }, + "MoonFogColor": { + "type": "dword", + "value": 1318439 + }, + "MoonShadows": { + "type": "byte", + "value": 0 + }, + "Name": { + "type": "cexolocstring", + "value": { + "0": "Rauvin Tombs" + } + }, + "NoRest": { + "type": "byte", + "value": 0 + }, + "OnEnter": { + "type": "resref", + "value": "" + }, + "OnExit": { + "type": "resref", + "value": "" + }, + "OnHeartbeat": { + "type": "resref", + "value": "" + }, + "OnUserDefined": { + "type": "resref", + "value": "" + }, + "PlayerVsPlayer": { + "type": "byte", + "value": 3 + }, + "ResRef": { + "type": "resref", + "value": "area001" + }, + "ShadowOpacity": { + "type": "byte", + "value": 60 + }, + "SunAmbientColor": { + "type": "dword", + "value": 0 + }, + "SunDiffuseColor": { + "type": "dword", + "value": 0 + }, + "SunFogAmount": { + "type": "byte", + "value": 0 + }, + "SunFogColor": { + "type": "dword", + "value": 0 + }, + "SunShadows": { + "type": "byte", + "value": 0 + }, + "Tag": { + "type": "cexostring", + "value": "Area001" + }, + "Tile_List": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Tile_AnimLoop1": { + "type": "byte", + "value": 1 + }, + "Tile_AnimLoop2": { + "type": "byte", + "value": 0 + }, + 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Anyways what do you want, and make it quick alright." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What the regular or the top quality stuff?" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Well now I am impressed. 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But before I go, need anything else by chance?" + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Pfft, and you call yourself a hero?" + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 88 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + 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+ "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No, don't repair it at the moment." + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No, don't repair it at the moment." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No, don't repair it at the moment." + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "affordrepairs1" + }, + "Index": { + "type": "dword", + "value": 7 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "repairpayment" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yes, repair it." + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thank you." + } + } + }, + { + "__struct_id": 11, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Ok." + } + } + }, + { + "__struct_id": 12, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Ok." + } + } + }, + { + "__struct_id": 13, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 9 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I'd like to see your wares." + } + } + }, + { + "__struct_id": 14, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "openmagicstore" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Show me your more \"interesting\" wares." + } + } + }, + { + "__struct_id": 15, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "opengeneralstore" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Regular thanks." + } + } + }, + { + "__struct_id": 16, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No none for the moment." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 11 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "warlorddead" + }, + "Index": { + "type": "dword", + "value": 10 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/children.dlg.json b/_module/dlg/children.dlg.json new file mode 100644 index 0000000..3317d02 --- /dev/null +++ b/_module/dlg/children.dlg.json @@ -0,0 +1,205 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "We have to stay here until the orcs go." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "We can go outside and play now." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What is happening? Where will I live now?" + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 24 + }, + "ReplyList": { + "type": "list", + "value": [] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 2 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "levelfinished" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/commoner.dlg.json b/_module/dlg/commoner.dlg.json new file mode 100644 index 0000000..444cdd9 --- /dev/null +++ b/_module/dlg/commoner.dlg.json @@ -0,0 +1,597 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "nw_t0_walk" + }, + "EndConversation": { + "type": "resref", + "value": "nw_t0_walk" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Greetings ." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Good day ." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Sorry, no time to tarry." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What you want?" + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + 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Thanks to you we have our homes to return to." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 38 + }, + "ReplyList": { + "type": "list", + "value": [] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "levelfinished" + }, + "Index": { + "type": "dword", + "value": 2 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/fellbarrguard.dlg.json b/_module/dlg/fellbarrguard.dlg.json new file mode 100644 index 0000000..80f8026 --- /dev/null +++ b/_module/dlg/fellbarrguard.dlg.json @@ -0,0 +1,847 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + 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Directly behind me is the central citadel, you've got markets out the front and the entrance to the keep itself on the west side, though King Emerus Warcrown is not accepting visitors at the present. To the east of the market is the barracks. Enjoy your stay." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 152 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Quiet down keg boy, it's none of your business." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "My name is , the ." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No problem." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Do you have any information about the orcs in this area?" + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Well yes actually you do. What, with your short stature and horned helm I was hoping you could give me a guided tour of this place." + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thank you sir." + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "There's no need to be rude." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No. I'll be going now." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/henchman.dlg.json b/_module/dlg/henchman.dlg.json new file mode 100644 index 0000000..35bb8ac --- /dev/null +++ b/_module/dlg/henchman.dlg.json @@ -0,0 +1,554 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "affordhench" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Need an extra blade by your side? I'll accompany you for the mere price of 150 gold." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "henchjoin" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "A wise decision." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Sorry, I am currently employed by another." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yes ?" + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "henchleave" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "As you wish. 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What would you like to know about?" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Upon dying you are able to be returned to the land of the living by respawning at the resurrection shrine located to the north of here. You will lose some experience and a little gold when returning from the dead. If you attack good aligned creatures (intentionally or unintentionally) your reputation will be adjusted towards neutral upon respawning, " + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Some NPCs like myself, provide special services. If we are killed in combat, those services are no longer available. This is especially true for Tagnar, Sudo and myself." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 8 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Healing is available for free at a healing shrine located to the north of here as well as from spells and potions carried on one's self. You can rest anywhere, but with undead advancing it may be difficult to find a quiet spot. Tagnar, town guards and even myself can also be healed with spells or healing kits." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 10 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "In the darkest corners of the crypt lie several dangerous regions. These are rumoured to be guarded by powerful foes, but there is treasure to be had here. You'll need to be very careful if you wish to enter these regions." + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 12 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Speak to Tagnar. He is in touch with the spirituality of this place and can sense the evil's approach." + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 14 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "If you click on a sanctified shrine, it opens a shop. But if you ask me, Sudo gives better prices all round however." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 16 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Shrines lie to the east of the hamlet. They are securely locked behind iron doors. To restore a shrine destroy the Unholy Statue using spells or by bashing it. Once destroyed a Sanctified Shrine will appear to show that it has been cleansed. Restoring the shrines weakens the Evil while losing them feeds it. Shrines can be re-captured so you will need to continually defend them." + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 18 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Magic items can be purchased from Sudo just to the west of here. Items are also available from Outposts, but I think you'll find Sudo's prices are much better." + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 20 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No one knows for certain what the Evil is as we have not ventured across the central chasm that runs across the tombs. You will need to explore to locate and destroy whatever it is that lies out there. Sanctifying shrines will help as this will surely weaken the undead minions." + } + } + }, + { + "__struct_id": 11, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 18 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "But beware. The Great Seal will need to be protected at all times. 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I fear the battle is lost." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 509 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Nothing thanks." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": 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Here, take these and may the Gods favour us this dark day." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 137 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "1spokentooldman" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yeah, right. 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"type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "It's safe now... Oh thank you so much!" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "We are doomed!! The orcs are upon us." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 27 + }, + "ReplyList": { + "type": "list", + "value": [] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 2 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "levelfinished" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/op_merchant.dlg.json b/_module/dlg/op_merchant.dlg.json new file mode 100644 index 0000000..aa6a780 --- /dev/null +++ b/_module/dlg/op_merchant.dlg.json @@ -0,0 +1,207 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": 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We fight dwarfs alone... Fangrot?" + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Good. We hold entrance like Fangrot want. But some Dwarfs get past. They in tombs now. We try to stop." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "attackspeaker" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No! I listen to no . You die!" + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I go." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Good. We hold entrance like you say. But some Dwarfs get past. They in tombs now. We try to stop." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I go." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 148 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "attackspeaker" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Fangrot is dead! And you're next!" + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Fangrot is on his way. I have come ahead to make sure everything is in order." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "persuadecheck" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "You fool! Fangrot gives you simple orders and you fail to carry them out? Get out of here and take your pitiful warriors with you." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "orcsleave" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Good, begone from my sight." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Persuade Ah yes, that's me Fangrot." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "You fool! I give you simple orders and you fail to carry them out? Get out of here and take your pitiful warriors with you." + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "orcsleave" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Good, begone from my sight!" + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/primarynpcconver.dlg.json b/_module/dlg/primarynpcconver.dlg.json new file mode 100644 index 0000000..b7ca8b9 --- /dev/null +++ b/_module/dlg/primarynpcconver.dlg.json @@ -0,0 +1,1531 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 48 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Please leave me be, you interrupt my meditation." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 35 + }, + "AnimLoop": { + "type": "byte", + "value": 0 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I knew you would come. 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You're on your own." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "" + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 6 + }, + 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"1spokentoprimnpc" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Ah no thanks, I'll pass." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "" + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 8 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "Category000" + }, + "QuestEntry": { + "type": "dword", + "value": 4 + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Consider it done, I'm on my way." + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "Category000" + }, + "QuestEntry": { + "type": "dword", + "value": 1 + }, + "Script": { + "type": "resref", + "value": "1spokentoprimnpc" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Bye for now." + } + } + }, + { + "__struct_id": 11, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Well so you should be thankful, that was no small task you know." + } + } + }, + { + "__struct_id": 12, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No problem." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "finishedhorde" + }, + "Index": { + "type": "dword", + "value": 10 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "warlorddead" + }, + "Index": { + "type": "dword", + "value": 9 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "sc_005" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 3, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/scout.dlg.json b/_module/dlg/scout.dlg.json new file mode 100644 index 0000000..5295182 --- /dev/null +++ b/_module/dlg/scout.dlg.json @@ -0,0 +1,1502 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "calc_hs_var" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "It has begun, the Evil approaches!" + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + 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The Light has fled! All shrines have succumbed to the touch of evil!" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Very poorly. The outer gates are falling and nine shrines have been defiled." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Poorly. Eight shrines have been defiled." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "The battle is turning against us, seven shrines are now cursed by evil." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Reasonably. Six shrines remain defiled however." + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "It lies in balance. Both us and the unknown evil share five shrines each." + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Not bad. Four shrines are yet to be cleansed." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Good. But three shrines remain to be cleansed." + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Very well. Two shrines are still cursed though." + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Very well. Only one shrine lies under the taint of evil." + } + } + }, + { + "__struct_id": 11, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Excellent. All shrines have been sanctified. Victory is at hand!" + } + } + }, + { + "__struct_id": 12, + "Animation": { + "type": "dword", + "value": 35 + }, + "AnimLoop": { + "type": "byte", + "value": 0 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "calc_hs_var" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Congratulations, you are truely heroic." + } + } + }, + { + "__struct_id": 13, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "calc_hs_var" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "This is ill news indeed, there is little else to hope for but a quick death." + } + } + }, + { + "__struct_id": 14, + "Animation": { + "type": "dword", + "value": 48 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "There is something evil out there. It's growing out there in the darkness. It has not yet come, so you'd bet go and get prepared." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 192 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I must be going." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "hs0" + }, + "Index": { + "type": "dword", + "value": 11 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "hs1" + }, + "Index": { + "type": "dword", + "value": 10 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "hs2" + }, + "Index": { + "type": "dword", + "value": 9 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Active": { + "type": "resref", + "value": "hs3" + }, + "Index": { + "type": "dword", + "value": 8 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 4, + "Active": { + "type": "resref", + "value": "hs4" + }, + "Index": { + "type": "dword", + "value": 7 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 5, + "Active": { + "type": "resref", + "value": "hs5" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 6, + "Active": { + "type": "resref", + "value": "hs6" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 7, + "Active": { + "type": "resref", + "value": "hs7" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 8, + "Active": { + "type": "resref", + "value": "hs8" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 9, + "Active": { + "type": "resref", + "value": "hs9" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 10, + "Active": { + "type": "resref", + "value": "hs10" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "How goes the battle?" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thank you." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thank you. 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Care to peruse my finest of wares? Best prices you'll find in the Silver Marches." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "About three moons ago the orcs marched straight out of Lurkwood into the Rauvin Mountains just north of here." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "They should have, the dwarves hold the pass into the mountains. 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King Warcrown is very concerned about the situation." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Warcrown sent an expedition of dwarves up the pass to investigate but they've not been heard from." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I don't know. 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Speak on and I will gladly hear your story." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "200 gold pieces wouldn't jog your memory by any chance?" + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Rauvin Tombs? 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Farewell friend." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "opennaturestore" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Let's see what you've got for sale." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/silverdrag.dlg.json b/_module/dlg/silverdrag.dlg.json new file mode 100644 index 0000000..0d03905 --- /dev/null +++ b/_module/dlg/silverdrag.dlg.json @@ -0,0 +1,569 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "nw_t0_walk" + }, + "EndConversation": { + "type": "resref", + "value": "nw_t0_walk" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Please , destroy the foul pillar that binds me here." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "The pillar prevents draconian magic from functioning and I am unable to assume my alternate form. In that form I am easily able to pass through the doorway just as you are." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Members of the Cult of the Dragon. They are using my blood to transform orcs into brutal fighters. 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Please free me and help put an end to this madness." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 191 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What is happening here and how on Toril could you have possibly fit through the door to get in here?" + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Who are these wizards that have captured you?" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "That explains the orcs that have been operating in the area, but what about the attack on Helmsfield?" + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "Category001" + }, + "QuestEntry": { + "type": "dword", + "value": 2 + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I think not. After all we can't have too many goody goody dragons roaming around the countryside. Bye bye." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "Category001" + }, + "QuestEntry": { + "type": "dword", + "value": 2 + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yes my lady, I will do my best." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/silverelf.dlg.json b/_module/dlg/silverelf.dlg.json new file mode 100644 index 0000000..add3704 --- /dev/null +++ b/_module/dlg/silverelf.dlg.json @@ -0,0 +1,391 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "nw_t0_walk" + }, + "EndConversation": { + "type": "resref", + "value": "nw_t0_walk" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "You have my thanks for freeing me from these captors." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "They are members of the Cult of the Dragon. 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For your deed this day I leave you a treasure. Wield it with honour my friend. But now I must go. 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"Comment": { + "type": "cexostring", + "value": "Stones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Rubble (Nature)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Place a the vampire with the tag NW_VAMPIRE and they'll interact; the vampire will move to the nearest coffin with this tag NW_VAMPIRE_SHAD, when killed." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Good (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Plot container" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Plot container" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Plot container" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Box / Crate - 2 (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Box / Crate - 3 (Medium treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Box / Crate - 4 (High treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Full Wagon" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sacks of Flour, Grain, etc." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Evil (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Torture Equipment" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Corpse - 4 (High treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Rubble (Nature)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Urn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Candelabra" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sarcophagus - Egyptian (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Plot container" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Plot container" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Plot container" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Rubble (Nature)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Floor Lever - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Urn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Place a the vampire with the tag NW_VAMPIRE and they'll interact; the vampire will move to the nearest coffin with this tag NW_VAMPIRE_SHAD, when killed." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Place a the vampire with the tag NW_VAMPIRE and they'll interact; the vampire will move to the nearest coffin with this tag NW_VAMPIRE_SHAD, when killed." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Place a the vampire with the tag NW_VAMPIRE and they'll interact; the vampire will move to the nearest coffin with this tag NW_VAMPIRE_SHAD, when killed." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Place a the vampire with the tag NW_VAMPIRE and they'll interact; the vampire will move to the nearest coffin with this tag NW_VAMPIRE_SHAD, when killed." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Place a the vampire with the tag NW_VAMPIRE and they'll interact; the vampire will move to the nearest coffin with this tag NW_VAMPIRE_SHAD, when killed." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Place a the vampire with the tag NW_VAMPIRE and they'll interact; the vampire will move to the nearest coffin with this tag NW_VAMPIRE_SHAD, when killed." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Corpse - 2 (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Corpse - 3 (Medium treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Corpse - 4 (High treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chest - 3 (Medium treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chest - 2 (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bookshelf script (spawns in books or a mage scroll)." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Torture Equipment w/ Corpse" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Turns self into a random skeleton" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Turns self into a random skeleton" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Turns self into a random skeleton" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Turns self into a random skeleton" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Turns self into a random skeleton" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Table" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stool" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Rubble (Nature)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Divining Pool" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Alchemist's Apparatus" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Magic Sparks - White" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Turns itself into a random Zombie." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Turns itself into a random Zombie." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Turns itself into a random Zombie." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bookshelf script (spawns in books or a mage scroll)." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Throw Rug" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Throw Rug" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Woodpile" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Campfire" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Well" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Keg" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Floor Designs - Style 1" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flame - Small" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flame - Small" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flame - Small" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flame - Small" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flame - Small" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Urn" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [ + { + "__struct_id": 11, + "Comment": { + "type": "cexostring", + "value": "Chapter 3" + } + }, + { + "__struct_id": 11, + "Comment": { + "type": "cexostring", + "value": "Chapter 1" + } + }, + { + "__struct_id": 11, + "Comment": { + "type": "cexostring", + "value": "Chapter 3" + } + } + ] + }, + "TriggerList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "WaypointList": { + "type": "list", + "value": [ + { + "__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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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." + } + } + ] + } +} diff --git a/_module/gic/area002.gic.json b/_module/gic/area002.gic.json new file mode 100644 index 0000000..1f31a71 --- /dev/null +++ b/_module/gic/area002.gic.json @@ -0,0 +1,422 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [ + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Rusted Door" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Stone Door" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Fancy Door" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "TempleDoor" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Fancy Door" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Merchants Shingle - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Signpost - 3" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Table" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sacks of Flour, Grain, etc." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sacks of Flour, Grain, etc." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Brazier" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sawhorse" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sacks of Flour, Grain, etc." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Woodpile" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sawhorse" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sacks of Flour, Grain, etc." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sacks of Flour, Grain, etc." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Brazier" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Full Wagon" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Pillar - Style 3" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Pillar - Style 3" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [ + { + "__struct_id": 11, + "Comment": { + "type": "cexostring", + "value": "Chapter 3" + } + }, + { + "__struct_id": 11, + "Comment": { + "type": "cexostring", + "value": "Chapter 3" + } + } + ] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/area004.gic.json b/_module/gic/area004.gic.json new file mode 100644 index 0000000..4d441bb --- /dev/null +++ b/_module/gic/area004.gic.json @@ -0,0 +1,256 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [ + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "ForestExit" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "ForestExit" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chest - 1 (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Campfire" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weapon Rack" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/area005.gic.json b/_module/gic/area005.gic.json new file mode 100644 index 0000000..3127ec7 --- /dev/null +++ b/_module/gic/area005.gic.json @@ -0,0 +1,200 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [ + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "CaveExit" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Stone Door" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Spear / Sword-filled Corpse" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weapon Rack" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chest - 2 (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Campfire - Cauldron" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "WaypointList": { + "type": "list", + "value": [ + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + } +} diff --git a/_module/gic/area006.gic.json b/_module/gic/area006.gic.json new file mode 100644 index 0000000..cd58cbe --- /dev/null +++ b/_module/gic/area006.gic.json @@ -0,0 +1,491 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [ + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "MineExit" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Iron Portcullis" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Iron Portcullis" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Iron Portcullis" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Metal Door" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Strong Door" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Animal Cage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Animal Cage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Animal Cage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Animal Cage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Alchemist's Apparatus" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Alchemist's Apparatus" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Alchemist's Apparatus" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Alchemist's Apparatus" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Throw Rug" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Table" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chair" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Candelabra" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bed" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bed" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Low treasure script." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Low treasure script." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Couch" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Pillar - Style 3" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Portal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chair" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Candelabra" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Alchemist's Apparatus" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bookshelf script (spawns in books or a mage scroll)." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bookshelf script (spawns in books or a mage scroll)." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chest - 3 (Medium treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Empty Wagon" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Full Wagon" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Brazier" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "WaypointList": { + "type": "list", + "value": [ + { + "__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." + } + } + ] + } +} diff --git a/_module/git/area001.git.json b/_module/git/area001.git.json new file mode 100644 index 0000000..8482a79 --- /dev/null +++ b/_module/git/area001.git.json @@ -0,0 +1,162940 @@ +{ + "__data_type": "GIT ", + "AreaProperties": { + "__struct_id": 100, + "type": "struct", + "value": { + "__struct_id": 100, + "AmbientSndDay": { + "type": "int", + "value": 69 + }, + "AmbientSndDayVol": { + "type": "int", + "value": 32 + }, + "AmbientSndNight": { + "type": "int", + "value": 69 + }, + "AmbientSndNitVol": { + "type": "int", + "value": 32 + }, + "EnvAudio": { + "type": "int", + "value": 0 + }, + "MusicBattle": { + "type": "int", + "value": 38 + }, + "MusicDay": { + "type": "int", + "value": 11 + }, + "MusicDelay": { + "type": "int", + "value": 90000 + }, + "MusicNight": { + "type": "int", + "value": 12 + } + } + }, + "Creature List": { + "type": "list", + "value": [ + { + "__struct_id": 4, + "Appearance_Head": { + "type": "byte", + 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+//:://///////////////////////////////////////////// +//:: FileName 1spokentooldman +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 8:07:31 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "nspokentooldman", 1); + +} diff --git a/_module/nss/1spokentoprimnpc.nss b/_module/nss/1spokentoprimnpc.nss new file mode 100644 index 0000000..8cf5439 --- /dev/null +++ b/_module/nss/1spokentoprimnpc.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName 1spokentoprimnpc +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 8:20:37 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "nspokentoprimarynpc", 1); + +} diff --git a/_module/nss/2xmtreasure.nss b/_module/nss/2xmtreasure.nss new file mode 100644 index 0000000..e85dc8a --- /dev/null +++ b/_module/nss/2xmtreasure.nss @@ -0,0 +1,34 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script Medium +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//:: Modified by: Dalantriel Jul 2002 +//:: to generate respawning treasure +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateMediumTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + int nGoldAmount = (d100() * 2) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ActionWait(600.0); + ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); + + ShoutDisturbed(); +} diff --git a/_module/nss/2xtreasure.nss b/_module/nss/2xtreasure.nss new file mode 100644 index 0000000..570bbe6 --- /dev/null +++ b/_module/nss/2xtreasure.nss @@ -0,0 +1,35 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script HIGH +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//:: Modified by: Dalantriel Jul 2002 +//:: to generate respawning treasure +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("MagicTres", OBJECT_SELF); + ExecuteScript("MagicTres", OBJECT_SELF); + int nGoldAmount = (d100() * 3) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ActionWait(600.0); + ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); + + ShoutDisturbed(); +} diff --git a/_module/nss/3xtreasure.nss b/_module/nss/3xtreasure.nss new file mode 100644 index 0000000..88aa046 --- /dev/null +++ b/_module/nss/3xtreasure.nss @@ -0,0 +1,38 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script HIGH +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//:: Modified by: Dalantriel Jul 2002 +//:: to generate respawning treasure +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateMediumTreasure(oLastOpener, OBJECT_SELF); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + int nGoldAmount = (d100() * 5) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ActionWait(600.0); + ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); + + ShoutDisturbed(); +} diff --git a/_module/nss/affordhench.nss b/_module/nss/affordhench.nss new file mode 100644 index 0000000..fb0889c --- /dev/null +++ b/_module/nss/affordhench.nss @@ -0,0 +1,13 @@ +// * script: can_pay100 +// * Does the PC have 100 gp? +// Use in [Text Appears When] tab of PC hiring dialog line. + +#include "NW_I0_PLOT" + +int StartingConditional() +{ +return (HasGold(150,GetPCSpeaker())); +} + + + diff --git a/_module/nss/at_001.nss b/_module/nss/at_001.nss new file mode 100644 index 0000000..1243251 --- /dev/null +++ b/_module/nss/at_001.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName at_001 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:03:52 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "spokentoguard", 1); + +} diff --git a/_module/nss/at_002.nss b/_module/nss/at_002.nss new file mode 100644 index 0000000..3c120f9 --- /dev/null +++ b/_module/nss/at_002.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName at_002 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:43:12 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "spokentoguard", 2); + +} diff --git a/_module/nss/at_003.nss b/_module/nss/at_003.nss new file mode 100644 index 0000000..681e34b --- /dev/null +++ b/_module/nss/at_003.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName at_003 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:56:18 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "spokentoprimarynpc", 2); + +} diff --git a/_module/nss/at_004.nss b/_module/nss/at_004.nss new file mode 100644 index 0000000..e47a85b --- /dev/null +++ b/_module/nss/at_004.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName at_004 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/1/2002 11:15:36 PM +//::////////////////////////////////////////////// +#include "nw_i0_generic" + +void main() +{ + + // Set the faction to hate the player, then attack the player + AdjustReputation(GetPCSpeaker(), OBJECT_SELF, -100); + DetermineCombatRound(GetPCSpeaker()); +} diff --git a/_module/nss/at_005.nss b/_module/nss/at_005.nss new file mode 100644 index 0000000..d235099 --- /dev/null +++ b/_module/nss/at_005.nss @@ -0,0 +1,10 @@ +//:://///////////////////////////////////////////// +//:: FileName at_005 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 11:32:10 PM +//::////////////////////////////////////////////// +void main() +{ +} diff --git a/_module/nss/at_006.nss b/_module/nss/at_006.nss new file mode 100644 index 0000000..90dfb05 --- /dev/null +++ b/_module/nss/at_006.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName at_006 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 11:32:10 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "nBattleStrength", 5); + +} diff --git a/_module/nss/attackbeguncheck.nss b/_module/nss/attackbeguncheck.nss new file mode 100644 index 0000000..8e5e563 --- /dev/null +++ b/_module/nss/attackbeguncheck.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName attackbeguncheck +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 7:37:15 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nAttackStarted") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/attackbyrep.nss b/_module/nss/attackbyrep.nss new file mode 100644 index 0000000..e90d346 --- /dev/null +++ b/_module/nss/attackbyrep.nss @@ -0,0 +1,8 @@ +void main() +{ + if(GetLocalInt(GetObjectByTag("OrcGuard"), "nOrcLeave") == 0) + { + object oPC = GetFirstPC(); + AdjustReputation(oPC, GetObjectByTag("OrcGuard"), -10); + } +} diff --git a/_module/nss/attackhouse1.nss b/_module/nss/attackhouse1.nss new file mode 100644 index 0000000..859ba51 --- /dev/null +++ b/_module/nss/attackhouse1.nss @@ -0,0 +1,81 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost + ActionAttack(GetObjectByTag("pcbanner001")); + + +} + + diff --git a/_module/nss/attackhouse2.nss b/_module/nss/attackhouse2.nss new file mode 100644 index 0000000..50759d9 --- /dev/null +++ b/_module/nss/attackhouse2.nss @@ -0,0 +1,82 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost + ActionAttack(GetObjectByTag("pcbanner002")); + + + +} + + diff --git a/_module/nss/attackhouse3.nss b/_module/nss/attackhouse3.nss new file mode 100644 index 0000000..28cb9be --- /dev/null +++ b/_module/nss/attackhouse3.nss @@ -0,0 +1,82 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost + ActionAttack(GetObjectByTag("pcbanner003")); + + + +} + + diff --git a/_module/nss/attackhouse4.nss b/_module/nss/attackhouse4.nss new file mode 100644 index 0000000..d657d39 --- /dev/null +++ b/_module/nss/attackhouse4.nss @@ -0,0 +1,101 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost +// But from either direction with equal chance + int npathchoice = d100(); + if(npathchoice < 51) + { + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde022")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde002")); + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde023")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + } + + ActionAttack(GetObjectByTag("pcbanner004")); + + + +} + + diff --git a/_module/nss/attackhouse5.nss b/_module/nss/attackhouse5.nss new file mode 100644 index 0000000..e493601 --- /dev/null +++ b/_module/nss/attackhouse5.nss @@ -0,0 +1,82 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost + ActionAttack(GetObjectByTag("pcbanner005")); + + + +} + + diff --git a/_module/nss/attackspeaker.nss b/_module/nss/attackspeaker.nss new file mode 100644 index 0000000..99d8a82 --- /dev/null +++ b/_module/nss/attackspeaker.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName attackspeaker +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/24/2002 10:36:22 AM +//::////////////////////////////////////////////// +#include "nw_i0_generic" + +void main() +{ + + // Set the faction to hate the player, then attack the player + AdjustReputation(GetPCSpeaker(), OBJECT_SELF, -100); + DetermineCombatRound(GetPCSpeaker()); +} diff --git a/_module/nss/calc_gates.nss b/_module/nss/calc_gates.nss new file mode 100644 index 0000000..ce8363f --- /dev/null +++ b/_module/nss/calc_gates.nss @@ -0,0 +1,16 @@ +/* + Calculate the remaining hitpoints of each gate + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nTempleGate = (GetCurrentHitPoints(GetObjectByTag("TempleGate"))); + int nNorthGate = (GetCurrentHitPoints(GetObjectByTag("NorthGate"))); + int nSouthGate = (GetCurrentHitPoints(GetObjectByTag("SouthGate"))); + + SetLocalInt(OBJECT_SELF, "nTempleGateStrength", nTempleGate); + SetLocalInt(OBJECT_SELF, "nNorthGateStrength", nNorthGate); + SetLocalInt(OBJECT_SELF, "nSouthGateStrength", nSouthGate); +} diff --git a/_module/nss/calc_hs_var.nss b/_module/nss/calc_hs_var.nss new file mode 100644 index 0000000..8c94085 --- /dev/null +++ b/_module/nss/calc_hs_var.nss @@ -0,0 +1,55 @@ +/* + Calculate the nBattleProgress variable and asign it to the scout + nHordestrength is determined by the number of Horde banners that exist + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nHordestrength = 0; + + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster1")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster2")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster3")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster4")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster5")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster6")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster7")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster8")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster9")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster10")) >> 0) + { + nHordestrength++; + } + + SetLocalInt(OBJECT_SELF, "nBattleProgress", nHordestrength); + +} diff --git a/_module/nss/call_onacquire.nss b/_module/nss/call_onacquire.nss new file mode 100644 index 0000000..6a951d8 --- /dev/null +++ b/_module/nss/call_onacquire.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onaquire", OBJECT_SELF); + ExecuteScript("x2_mod_def_aqu", OBJECT_SELF); +} diff --git a/_module/nss/call_onactivate.nss b/_module/nss/call_onactivate.nss new file mode 100644 index 0000000..e4efbae --- /dev/null +++ b/_module/nss/call_onactivate.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onactivate", OBJECT_SELF); + ExecuteScript("x2_mod_def_act", OBJECT_SELF); +} diff --git a/_module/nss/call_ondeath.nss b/_module/nss/call_ondeath.nss new file mode 100644 index 0000000..4941b6c --- /dev/null +++ b/_module/nss/call_ondeath.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_ondeath", OBJECT_SELF); + ExecuteScript("nw_o0_death", OBJECT_SELF); +} diff --git a/_module/nss/call_ondying.nss b/_module/nss/call_ondying.nss new file mode 100644 index 0000000..bee2159 --- /dev/null +++ b/_module/nss/call_ondying.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_ondying", OBJECT_SELF); + ExecuteScript("nw_o0_dying", OBJECT_SELF); +} diff --git a/_module/nss/call_onequip.nss b/_module/nss/call_onequip.nss new file mode 100644 index 0000000..d42d578 --- /dev/null +++ b/_module/nss/call_onequip.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_equip", OBJECT_SELF); + ExecuteScript("x2_mod_def_equ", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onheartbeat.nss b/_module/nss/call_onheartbeat.nss new file mode 100644 index 0000000..dc2d693 --- /dev/null +++ b/_module/nss/call_onheartbeat.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onheartbeat", OBJECT_SELF); + ExecuteScript("x3_mod_def_hb", OBJECT_SELF); +} diff --git a/_module/nss/call_onlevelup.nss b/_module/nss/call_onlevelup.nss new file mode 100644 index 0000000..57cafd4 --- /dev/null +++ b/_module/nss/call_onlevelup.nss @@ -0,0 +1,4 @@ +void main() +{ + ExecuteScript("prc_levelup", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onmodenter.nss b/_module/nss/call_onmodenter.nss new file mode 100644 index 0000000..2b69d9f --- /dev/null +++ b/_module/nss/call_onmodenter.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onenter", OBJECT_SELF); + ExecuteScript("onentermod", OBJECT_SELF); +} diff --git a/_module/nss/call_onmodleave.nss b/_module/nss/call_onmodleave.nss new file mode 100644 index 0000000..d799766 --- /dev/null +++ b/_module/nss/call_onmodleave.nss @@ -0,0 +1,4 @@ +void main() +{ + ExecuteScript("prc_onleave", OBJECT_SELF); +} diff --git a/_module/nss/call_onmodload.nss b/_module/nss/call_onmodload.nss new file mode 100644 index 0000000..6fe77cd --- /dev/null +++ b/_module/nss/call_onmodload.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onmodload", OBJECT_SELF); + ExecuteScript("x3_mod_def_load", OBJECT_SELF); +} diff --git a/_module/nss/call_onrespawn.nss b/_module/nss/call_onrespawn.nss new file mode 100644 index 0000000..8555a3e --- /dev/null +++ b/_module/nss/call_onrespawn.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onrespawn", OBJECT_SELF); + ExecuteScript("resshrine", OBJECT_SELF); +} diff --git a/_module/nss/call_onrest.nss b/_module/nss/call_onrest.nss new file mode 100644 index 0000000..edca756 --- /dev/null +++ b/_module/nss/call_onrest.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_rest", OBJECT_SELF); + ExecuteScript("x2_mod_def_rest", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onunacquire.nss b/_module/nss/call_onunacquire.nss new file mode 100644 index 0000000..3584ea5 --- /dev/null +++ b/_module/nss/call_onunacquire.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onunaquire", OBJECT_SELF); + ExecuteScript("x2_mod_def_unaqu", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onunequip.nss b/_module/nss/call_onunequip.nss new file mode 100644 index 0000000..90a36af --- /dev/null +++ b/_module/nss/call_onunequip.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_unequip", OBJECT_SELF); + ExecuteScript("x2_mod_def_unequ", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onuserdef.nss b/_module/nss/call_onuserdef.nss new file mode 100644 index 0000000..5209452 --- /dev/null +++ b/_module/nss/call_onuserdef.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onuserdef", OBJECT_SELF); + ExecuteScript("x2_def_userdef", OBJECT_SELF); +} diff --git a/_module/nss/can_pay100.nss b/_module/nss/can_pay100.nss new file mode 100644 index 0000000..f345d54 --- /dev/null +++ b/_module/nss/can_pay100.nss @@ -0,0 +1,10 @@ +//:: FileName can_pay100 +// Does the PC have 100 gp to pay? + +#include "NW_I0_PLOT" + +int StartingConditional() +{ + return (HasGold(3000,GetPCSpeaker())); +} + diff --git a/_module/nss/can_pay200.nss b/_module/nss/can_pay200.nss new file mode 100644 index 0000000..bd587ca --- /dev/null +++ b/_module/nss/can_pay200.nss @@ -0,0 +1,10 @@ +//:: FileName can_pay200 +// Does the PC have 200 gp to pay? + +#include "NW_I0_PLOT" + +int StartingConditional() +{ + return (HasGold(200,GetPCSpeaker())); +} + diff --git a/_module/nss/combatroundend.nss b/_module/nss/combatroundend.nss new file mode 100644 index 0000000..502e13f --- /dev/null +++ b/_module/nss/combatroundend.nss @@ -0,0 +1,39 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified by: Dalantriel Jul 22, 2002 +// If interrupted by combat, this initiates Waypoints to keep Creature moving + if(!GetIsInCombat()) + { + WalkWayPoints(); + } + +} + + diff --git a/_module/nss/doorbash.nss b/_module/nss/doorbash.nss new file mode 100644 index 0000000..d2f6d84 --- /dev/null +++ b/_module/nss/doorbash.nss @@ -0,0 +1,34 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULTE +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This will cause blocked creatures to open + or smash down doors depending on int and + str. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//:: Modified By: Dalantriel Jul 2002 +//::////////////////////////////////////////////// + +void main() +{ + object oDoor = GetBlockingDoor(); + + if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 3) + { + // Modified INT requirement to 20 to ensure no Horde creature can open doors + if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 20 ) + { + DoDoorAction(oDoor, DOOR_ACTION_OPEN); + } + else if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_BASH)) + { + ActionEquipMostDamagingMelee(); + DoDoorAction(oDoor, DOOR_ACTION_BASH); + } + } +} diff --git a/_module/nss/dragonleave.nss b/_module/nss/dragonleave.nss new file mode 100644 index 0000000..8889867 --- /dev/null +++ b/_module/nss/dragonleave.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName dragonleave +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/25/2002 7:12:44 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(OBJECT_SELF, "nDragonLeave", 1); + +} diff --git a/_module/nss/expatend.nss b/_module/nss/expatend.nss new file mode 100644 index 0000000..6d5fed0 --- /dev/null +++ b/_module/nss/expatend.nss @@ -0,0 +1,15 @@ +//:://///////////////////////////////////////////// +//:: FileName expatend +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 8:37:25 PM +//::////////////////////////////////////////////// +void main() +{ + // Give the speaker some XP + GiveXPToCreature(GetPCSpeaker(), 1000); + + SetLocalInt(GetPCSpeaker(), "nWarlordDead", 2); + +} diff --git a/_module/nss/finalloot.nss b/_module/nss/finalloot.nss new file mode 100644 index 0000000..35727e1 --- /dev/null +++ b/_module/nss/finalloot.nss @@ -0,0 +1,30 @@ +//:://///////////////////////////////////////////// +/* + Spawns in alot of magical loot for evil temple altar once only + Modified by: Dalantriel Jul 2002 +*/ + +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + int nGoldAmount = (d100() * 8) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + + + ShoutDisturbed(); +} diff --git a/_module/nss/finishedhorde.nss b/_module/nss/finishedhorde.nss new file mode 100644 index 0000000..1e81b1d --- /dev/null +++ b/_module/nss/finishedhorde.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName finishedhorde +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 11:33:58 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "nWarlordDead") == 2)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/gateannounce.nss b/_module/nss/gateannounce.nss new file mode 100644 index 0000000..f03d9bf --- /dev/null +++ b/_module/nss/gateannounce.nss @@ -0,0 +1,118 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + +// Announce attacks on gates + if(GetLocalInt(OBJECT_SELF, "nTempleGate") > 0) + { + SpeakString("There is a disturbance at the Main Gate!", TALKVOLUME_SHOUT); + SetLocalInt(OBJECT_SELF, "nTempleGate", 0); + } + if(GetLocalInt(OBJECT_SELF, "nNorthGate") > 0) + { + SpeakString("There is a disturbance at the North Gate", TALKVOLUME_SHOUT); + SetLocalInt(OBJECT_SELF, "nNorthGate", 0); + } + if(GetLocalInt(OBJECT_SELF, "nSouthGate") > 0) + { + SpeakString("There is a disturbance at the South Gate!", TALKVOLUME_SHOUT); + SetLocalInt(OBJECT_SELF, "nSouthGate", 0); + } + +} diff --git a/_module/nss/gateautoclose.nss b/_module/nss/gateautoclose.nss new file mode 100644 index 0000000..fa47477 --- /dev/null +++ b/_module/nss/gateautoclose.nss @@ -0,0 +1,11 @@ +/* + Gate Auto close script + Automatically close gates after 10 seconds + Created by: Dalantriel Jul 2002 +*/ + +void main() +{ +ActionWait(10.0); +ActionCloseDoor(OBJECT_SELF); +} diff --git a/_module/nss/give400exp.nss b/_module/nss/give400exp.nss new file mode 100644 index 0000000..d2ac1a4 --- /dev/null +++ b/_module/nss/give400exp.nss @@ -0,0 +1,15 @@ +//:://///////////////////////////////////////////// +//:: FileName give400exp +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 7:58:46 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +void main() +{ + // Give the speaker some XP + GiveXPToCreature(GetPCSpeaker(), 400); + +} diff --git a/_module/nss/giveitems.nss b/_module/nss/giveitems.nss new file mode 100644 index 0000000..ab17a7b --- /dev/null +++ b/_module/nss/giveitems.nss @@ -0,0 +1,14 @@ +//:://///////////////////////////////////////////// +//:: FileName giveitems +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:15:42 PM +//::////////////////////////////////////////////// +void main() +{ + // Give the speaker the items + CreateItemOnObject("nw_it_medkit001", GetPCSpeaker(), 1); + CreateItemOnObject("nw_it_medkit002", GetPCSpeaker(), 1); + +} diff --git a/_module/nss/goodnpcdead.nss b/_module/nss/goodnpcdead.nss new file mode 100644 index 0000000..0d7cbdb --- /dev/null +++ b/_module/nss/goodnpcdead.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName finishedhorde +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 11:33:58 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + object oTrashCan = GetObjectByTag("TrashCan"); + if(!(GetLocalInt(oTrashCan, "nGoodNPCDead") > 0)) + return FALSE; + + return TRUE; +} + diff --git a/_module/nss/goodnpcdeath.nss b/_module/nss/goodnpcdeath.nss new file mode 100644 index 0000000..5d8c143 --- /dev/null +++ b/_module/nss/goodnpcdeath.nss @@ -0,0 +1,67 @@ +//:://///////////////////////////////////////////// +//:: 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" + +void main() +{ + int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); + int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); + if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) + { + object oKiller = GetLastKiller(); + AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); + } + + 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)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// Raze the temple if killed by a non-PC + + object oKiller = GetLastKiller(); + + if(!(GetIsPC(oKiller))) + { + SoundObjectStop(GetObjectByTag("MagicCrystalGoodSeal")); + DestroyObject(GetObjectByTag("Boulder")); + SoundObjectPlay(GetObjectByTag("Boom")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvilSeal")); + + +// Add evil effects + location loc = GetLocation(GetObjectByTag("MagicSparksWhite")); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + + +// Set Good NPC to dead and add Journal Entry + object oTrashCan = GetObjectByTag("TrashCan"); + SetLocalInt(oTrashCan, "nGoodNPCDead", 1); + + AddJournalQuestEntry("Category000", 7, GetFirstPC(), TRUE, TRUE); + } + +// Else add PC killed Henrick to Journal + else + { + AddJournalQuestEntry("Category000", 8, GetFirstPC(), TRUE, TRUE); + // Set Good NPC to dead and add Journal Entry + object oTrashCan = GetObjectByTag("TrashCan"); + SetLocalInt(oTrashCan, "nGoodNPCDead", 1); + } + +} diff --git a/_module/nss/hb_dragon.nss b/_module/nss/hb_dragon.nss new file mode 100644 index 0000000..d155d7c --- /dev/null +++ b/_module/nss/hb_dragon.nss @@ -0,0 +1,110 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + + if(!(GetCurrentHitPoints(GetObjectByTag("HoldingPillar")) > 0)) + { + ActionCastFakeSpellAtObject(SPELL_POLYMORPH_SELF, OBJECT_SELF); + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_CREATURE, "dragonelf", loc, TRUE); + ActionDoCommand(DestroyObject(OBJECT_SELF)); + + } +} diff --git a/_module/nss/hb_elfdragon.nss b/_module/nss/hb_elfdragon.nss new file mode 100644 index 0000000..f928027 --- /dev/null +++ b/_module/nss/hb_elfdragon.nss @@ -0,0 +1,115 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + + if(GetLocalInt(OBJECT_SELF, "nDragonLeave") == 1) + { + SetLocalInt(OBJECT_SELF, "nDragonLeave", 2); + ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW); + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_ITEM, "dragonblade", loc, TRUE); + ActionWait(5.0f); + ActionCastFakeSpellAtObject(SPELL_SUNBEAM, OBJECT_SELF); + ActionDoCommand(DestroyObject(OBJECT_SELF)); + + } + + +} diff --git a/_module/nss/hb_mage1.nss b/_module/nss/hb_mage1.nss new file mode 100644 index 0000000..65a4806 --- /dev/null +++ b/_module/nss/hb_mage1.nss @@ -0,0 +1,107 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + if(GetLocalInt(OBJECT_SELF, "nRelease") == 1) + { + ActionSpeakString("Release the Orcs! Release the Orcs! We have been breached!", TALKVOLUME_SHOUT); + SetLocalInt(OBJECT_SELF, "nRelease", 2); + } + +} diff --git a/_module/nss/hbrove.nss b/_module/nss/hbrove.nss new file mode 100644 index 0000000..75d844a --- /dev/null +++ b/_module/nss/hbrove.nss @@ -0,0 +1,151 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else +{ +ActionMoveToObject(GetObjectByTag("ai_horde021")); +} +} + + diff --git a/_module/nss/hbrove2.nss b/_module/nss/hbrove2.nss new file mode 100644 index 0000000..3911253 --- /dev/null +++ b/_module/nss/hbrove2.nss @@ -0,0 +1,151 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else +{ +ActionMoveToObject(GetObjectByTag("ai_horde021")); +} +} + + diff --git a/_module/nss/healingshrine.nss b/_module/nss/healingshrine.nss new file mode 100644 index 0000000..7599ad9 --- /dev/null +++ b/_module/nss/healingshrine.nss @@ -0,0 +1,13 @@ +// Healing Shrine Script +// July 2002 +// By Dalantriel +// Casts Heal on Player if their hit points are not at maximum + +void main() +{ + object oPC = GetLastUsedBy(); + if (GetCurrentHitPoints(oPC) < GetMaxHitPoints(oPC)) + { + ActionCastSpellAtObject (SPELL_HEAL, oPC, METAMAGIC_ANY, TRUE, 1, PROJECTILE_PATH_TYPE_DEFAULT, FALSE); + } +} diff --git a/_module/nss/hellfreezesover.nss b/_module/nss/hellfreezesover.nss new file mode 100644 index 0000000..90d0d53 --- /dev/null +++ b/_module/nss/hellfreezesover.nss @@ -0,0 +1,12 @@ +//:://///////////////////////////////////////////// +//:: FileName hellfreezesover +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 2:47:53 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + return TRUE; +} diff --git a/_module/nss/henchjoin.nss b/_module/nss/henchjoin.nss new file mode 100644 index 0000000..da19b25 --- /dev/null +++ b/_module/nss/henchjoin.nss @@ -0,0 +1,22 @@ +// * script: henchman_joins +// * NPC Henchman joins PC, replacing other henchman if necessary. +// Use in [Actions Taken] tab of henchman's joining dialog line. + +#include "nw_i0_henchman" + +void main() +{ +if (GetIsObjectValid(GetHenchman(GetPCSpeaker())) == TRUE) +{ SetFormerMaster(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); +object oHench = GetHenchman(GetPCSpeaker()); +RemoveHenchman(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); +AssignCommand(oHench, ClearAllActions()); +} + +SetWorkingForPlayer(GetPCSpeaker()); +SetBeenHired(); + +ExecuteScript("NW_CH_JOIN", OBJECT_SELF); +} + + diff --git a/_module/nss/henchleave.nss b/_module/nss/henchleave.nss new file mode 100644 index 0000000..f9842a0 --- /dev/null +++ b/_module/nss/henchleave.nss @@ -0,0 +1,14 @@ +// * script: henchman_leaves +// * NPC Henchman leaves PC. +// * Use in [Actions Taken] tab of henchman's departing dialog line. + +#include "nw_i0_henchman" + +void main() +{ +SetFormerMaster(GetPCSpeaker(), OBJECT_SELF); +RemoveHenchman(GetPCSpeaker()); +ClearAllActions(); +} + + diff --git a/_module/nss/henchman_joins.nss b/_module/nss/henchman_joins.nss new file mode 100644 index 0000000..3967b6b --- /dev/null +++ b/_module/nss/henchman_joins.nss @@ -0,0 +1,19 @@ +//:: FileName henchman_joins +// Henchman joins PC, booting other henchman if necessary + +#include "nw_i0_henchman" + +void main() +{ + if (GetIsObjectValid(GetHenchman(GetPCSpeaker())) == TRUE) + { SetFormerMaster(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); + object oHench = GetHenchman(GetPCSpeaker()); + RemoveHenchman(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); + AssignCommand(oHench, ClearAllActions()); + } + + SetWorkingForPlayer(GetPCSpeaker()); + SetBeenHired(); + + ExecuteScript("NW_CH_JOIN", OBJECT_SELF); +} diff --git a/_module/nss/henchman_leaves.nss b/_module/nss/henchman_leaves.nss new file mode 100644 index 0000000..d2f2e24 --- /dev/null +++ b/_module/nss/henchman_leaves.nss @@ -0,0 +1,9 @@ +#include "nw_i0_henchman" + +void main() +{ + SetFormerMaster(GetPCSpeaker(), OBJECT_SELF); + RemoveHenchman(GetPCSpeaker()); + ClearAllActions(); + +} diff --git a/_module/nss/hiddenchest.nss b/_module/nss/hiddenchest.nss new file mode 100644 index 0000000..9b31801 --- /dev/null +++ b/_module/nss/hiddenchest.nss @@ -0,0 +1,33 @@ +/* + Spawns in general purpose treasure, some gold, + and up to 4 specific Magic Items +*/ +//::////////////////////////////////////////////// +//:: Created By: Dalantriel +//:: Created On: July 22 2002 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + // Check if chest already opened + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + // If not, spawn in random treasures and some gold + object oLastOpener = GetLastOpener(); + GenerateMediumTreasure(oLastOpener, OBJECT_SELF); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + int nGoldPieces = (d100() * 5) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldPieces); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + + ShoutDisturbed(); +} diff --git a/_module/nss/hordebanner1.nss b/_module/nss/hordebanner1.nss new file mode 100644 index 0000000..16ee100 --- /dev/null +++ b/_module/nss/hordebanner1.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner001", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil1")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood1")); +} + + diff --git a/_module/nss/hordebanner10.nss b/_module/nss/hordebanner10.nss new file mode 100644 index 0000000..f48df77 --- /dev/null +++ b/_module/nss/hordebanner10.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner010", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil10")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood10")); +} + + diff --git a/_module/nss/hordebanner2.nss b/_module/nss/hordebanner2.nss new file mode 100644 index 0000000..a6fd193 --- /dev/null +++ b/_module/nss/hordebanner2.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner002", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil2")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood2")); +} + + diff --git a/_module/nss/hordebanner3.nss b/_module/nss/hordebanner3.nss new file mode 100644 index 0000000..0d6cdca --- /dev/null +++ b/_module/nss/hordebanner3.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner003", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil3")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood3")); +} + + diff --git a/_module/nss/hordebanner4.nss b/_module/nss/hordebanner4.nss new file mode 100644 index 0000000..b52149b --- /dev/null +++ b/_module/nss/hordebanner4.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner004", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil4")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood4")); +} + + diff --git a/_module/nss/hordebanner5.nss b/_module/nss/hordebanner5.nss new file mode 100644 index 0000000..1a6681b --- /dev/null +++ b/_module/nss/hordebanner5.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner005", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil5")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood5")); +} + + diff --git a/_module/nss/hordebanner6.nss b/_module/nss/hordebanner6.nss new file mode 100644 index 0000000..eff5984 --- /dev/null +++ b/_module/nss/hordebanner6.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner006", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil6")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood6")); +} + + diff --git a/_module/nss/hordebanner7.nss b/_module/nss/hordebanner7.nss new file mode 100644 index 0000000..7bef14c --- /dev/null +++ b/_module/nss/hordebanner7.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner007", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil7")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood7")); +} + + diff --git a/_module/nss/hordebanner8.nss b/_module/nss/hordebanner8.nss new file mode 100644 index 0000000..bfe10fa --- /dev/null +++ b/_module/nss/hordebanner8.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner008", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil8")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood8")); +} + + diff --git a/_module/nss/hordebanner9.nss b/_module/nss/hordebanner9.nss new file mode 100644 index 0000000..307c68e --- /dev/null +++ b/_module/nss/hordebanner9.nss @@ -0,0 +1,12 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner009", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "whitesparks", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksRed")); + SoundObjectStop(GetObjectByTag("MagicPortalEvil9")); + SoundObjectPlay(GetObjectByTag("MagicCrystalGood9")); +} + + diff --git a/_module/nss/hpersuadecheck.nss b/_module/nss/hpersuadecheck.nss new file mode 100644 index 0000000..97f358b --- /dev/null +++ b/_module/nss/hpersuadecheck.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName hpersuadecheck +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 8:03:08 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +int StartingConditional() +{ + + // Perform skill checks + if(!(AutoDC(DC_HARD, SKILL_PERSUADE, GetPCSpeaker()))) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs0.nss b/_module/nss/hs0.nss new file mode 100644 index 0000000..0a21a9d --- /dev/null +++ b/_module/nss/hs0.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs1.nss b/_module/nss/hs1.nss new file mode 100644 index 0000000..cfdaa95 --- /dev/null +++ b/_module/nss/hs1.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs10.nss b/_module/nss/hs10.nss new file mode 100644 index 0000000..daf1833 --- /dev/null +++ b/_module/nss/hs10.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 10)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs2.nss b/_module/nss/hs2.nss new file mode 100644 index 0000000..3ab2a3b --- /dev/null +++ b/_module/nss/hs2.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 2)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs3.nss b/_module/nss/hs3.nss new file mode 100644 index 0000000..27e7496 --- /dev/null +++ b/_module/nss/hs3.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 3)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs4.nss b/_module/nss/hs4.nss new file mode 100644 index 0000000..ea9a8d2 --- /dev/null +++ b/_module/nss/hs4.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 4)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs5.nss b/_module/nss/hs5.nss new file mode 100644 index 0000000..55cd43b --- /dev/null +++ b/_module/nss/hs5.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 5)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs6.nss b/_module/nss/hs6.nss new file mode 100644 index 0000000..e4b16f3 --- /dev/null +++ b/_module/nss/hs6.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 6)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs7.nss b/_module/nss/hs7.nss new file mode 100644 index 0000000..9e8dbe9 --- /dev/null +++ b/_module/nss/hs7.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 7)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs8.nss b/_module/nss/hs8.nss new file mode 100644 index 0000000..f079a92 --- /dev/null +++ b/_module/nss/hs8.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 8)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs9.nss b/_module/nss/hs9.nss new file mode 100644 index 0000000..7561ef4 --- /dev/null +++ b/_module/nss/hs9.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 9)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/innburn.nss b/_module/nss/innburn.nss new file mode 100644 index 0000000..dc9d6a2 --- /dev/null +++ b/_module/nss/innburn.nss @@ -0,0 +1,99 @@ +//:://///////////////////////////////////////////// +//:: Default:On Death +//:: NW_C2_DEFAULT7 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Shouts to allies that they have been killed + Burns inn and kills occupants +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//:: Modified By: Dalantriel Jul 22, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); + int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); + if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) + { + object oKiller = GetLastKiller(); + AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); + } + + 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)); + } + +// Burn the inn +// Add flames and sound to exterior of inn + + location loc; + + object oflame = GetObjectByTag("inn_f1"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f2"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f3"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f4"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f5"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f6"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + SoundObjectPlay(GetObjectByTag("FireInn")); + SoundObjectPlay(GetObjectByTag("FireInn2")); + +// Destroy all occupants and replace with flames + + oflame = GetObjectByTag("NW_COMFEMALE"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_COMFEMALE")); + + oflame = GetObjectByTag("NW_FEMALEKID01"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_FEMALEKID01")); + + oflame = GetObjectByTag("NW_MALEKID01"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_MALEKID01")); + + oflame = GetObjectByTag("Dili"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("Dili")); + + oflame = GetObjectByTag("NW_NOBLFEMALE"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_NOBLFEMALE")); + + oflame = GetObjectByTag("NW_OLDWOMAN"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_OLDWOMAN")); + +} diff --git a/_module/nss/levelfinished.nss b/_module/nss/levelfinished.nss new file mode 100644 index 0000000..01e35c0 --- /dev/null +++ b/_module/nss/levelfinished.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName finishedhorde +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 11:33:58 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") > 0)) + return FALSE; + + return TRUE; +} + diff --git a/_module/nss/lever.nss b/_module/nss/lever.nss new file mode 100644 index 0000000..eda6f75 --- /dev/null +++ b/_module/nss/lever.nss @@ -0,0 +1,35 @@ +void main() +{ + int nRand; + + nRand = d6(); + location loc = GetLocation(OBJECT_SELF); + switch(nRand) + { + case 1: + ActionCastSpellAtLocation(SPELL_WAIL_OF_THE_BANSHEE , loc, METAMAGIC_ANY, TRUE, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); + break; + case 2: + DestroyObject(GetObjectByTag("JeweledDoor1")); + SoundObjectPlay(GetObjectByTag("PotClangsLever")); + break; + case 3: + DestroyObject(GetObjectByTag("JeweledDoor2")); + SoundObjectPlay(GetObjectByTag("PotClangsLever")); + break; + case 4: + DestroyObject(GetObjectByTag("JeweledDoor1")); + DestroyObject(GetObjectByTag("JeweledDoor2")); + SoundObjectPlay(GetObjectByTag("PotClangsLever")); + SoundObjectPlay(GetObjectByTag("PotClangsLever")); + break; + case 5: + DestroyObject(GetObjectByTag("NW_DGASTRAP001")); + break; + case 6: + CreateObject(OBJECT_TYPE_CREATURE, "golbone002", loc, TRUE); + CreateObject(OBJECT_TYPE_CREATURE, "golbone002", loc, TRUE); + CreateObject(OBJECT_TYPE_CREATURE, "golbone002", loc, TRUE); + break; + } +} diff --git a/_module/nss/magictres.nss b/_module/nss/magictres.nss new file mode 100644 index 0000000..c0f7ec6 --- /dev/null +++ b/_module/nss/magictres.nss @@ -0,0 +1,1008 @@ +//:: RandomTresure +//:: +/* + Modified by Dalantriel (July 20, 2002) + Based on original script by: Mark Temple (exeter@intcon.net) + Using resref listings provided by Richard Conner + + This script generates 1 Magic item 328/400 times + Magic items cost no more than ~9000 gold and are usuable + by characters up to ~lv 7 + Scrolls are not generated by this script +*/ + +void main() +{ + int nRand; +// Set variable to random number... insert Dice command of choice + nRand= Random(400); +// Switch statement fires for chosen numbers, I chose 4 even intervals for treasure to drop +// CreateItemOnObject inserts the chosen drop into the inventory of the mob script is assigned to +// Takes blueprint id, target object (using OBJECT_SELF to target mob script resides on) and quantity + switch(nRand) + { + case 1: + CreateItemOnObject("nw_wammar003", OBJECT_SELF, 1); + break; + case 2: + CreateItemOnObject("nw_wthmdt006", OBJECT_SELF, 1); + break; + case 3: + CreateItemOnObject("nw_it_mneck001", OBJECT_SELF, 1); + break; + case 4: + CreateItemOnObject("nw_maarcl021", OBJECT_SELF, 1); + break; + case 5: + CreateItemOnObject("nw_maarcl011", OBJECT_SELF, 1); + break; + case 6: + CreateItemOnObject("nw_maarcl013", OBJECT_SELF, 1); + break; + case 7: + CreateItemOnObject("nw_wammar001", OBJECT_SELF, 1); + break; + case 8: + CreateItemOnObject("NW_IT_PICKS003", OBJECT_SELF, 1); + break; + case 9: + CreateItemOnObject("nw_wdbmax004", OBJECT_SELF, 1); + break; + case 10: + CreateItemOnObject("nw_wthmax004", OBJECT_SELF, 1); + break; + case 11: + CreateItemOnObject("nw_maarcl051", OBJECT_SELF, 1); + break; + case 12: + CreateItemOnObject("nw_it_mbelt006", OBJECT_SELF, 1); + break; + case 13: + CreateItemOnObject("nw_wdbmqs006", OBJECT_SELF, 1); + break; + case 14: + CreateItemOnObject("nw_wthmax005", OBJECT_SELF, 1); + break; + case 15: + CreateItemOnObject("nw_wspmsc004", OBJECT_SELF, 1); + break; + case 16: + CreateItemOnObject("nw_wammbo001", OBJECT_SELF, 1); + break; + case 17: + CreateItemOnObject("nw_wammbo002", OBJECT_SELF, 1); + break; + case 18: + CreateItemOnObject("nw_it_mboots001", OBJECT_SELF, 1); + break; + case 19: + CreateItemOnObject("nw_it_mbracer002", OBJECT_SELF, 1); + break; + case 20: + CreateItemOnObject("nw_it_mbracer001", OBJECT_SELF, 1); + break; + case 21: + CreateItemOnObject("nw_maarcl049", OBJECT_SELF, 1); + break; + case 22: + CreateItemOnObject("nw_wammbu002", OBJECT_SELF, 1); + break; + case 23: + CreateItemOnObject("nw_aarcl004", OBJECT_SELF, 1); + break; + case 24: + CreateItemOnObject("nw_maarcl046", OBJECT_SELF, 1); + break; + case 25: + CreateItemOnObject("nw_maarcl058", OBJECT_SELF, 1); + break; + case 26: + CreateItemOnObject("nw_maarcl057", OBJECT_SELF, 1); + break; + case 27: + CreateItemOnObject("nw_maarcl056", OBJECT_SELF, 1); + break; + case 28: + CreateItemOnObject("nw_maarcl055", OBJECT_SELF, 1); + break; + case 29: + CreateItemOnObject("nw_maarcl030", OBJECT_SELF, 1); + break; + case 30: + CreateItemOnObject("nw_wblmhl004", OBJECT_SELF, 1); + break; + case 31: + CreateItemOnObject("nw_wthmdt007", OBJECT_SELF, 1); + break; + case 32: + CreateItemOnObject("nw_wswmsc008", OBJECT_SELF, 1); + break; + case 33: + CreateItemOnObject("nw_wthmsh004", OBJECT_SELF, 1); + break; + case 34: + CreateItemOnObject("nw_wblmms008", OBJECT_SELF, 1); + break; + case 35: + CreateItemOnObject("nw_wbwmsh003", OBJECT_SELF, 1); + break; + case 36: + CreateItemOnObject("nw_wbwmln004", OBJECT_SELF, 1); + break; + case 37: + CreateItemOnObject("nw_maarcl029", OBJECT_SELF, 1); + break; + case 38: + CreateItemOnObject("nw_wplmss008", OBJECT_SELF, 1); + break; + case 39: + CreateItemOnObject("nw_wswmss008", OBJECT_SELF, 1); + break; + case 40: + CreateItemOnObject("nw_wbwmxh005", OBJECT_SELF, 1); + break; + case 41: + CreateItemOnObject("nw_wammar002", OBJECT_SELF, 1); + break; + case 42: + CreateItemOnObject("nw_wthmax007", OBJECT_SELF, 1); + break; + case 43: + CreateItemOnObject("nw_wblmml006", OBJECT_SELF, 1); + break; + case 44: + CreateItemOnObject("nw_wblmfl008", OBJECT_SELF, 1); + break; + case 45: + CreateItemOnObject("nw_maarcl053", OBJECT_SELF, 1); + break; + case 46: + CreateItemOnObject("nw_it_mglove002", OBJECT_SELF, 1); + break; + case 47: + CreateItemOnObject("nw_wammbu001", OBJECT_SELF, 1); + break; + case 48: + CreateItemOnObject("nw_wblmcl008", OBJECT_SELF, 1); + break; + case 49: + CreateItemOnObject("nw_maarcl026", OBJECT_SELF, 1); + break; + case 50: + CreateItemOnObject("nw_wspmsc008", OBJECT_SELF, 1); + break; + case 51: + CreateItemOnObject("nw_wthmsh007", OBJECT_SELF, 1); + break; + case 52: + CreateItemOnObject("nw_maarcl052", OBJECT_SELF, 1); + break; + case 53: + CreateItemOnObject("nw_it_creitem147", OBJECT_SELF, 1); + break; + case 54: + CreateItemOnObject("nw_wblmhw006", OBJECT_SELF, 1); + break; + case 55: + CreateItemOnObject("nw_wswmgs009", OBJECT_SELF, 1); + break; + case 56: + CreateItemOnObject("NW_IT_PICKS004", OBJECT_SELF, 1); + break; + case 57: + CreateItemOnObject("nw_it_medkit001", OBJECT_SELF, 1); + break; + case 58: + CreateItemOnObject("nw_maarcl047", OBJECT_SELF, 1); + break; + case 59: + CreateItemOnObject("nw_ashmto003", OBJECT_SELF, 1); + break; + case 60: + CreateItemOnObject("nw_wswmka005", OBJECT_SELF, 1); + break; + case 61: + CreateItemOnObject("nw_wdbmma003", OBJECT_SELF, 1); + break; + case 62: + CreateItemOnObject("nw_ashmlw002", OBJECT_SELF, 1); + break; + case 63: + CreateItemOnObject("nw_maarcl044", OBJECT_SELF, 1); + break; + case 64: + CreateItemOnObject("nw_wammar004", OBJECT_SELF, 1); + break; + case 65: + CreateItemOnObject("nw_wammbo004", OBJECT_SELF, 1); + break; + case 66: + CreateItemOnObject("nw_wammbu004", OBJECT_SELF, 1); + break; + case 67: + CreateItemOnObject("nw_wthmsh006", OBJECT_SELF, 1); + break; + case 68: + CreateItemOnObject("nw_wswmrp008", OBJECT_SELF, 1); + break; + case 69: + CreateItemOnObject("nw_maarcl031", OBJECT_SELF, 1); + break; + case 70: + CreateItemOnObject("nw_wblmms007", OBJECT_SELF, 1); + break; + case 71: + CreateItemOnObject("nw_maarcl043", OBJECT_SELF, 1); + break; + case 72: + CreateItemOnObject("nw_wammbo003", OBJECT_SELF, 1); + break; + case 73: + CreateItemOnObject("nw_wspmka005", OBJECT_SELF, 1); + break; + case 74: + CreateItemOnObject("nw_it_mpotion016", OBJECT_SELF, 1); + break; + case 75: + CreateItemOnObject("nw_it_mpotion006", OBJECT_SELF, 1); + break; + case 76: + CreateItemOnObject("nw_it_mpotion005", OBJECT_SELF, 1); + break; + case 77: + CreateItemOnObject("nw_it_mpotion009", OBJECT_SELF, 1); + break; + case 78: + CreateItemOnObject("nw_it_mpotion015", OBJECT_SELF, 1); + break; + case 79: + CreateItemOnObject("nw_it_mpotion014", OBJECT_SELF, 1); + break; + case 80: + CreateItemOnObject("nw_it_mpotion007", OBJECT_SELF, 1); + break; + case 81: + CreateItemOnObject("nw_it_mpotion003", OBJECT_SELF, 1); + break; + case 82: + CreateItemOnObject("nw_it_mpotion001", OBJECT_SELF, 1); + break; + case 83: + CreateItemOnObject("nw_it_mpotion002", OBJECT_SELF, 1); + break; + case 84: + CreateItemOnObject("nw_it_mpotion010", OBJECT_SELF, 1); + break; + case 85: + CreateItemOnObject("nw_it_mpotion013", OBJECT_SELF, 1); + break; + case 86: + CreateItemOnObject("nw_it_mpotion017", OBJECT_SELF, 1); + break; + case 87: + CreateItemOnObject("nw_it_mpotion012", OBJECT_SELF, 1); + break; + case 88: + CreateItemOnObject("nw_it_mpotion008", OBJECT_SELF, 1); + break; + case 89: + CreateItemOnObject("nw_it_mpotion011", OBJECT_SELF, 1); + break; + case 90: + CreateItemOnObject("nw_it_mpotion019", OBJECT_SELF, 1); + break; + case 91: + CreateItemOnObject("nw_it_mpotion018", OBJECT_SELF, 1); + break; + case 92: + CreateItemOnObject("nw_it_mpotion004", OBJECT_SELF, 1); + break; + case 93: + CreateItemOnObject("nw_maarcl020", OBJECT_SELF, 1); + break; + case 94: + CreateItemOnObject("nw_it_creitem149", OBJECT_SELF, 1); + break; + case 95: + CreateItemOnObject("nw_wthmax006", OBJECT_SELF, 1); + break; + case 96: + CreateItemOnObject("nw_it_mring006", OBJECT_SELF, 1); + break; + case 97: + CreateItemOnObject("nw_it_mring010", OBJECT_SELF, 1); + break; + case 98: + CreateItemOnObject("nw_it_mring009", OBJECT_SELF, 1); + break; + case 99: + CreateItemOnObject("nw_it_mring012", OBJECT_SELF, 1); + break; + case 100: + CreateItemOnObject("nw_it_mring003", OBJECT_SELF, 1); + break; + case 101: + CreateItemOnObject("nw_it_mring011", OBJECT_SELF, 1); + break; + case 102: + CreateItemOnObject("nw_it_mring001", OBJECT_SELF, 1); + break; + case 103: + CreateItemOnObject("nw_it_mring008", OBJECT_SELF, 1); + break; + case 104: + CreateItemOnObject("nw_it_mring013", OBJECT_SELF, 1); + break; + case 105: + CreateItemOnObject("nw_mcloth007", OBJECT_SELF, 1); + break; + case 106: + CreateItemOnObject("nw_mcloth008", OBJECT_SELF, 1); + break; + case 107: + CreateItemOnObject("nw_mcloth010", OBJECT_SELF, 1); + break; + case 108: + CreateItemOnObject("nw_mcloth009", OBJECT_SELF, 1); + break; + case 109: + CreateItemOnObject("nw_mcloth006", OBJECT_SELF, 1); + break; + case 110: + CreateItemOnObject("nw_wmgmrd003", OBJECT_SELF, 1); + break; + case 111: + CreateItemOnObject("nw_wblmhw009", OBJECT_SELF, 1); + break; + case 112: + CreateItemOnObject("nw_it_mbelt005", OBJECT_SELF, 1); + break; + case 113: + CreateItemOnObject("nw_it_mmidmisc04", OBJECT_SELF, 1); + break; + case 114: + CreateItemOnObject("nw_maarcl048", OBJECT_SELF, 1); + break; + case 115: + CreateItemOnObject("nw_maarcl019", OBJECT_SELF, 1); + break; + case 116: + CreateItemOnObject("nw_maarcl059", OBJECT_SELF, 1); + break; + case 117: + CreateItemOnObject("nw_it_mneck006", OBJECT_SELF, 1); + break; + case 118: + CreateItemOnObject("nw_wplmsc008", OBJECT_SELF, 1); + break; + case 119: + CreateItemOnObject("nw_waxmbt008", OBJECT_SELF, 1); + break; + case 120: + CreateItemOnObject("NW_HEN_GAL1RW", OBJECT_SELF, 1); + break; + case 121: + CreateItemOnObject("nw_wspmku006", OBJECT_SELF, 1); + break; + case 122: + CreateItemOnObject("nw_wthmsh005", OBJECT_SELF, 1); + break; + case 123: + CreateItemOnObject("nw_ashmsw002", OBJECT_SELF, 1); + break; + case 124: + CreateItemOnObject("nw_maarcl050", OBJECT_SELF, 1); + break; + case 125: + CreateItemOnObject("nw_wdbmqs005", OBJECT_SELF, 1); + break; + case 126: + CreateItemOnObject("nw_wmgst004", OBJECT_SELF, 1); + break; + case 127: + CreateItemOnObject("nw_wmgst005", OBJECT_SELF, 1); + break; + case 128: + CreateItemOnObject("nw_wmgst006", OBJECT_SELF, 1); + break; + case 129: + CreateItemOnObject("nw_wthmsh003", OBJECT_SELF, 1); + break; + case 130: + CreateItemOnObject("nw_waxmgr007", OBJECT_SELF, 1); + break; + case 131: + CreateItemOnObject("nw_waxmgr008", OBJECT_SELF, 1); + break; + case 132: + CreateItemOnObject("nw_wblmhl008", OBJECT_SELF, 1); + break; + case 133: + CreateItemOnObject("nw_maarcl045", OBJECT_SELF, 1); + break; + case 134: + CreateItemOnObject("nw_armhe007", OBJECT_SELF, 1); + break; + case 135: + CreateItemOnObject("nw_wthmax003", OBJECT_SELF, 1); + break; + case 136: + CreateItemOnObject("nw_ashmto002", OBJECT_SELF, 1); + break; + case 137: + CreateItemOnObject("nw_wdbmsw008", OBJECT_SELF, 1); + break; + case 138: + CreateItemOnObject("nw_it_creitem142", OBJECT_SELF, 1); + break; + case 139: + CreateItemOnObject("nw_wmgwn003", OBJECT_SELF, 1); + break; + case 140: + CreateItemOnObject("nw_wmgwn002", OBJECT_SELF, 1); + break; + case 141: + CreateItemOnObject("nw_wmgwn006", OBJECT_SELF, 1); + break; + case 142: + CreateItemOnObject("nw_wmgwn007", OBJECT_SELF, 1); + break; + case 143: + CreateItemOnObject("nw_wmgwn004", OBJECT_SELF, 1); + break; + case 144: + CreateItemOnObject("nw_wmgwn010", OBJECT_SELF, 1); + break; + case 145: + CreateItemOnObject("nw_maarcl023", OBJECT_SELF, 1); + break; + case 146: + CreateItemOnObject("nw_maarcl060", OBJECT_SELF, 1); + break; + case 147: + CreateItemOnObject("nw_wblmfl004", OBJECT_SELF, 1); + break; + case 148: + CreateItemOnObject("nw_maarcl064", OBJECT_SELF, 1); + break; + case 149: + CreateItemOnObject("nw_wswmbs002", OBJECT_SELF, 1); + break; + case 150: + CreateItemOnObject("nw_waxmbt002", OBJECT_SELF, 1); + break; + case 151: + CreateItemOnObject("nw_maarcl065", OBJECT_SELF, 1); + break; + case 152: + CreateItemOnObject("nw_maarcl035", OBJECT_SELF, 1); + break; + case 153: + CreateItemOnObject("nw_maarcl067", OBJECT_SELF, 1); + break; + case 154: + CreateItemOnObject("nw_wblmcl002", OBJECT_SELF, 1); + break; + case 155: + CreateItemOnObject("nw_wswmdg002", OBJECT_SELF, 1); + break; + case 156: + CreateItemOnObject("nw_wthmdt002", OBJECT_SELF, 1); + break; + case 157: + CreateItemOnObject("nw_wdbmma002", OBJECT_SELF, 1); + break; + case 158: + CreateItemOnObject("nw_wdbmax002", OBJECT_SELF, 1); + break; + case 159: + CreateItemOnObject("nw_maarcl068", OBJECT_SELF, 1); + break; + case 160: + CreateItemOnObject("nw_waxmgr002", OBJECT_SELF, 1); + break; + case 161: + CreateItemOnObject("nw_wswmgs002", OBJECT_SELF, 1); + break; + case 162: + CreateItemOnObject("nw_wplmhb002", OBJECT_SELF, 1); + break; + case 163: + CreateItemOnObject("nw_maarcl069", OBJECT_SELF, 1); + break; + case 164: + CreateItemOnObject("nw_waxmhn002", OBJECT_SELF, 1); + break; + case 165: + CreateItemOnObject("nw_wbwmxh002", OBJECT_SELF, 1); + break; + case 166: + CreateItemOnObject("nw_wblmfh002", OBJECT_SELF, 1); + break; + case 167: + CreateItemOnObject("nw_maarcl070", OBJECT_SELF, 1); + break; + case 168: + CreateItemOnObject("nw_wthmdt005", OBJECT_SELF, 1); + break; + case 169: + CreateItemOnObject("nw_wdbmma007", OBJECT_SELF, 1); + break; + case 170: + CreateItemOnObject("nw_wspmka002", OBJECT_SELF, 1); + break; + case 171: + CreateItemOnObject("nw_wswmka002", OBJECT_SELF, 1); + break; + case 172: + CreateItemOnObject("nw_wspmku002", OBJECT_SELF, 1); + break; + case 173: + CreateItemOnObject("nw_ashmlw008", OBJECT_SELF, 1); + break; + case 174: + CreateItemOnObject("nw_maarcl071", OBJECT_SELF, 1); + break; + case 175: + CreateItemOnObject("nw_wbwmxl002", OBJECT_SELF, 1); + break; + case 176: + CreateItemOnObject("nw_wblmfl002", OBJECT_SELF, 1); + break; + case 177: + CreateItemOnObject("nw_wblmhl002", OBJECT_SELF, 1); + break; + case 178: + CreateItemOnObject("nw_wbwmln002", OBJECT_SELF, 1); + break; + case 179: + CreateItemOnObject("nw_wswmls002", OBJECT_SELF, 1); + break; + case 180: + CreateItemOnObject("nw_wblmml002", OBJECT_SELF, 1); + break; + case 181: + CreateItemOnObject("nw_wblmml003", OBJECT_SELF, 1); + break; + case 182: + CreateItemOnObject("nw_wblmms002", OBJECT_SELF, 1); + break; + case 183: + CreateItemOnObject("nw_wspmnn002", OBJECT_SELF, 1); + break; + case 184: + CreateItemOnObject("nw_maarcl072", OBJECT_SELF, 1); + break; + case 185: + CreateItemOnObject("nw_wdbmqs002", OBJECT_SELF, 1); + break; + case 186: + CreateItemOnObject("nw_wswmrp002", OBJECT_SELF, 1); + break; + case 187: + CreateItemOnObject("nw_maarcl073", OBJECT_SELF, 1); + break; + case 188: + CreateItemOnObject("nw_wswmsc002", OBJECT_SELF, 1); + break; + case 189: + CreateItemOnObject("nw_wplmsc002", OBJECT_SELF, 1); + break; + case 190: + CreateItemOnObject("nw_wbwmsh002", OBJECT_SELF, 1); + break; + case 191: + CreateItemOnObject("nw_wplmss002", OBJECT_SELF, 1); + break; + case 192: + CreateItemOnObject("nw_wswmss002", OBJECT_SELF, 1); + break; + case 193: + CreateItemOnObject("nw_wthmsh002", OBJECT_SELF, 1); + break; + case 194: + CreateItemOnObject("nw_wspmsc002", OBJECT_SELF, 1); + break; + case 195: + CreateItemOnObject("nw_wbwmsl001", OBJECT_SELF, 1); + break; + case 196: + CreateItemOnObject("nw_ashmsw008", OBJECT_SELF, 1); + break; + case 197: + CreateItemOnObject("nw_maarcl074", OBJECT_SELF, 1); + break; + case 198: + CreateItemOnObject("nw_maarcl075", OBJECT_SELF, 1); + break; + case 199: + CreateItemOnObject("nw_wthmax002", OBJECT_SELF, 1); + break; + case 200: + CreateItemOnObject("nw_ashmto008", OBJECT_SELF, 1); + break; + case 201: + CreateItemOnObject("nw_wdbmsw002", OBJECT_SELF, 1); + break; + case 202: + CreateItemOnObject("nw_wblmhw002", OBJECT_SELF, 1); + break; + case 203: + CreateItemOnObject("nw_maarcl076", OBJECT_SELF, 1); + break; + case 204: + CreateItemOnObject("nw_wswmbs009", OBJECT_SELF, 1); + break; + case 205: + CreateItemOnObject("nw_waxmbt010", OBJECT_SELF, 1); + break; + case 206: + CreateItemOnObject("nw_maarcl077", OBJECT_SELF, 1); + break; + case 207: + CreateItemOnObject("nw_maarcl066", OBJECT_SELF, 1); + break; + case 208: + CreateItemOnObject("nw_maarcl079", OBJECT_SELF, 1); + break; + case 209: + CreateItemOnObject("nw_wblmcl010", OBJECT_SELF, 1); + break; + case 210: + CreateItemOnObject("nw_wswmdg008", OBJECT_SELF, 1); + break; + case 211: + CreateItemOnObject("nw_wthmdt008", OBJECT_SELF, 1); + break; + case 212: + CreateItemOnObject("nw_wdbmma010", OBJECT_SELF, 1); + break; + case 213: + CreateItemOnObject("nw_wdbmax010", OBJECT_SELF, 1); + break; + case 214: + CreateItemOnObject("nw_maarcl080", OBJECT_SELF, 1); + break; + case 215: + CreateItemOnObject("nw_waxmgr009", OBJECT_SELF, 1); + break; + case 216: + CreateItemOnObject("nw_wswmgs011", OBJECT_SELF, 1); + break; + case 217: + CreateItemOnObject("nw_wplmhb010", OBJECT_SELF, 1); + break; + case 218: + CreateItemOnObject("nw_maarcl081", OBJECT_SELF, 1); + break; + case 219: + CreateItemOnObject("nw_waxmhn010", OBJECT_SELF, 1); + break; + case 220: + CreateItemOnObject("nw_wbwmxh008", OBJECT_SELF, 1); + break; + case 221: + CreateItemOnObject("nw_wblmfh010", OBJECT_SELF, 1); + break; + case 222: + CreateItemOnObject("nw_maarcl082", OBJECT_SELF, 1); + break; + case 223: + CreateItemOnObject("nw_wdbmma008", OBJECT_SELF, 1); + break; + case 224: + CreateItemOnObject("nw_wspmka008", OBJECT_SELF, 1); + break; + case 225: + CreateItemOnObject("nw_wswmka010", OBJECT_SELF, 1); + break; + case 226: + CreateItemOnObject("nw_wspmku008", OBJECT_SELF, 1); + break; + case 227: + CreateItemOnObject("nw_ashmlw009", OBJECT_SELF, 1); + break; + case 228: + CreateItemOnObject("nw_maarcl083", OBJECT_SELF, 1); + break; + case 229: + CreateItemOnObject("nw_wbwmxl008", OBJECT_SELF, 1); + break; + case 230: + CreateItemOnObject("nw_wblmfl010", OBJECT_SELF, 1); + break; + case 231: + CreateItemOnObject("nw_wblmhl010", OBJECT_SELF, 1); + break; + case 232: + CreateItemOnObject("nw_wbwmln008", OBJECT_SELF, 1); + break; + case 233: + CreateItemOnObject("nw_wswmls010", OBJECT_SELF, 1); + break; + case 234: + CreateItemOnObject("nw_wblmml011", OBJECT_SELF, 1); + break; + case 235: + CreateItemOnObject("nw_wblmml009", OBJECT_SELF, 1); + break; + case 236: + CreateItemOnObject("nw_wblmms010", OBJECT_SELF, 1); + break; + case 237: + CreateItemOnObject("nw_wspmnn008", OBJECT_SELF, 1); + break; + case 238: + CreateItemOnObject("nw_maarcl084", OBJECT_SELF, 1); + break; + case 239: + CreateItemOnObject("nw_wdbmqs008", OBJECT_SELF, 1); + break; + case 240: + CreateItemOnObject("nw_wswmrp010", OBJECT_SELF, 1); + break; + case 241: + CreateItemOnObject("nw_maarcl085", OBJECT_SELF, 1); + break; + case 242: + CreateItemOnObject("nw_wswmsc010", OBJECT_SELF, 1); + break; + case 243: + CreateItemOnObject("nw_wplmsc010", OBJECT_SELF, 1); + break; + case 244: + CreateItemOnObject("nw_wbwmsh008", OBJECT_SELF, 1); + break; + case 245: + CreateItemOnObject("nw_wplmss010", OBJECT_SELF, 1); + break; + case 246: + CreateItemOnObject("nw_wswmss009", OBJECT_SELF, 1); + break; + case 247: + CreateItemOnObject("nw_wthmsh008", OBJECT_SELF, 1); + break; + case 248: + CreateItemOnObject("nw_wspmsc010", OBJECT_SELF, 1); + break; + case 249: + CreateItemOnObject("nw_wbwmsl009", OBJECT_SELF, 1); + break; + case 250: + CreateItemOnObject("nw_ashmsw009", OBJECT_SELF, 1); + break; + case 251: + CreateItemOnObject("nw_maarcl086", OBJECT_SELF, 1); + break; + case 252: + CreateItemOnObject("nw_wblmhl008", OBJECT_SELF, 1); + break; + case 253: + CreateItemOnObject("nw_maarcl087", OBJECT_SELF, 1); + break; + case 254: + CreateItemOnObject("nw_wthmax008", OBJECT_SELF, 1); + break; + case 255: + CreateItemOnObject("nw_ashmto009", OBJECT_SELF, 1); + break; + case 256: + CreateItemOnObject("nw_wdbmsw010", OBJECT_SELF, 1); + break; + case 257: + CreateItemOnObject("nw_wblmhw011", OBJECT_SELF, 1); + break; + case 258: + CreateItemOnObject("nw_wthmdt009", OBJECT_SELF, 1); + break; + case 259: + CreateItemOnObject("nw_wbwmxh009", OBJECT_SELF, 1); + break; + case 260: + CreateItemOnObject("nw_wbwmxl009", OBJECT_SELF, 1); + break; + case 261: + CreateItemOnObject("nw_wbwmln009", OBJECT_SELF, 1); + break; + case 262: + CreateItemOnObject("nw_wbwmsh009", OBJECT_SELF, 1); + break; + case 263: + CreateItemOnObject("nw_wthmsh009", OBJECT_SELF, 1); + break; + case 264: + CreateItemOnObject("nw_wbwmsl010", OBJECT_SELF, 1); + break; + case 265: + CreateItemOnObject("nw_wthmax009", OBJECT_SELF, 1); + break; +case 266: + CreateItemOnObject("nw_wmgmrd002", OBJECT_SELF, 1); + break; +case 267: +CreateItemOnObject("nw_it_mbelt011", OBJECT_SELF, 1); + break; +case 268: + CreateItemOnObject("NW_ITEM_000", OBJECT_SELF, 1); + break; +case 269: + CreateItemOnObject("nw_it_mboots010", OBJECT_SELF, 1); + break; +case 270: + CreateItemOnObject("nw_it_mboots011", OBJECT_SELF, 1); + break; +case 271: + CreateItemOnObject("nw_it_mboots012", OBJECT_SELF, 1); + break; +case 272: + CreateItemOnObject("nw_it_mboots013", OBJECT_SELF, 1); + break; +case 273: + CreateItemOnObject("NW_IT_MBOOTS001", OBJECT_SELF, 1); + break; +case 274: + CreateItemOnObject("NW_IT_MBOOTS006", OBJECT_SELF, 1); + break; +case 275: + CreateItemOnObject("NW_IT_MBRACER002", OBJECT_SELF, 1); + break; +case 276: + CreateItemOnObject("NW_IT_MBRACER007", OBJECT_SELF, 1); + break; +case 277: + CreateItemOnObject("NW_IT_MBRACER008", OBJECT_SELF, 1); + break; +case 278: + CreateItemOnObject("NW_IT_MBRACER001", OBJECT_SELF, 1); + break; +case 279: + CreateItemOnObject("NW_IT_MBRACER003", OBJECT_SELF, 1); + break; +case 280: + CreateItemOnObject("NW_MAARCL088", OBJECT_SELF, 1); + break; +case 281: + CreateItemOnObject("NW_MAARCL089", OBJECT_SELF, 1); + break; +case 282: + CreateItemOnObject("nw_maarcl098", OBJECT_SELF, 1); + break; +case 283: + CreateItemOnObject("nw_maarcl097", OBJECT_SELF, 1); + break; +case 284: + CreateItemOnObject("nw_maarcl096", OBJECT_SELF, 1); + break; +case 285: + CreateItemOnObject("nw_maarcl099", OBJECT_SELF, 1); + break; +case 286: + CreateItemOnObject("nw_maarcl102", OBJECT_SELF, 1); + break; +case 287: + CreateItemOnObject("nw_maarcl101", OBJECT_SELF, 1); + break; +case 288: + CreateItemOnObject("nw_maarcl100", OBJECT_SELF, 1); + break; +case 289: + CreateItemOnObject("nw_maarcl103", OBJECT_SELF, 1); + break; +case 290: + CreateItemOnObject("NW_IT_MGLOVE003", OBJECT_SELF, 1); + break; +case 291: + CreateItemOnObject("nw_it_mbelt014", OBJECT_SELF, 1); + break; +case 292: + CreateItemOnObject("nw_it_mbelt013", OBJECT_SELF, 1); + break; +case 293: + CreateItemOnObject("NW_MAARCL092", OBJECT_SELF, 1); + break; +case 294: + CreateItemOnObject("NW_MAARCL092", OBJECT_SELF, 1); + break; +case 295: + CreateItemOnObject("nw_ashmsw011", OBJECT_SELF, 1); + break; +case 296: + CreateItemOnObject("NW_ASHMSW006", OBJECT_SELF, 1); + break; +case 297: + CreateItemOnObject("NW_ARMHE008", OBJECT_SELF, 1); + break; +case 298: + CreateItemOnObject("nw_it_mbelt009", OBJECT_SELF, 1); + break; +case 299: + CreateItemOnObject("NW_MCLOTH011", OBJECT_SELF, 1); + break; +case 300: + CreateItemOnObject("NW_IT_MBOOTS015", OBJECT_SELF, 1); + break; +case 301: + CreateItemOnObject("NW_MAARCL104", OBJECT_SELF, 1); + break; +case 302: + CreateItemOnObject("NW_IT_MBRACER013", OBJECT_SELF, 1); + break; +case 303: + CreateItemOnObject("NW_ARHE004", OBJECT_SELF, 1); + break; +case 304: + CreateItemOnObject("NW_MCLOTH018", OBJECT_SELF, 1); + break; +case 305: + CreateItemOnObject("NW_MCLOTH019", OBJECT_SELF, 1); + break; +case 306: + CreateItemOnObject("NW_MCLOTH020", OBJECT_SELF, 1); + break; +case 307: + CreateItemOnObject("nw_it_mbelt015", OBJECT_SELF, 1); + break; +case 308: + CreateItemOnObject("NW_IT_MBRACER012", OBJECT_SELF, 1); + break; +case 309: + CreateItemOnObject("NW_MCLOTH013", OBJECT_SELF, 1); + break; +case 310: + CreateItemOnObject("NW_ARMHE011", OBJECT_SELF, 1); + break; +case 311: + CreateItemOnObject("nw_it_mneck032", OBJECT_SELF, 1); + break; +case 312: +CreateItemOnObject("nw_it_mneck030", OBJECT_SELF, 1); + break; + case 313: +CreateItemOnObject("nw_it_mneck031", OBJECT_SELF, 1); + break; + case 314: +CreateItemOnObject("nw_it_mneck029", OBJECT_SELF, 1); + break; + case 315: +CreateItemOnObject("NW_IT_MNECK012", OBJECT_SELF, 1); + break; + case 316: +CreateItemOnObject("NW_IT_MNECK013", OBJECT_SELF, 1); + break; + case 317: +CreateItemOnObject("nw_it_mneck024", OBJECT_SELF, 1); + break; + case 318: +CreateItemOnObject("nw_it_mneck025", OBJECT_SELF, 1); + break; + case 319: +CreateItemOnObject("nw_it_mneck026", OBJECT_SELF, 1); + break; + case 320: +CreateItemOnObject("NW_IT_MNECK035", OBJECT_SELF, 1); + break; + case 321: +CreateItemOnObject("NW_IT_MNECK033", OBJECT_SELF, 1); + break; + case 322: +CreateItemOnObject("NW_IT_MNECK007", OBJECT_SELF, 1); + break; + case 323: +CreateItemOnObject("NW_IT_MNECK008", OBJECT_SELF, 1); + break; + case 324: +CreateItemOnObject("NW_IT_MMIDMISC04", OBJECT_SELF, 1); + break; + case 325: +CreateItemOnObject("NW_IT_MRING031", OBJECT_SELF, 1); + break; + case 326: +CreateItemOnObject("NW_IT_MNECK006", OBJECT_SELF, 1); + break; + case 327: +CreateItemOnObject("NW_IT_MNECK016", OBJECT_SELF, 1); + break; +} + + +} diff --git a/_module/nss/movetoop10.nss b/_module/nss/movetoop10.nss new file mode 100644 index 0000000..5c3b7e6 --- /dev/null +++ b/_module/nss/movetoop10.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("POST_outpost10")); + + +} + + diff --git a/_module/nss/movetoop6.nss b/_module/nss/movetoop6.nss new file mode 100644 index 0000000..7fa27e5 --- /dev/null +++ b/_module/nss/movetoop6.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("POST_outpost6"), FALSE, 5.0f); + AssignCommand(OBJECT_SELF, ActionDoCommand(SetFacing(DIRECTION_WEST))); + +} + + diff --git a/_module/nss/movetoop7.nss b/_module/nss/movetoop7.nss new file mode 100644 index 0000000..81698ec --- /dev/null +++ b/_module/nss/movetoop7.nss @@ -0,0 +1,94 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost 7 with 50% chance of coming from either direction + int npathchoice = d100(); + if(npathchoice < 50) + { + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde022")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("POST_outpost7")); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde002")); + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde023")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("POST_outpost7")); + } +} + + diff --git a/_module/nss/movetoop8.nss b/_module/nss/movetoop8.nss new file mode 100644 index 0000000..8eac11d --- /dev/null +++ b/_module/nss/movetoop8.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("POST_outpost8")); + + +} + + diff --git a/_module/nss/movetoop9.nss b/_module/nss/movetoop9.nss new file mode 100644 index 0000000..13663fe --- /dev/null +++ b/_module/nss/movetoop9.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("POST_outpost9")); + + +} + + diff --git a/_module/nss/noblequestdone.nss b/_module/nss/noblequestdone.nss new file mode 100644 index 0000000..509291a --- /dev/null +++ b/_module/nss/noblequestdone.nss @@ -0,0 +1,20 @@ +//:://///////////////////////////////////////////// +//:: FileName noblequestdone +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 2:39:09 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +void main() +{ + // Give the party some XP + RewardPartyXP(1000, GetPCSpeaker()); + // Remove items from the player's inventory + object oItemToTake; + oItemToTake = GetItemPossessedBy(GetPCSpeaker(), "SignetRing"); + if(GetIsObjectValid(oItemToTake) != 0) + DestroyObject(oItemToTake); + +} diff --git a/_module/nss/noblewomanquest.nss b/_module/nss/noblewomanquest.nss new file mode 100644 index 0000000..a0e9565 --- /dev/null +++ b/_module/nss/noblewomanquest.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName noblewomanquest +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 2:39:09 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +int StartingConditional() +{ + + // Make sure the PC speaker has these items in their inventory + if(!CheckPartyForItem(GetPCSpeaker(), "SignetRing")) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/nojrnlch_ac7.nss b/_module/nss/nojrnlch_ac7.nss new file mode 100644 index 0000000..48e7a22 --- /dev/null +++ b/_module/nss/nojrnlch_ac7.nss @@ -0,0 +1,146 @@ +//:://///////////////////////////////////////////// +//:: Henchman Death Script +//:: +//:: NW_CH_AC7.nss +//:: +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +//:: +//::////////////////////////////////////////////// +//:: +//:: Created By: +//:: Modified by: Brent, April 3 2002 +//:: Removed delay in respawning +//:: the henchman - caused bugs +//::////////////////////////////////////////////// + +//:://///////////////////////////////////////////// +//:: Greater Restoration +//:: NW_S0_GrRestore.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Removes all negative effects of a temporary nature + and all permanent effects of a supernatural nature + from the character. Does not remove the effects + relating to Mind-Affecting spells or movement alteration. + Heals target for 5d8 + 1 point per caster level. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 7, 2002 +//::////////////////////////////////////////////// +//:: VFX Pass By: Preston W, On: June 20, 2001 +#include "nw_i0_generic" +#include "nw_i0_plot" + +/* +// * June 1: use RemoveEffects from plot include instead +void GreaterRestore(object oHench) +{ + //Declare major variables + object oTarget = oHench; + effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION_GREATER); + + effect eBad = GetFirstEffect(oTarget); + //Search for negative effects + while(GetIsEffectValid(eBad)) + { + if (GetEffectType(eBad) == EFFECT_TYPE_ABILITY_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_AC_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_ATTACK_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_SAVING_THROW_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_SPELL_RESISTANCE_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_SKILL_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS || + GetEffectType(eBad) == EFFECT_TYPE_DEAF || + GetEffectType(eBad) == EFFECT_TYPE_CURSE || + GetEffectType(eBad) == EFFECT_TYPE_DISEASE || + GetEffectType(eBad) == EFFECT_TYPE_POISON || + GetEffectType(eBad) == EFFECT_TYPE_PARALYZE || + GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL) + { + //Remove effect if it is negative. + RemoveEffect(oTarget, eBad); + } + eBad = GetNextEffect(oTarget); + } + // ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget); +} */ + + +void BringBack() +{ + SetLocalObject(OBJECT_SELF,"NW_L_FORMERMASTER", GetMaster()); + // : REMINDER: The delay is here for a reason + DelayCommand(0.1, RemoveEffects(OBJECT_SELF)); + DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectResurrection(), OBJECT_SELF)); + DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectHeal(GetMaxHitPoints(OBJECT_SELF)), OBJECT_SELF)); + DelayCommand(5.1, SetIsDestroyable(TRUE, TRUE, TRUE)); + object oWay = GetObjectByTag("NW_DEATH_TEMPLE"); + if (GetIsObjectValid(oWay) == TRUE) + { + // * if in Source stone area, respawn at opening to area + if (GetTag(GetArea(OBJECT_SELF)) == "M4Q1D2") + { + DelayCommand(0.2, JumpToObject(GetObjectByTag("M4QD07_ENTER"), FALSE)); + } + else + DelayCommand(0.2, JumpToObject(oWay, FALSE)); + } + else + DelayCommand(0.3, ActionSpeakString("UT: No place to go")); + + +} +void main() +{ + // * This is used by the advanced henchmen + // * Let Brent know if it interferes with animal + // * companions et cetera + if (GetIsObjectValid(GetMaster()) == TRUE) + { + object oMe = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, GetMaster()); + if (oMe == OBJECT_SELF + // * this is to prevent 'double hits' from stopping + // * the henchmen from moving to the temple of tyr + // * I.e., henchmen dies 'twice', once after leaving your party + || GetLocalInt(OBJECT_SELF, "NW_L_HEN_I_DIED") == TRUE) + { + SetPlotFlag(oMe, TRUE); + SetAssociateState(NW_ASC_IS_BUSY, TRUE); + // AddJournalQuestEntry("Henchman", 99, GetMaster(), FALSE, FALSE, FALSE); + SetIsDestroyable(FALSE, TRUE, TRUE); + SetLocalInt(OBJECT_SELF, "NW_L_HEN_I_DIED", TRUE); + // RemoveHenchman(GetMaster()); + // effect eRaise = EffectResurrection(); + ClearAllActions(); + DelayCommand(0.5, ActionDoCommand(SetCommandable(TRUE))); + DelayCommand(5.0, ActionDoCommand(SetAssociateState(NW_ASC_IS_BUSY, FALSE))); + + DelayCommand(5.0, SetPlotFlag(oMe, FALSE)); + + BringBack(); + SetCommandable(FALSE); + + + } + else + // * I am a familiar, give 1d6 damage to my master + if (GetAssociate(ASSOCIATE_TYPE_FAMILIAR, GetMaster()) == OBJECT_SELF) + { + // April 2002: Made it so that familiar death can never kill the player + // only wound them. + int nDam =d6(); + if (nDam >= GetCurrentHitPoints(GetMaster())) + { + nDam = GetCurrentHitPoints(GetMaster()) - 1; + } + effect eDam = EffectDamage(nDam); + FloatingTextStrRefOnCreature(63489, GetMaster(), FALSE); + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDam, GetMaster()); + } + } +} diff --git a/_module/nss/northgate.nss b/_module/nss/northgate.nss new file mode 100644 index 0000000..4c6846b --- /dev/null +++ b/_module/nss/northgate.nss @@ -0,0 +1,35 @@ +/* + Calculate the remaining hitpoints of North gate + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nGatestrength = (GetCurrentHitPoints(GetObjectByTag("NorthGate"))); + + if(nGatestrength == 300) + { + SpeakString("Undamaged", TALKVOLUME_TALK); + } + if(nGatestrength < 300 && nGatestrength > 224) + { + SpeakString("Slightly Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 225 && nGatestrength > 149) + { + SpeakString("Moderately Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 150 && nGatestrength > 74) + { + SpeakString("Heavily Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 75 && nGatestrength > 0) + { + SpeakString("Critically Damaged", TALKVOLUME_TALK); + } + if(nGatestrength == 0) + { + SpeakString("Destroyed", TALKVOLUME_TALK); + } +} diff --git a/_module/nss/northgateattak.nss b/_module/nss/northgateattak.nss new file mode 100644 index 0000000..8d8d26b --- /dev/null +++ b/_module/nss/northgateattak.nss @@ -0,0 +1,14 @@ +void main() +{ + +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } +object oScout = GetObjectByTag("Henrick"); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 1)); +ActionWait(30.0f); +ActionDoCommand(SetLocalInt(oScout, "nNorthGate", 1)); +ActionWait(60.0); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); +} diff --git a/_module/nss/northgatedust.nss b/_module/nss/northgatedust.nss new file mode 100644 index 0000000..6e40b74 --- /dev/null +++ b/_module/nss/northgatedust.nss @@ -0,0 +1,10 @@ +/* + Upon destruction of the north gate, replace with dust plume + Dalantriel: Jul 22, 2002 +*/ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "northplume", loc, TRUE); +} diff --git a/_module/nss/nw_c2_bossdie.nss b/_module/nss/nw_c2_bossdie.nss new file mode 100644 index 0000000..2b2d0b3 --- /dev/null +++ b/_module/nss/nw_c2_bossdie.nss @@ -0,0 +1,60 @@ +//:://///////////////////////////////////////////// +//:: NW_C2_BOSSDIE +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script fires when the boss monster dies. + It creates boss monster treasure on the creature. +*/ +//::////////////////////////////////////////////// +//:: Created By: +//:: Created On: +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" +#include "NW_O2_CONINCLUDE" + + +void main() +{ + ExecuteScript("prc_npc_death", OBJECT_SELF); + ExecuteScript("prc_pwondeath", OBJECT_SELF); + + object oKiller = GetLastKiller(); + if (GetIsObjectValid(oKiller) == TRUE) + { + // * If I have a master then use him to determine the treasure + if (GetIsObjectValid(GetMaster(oKiller)) == TRUE) + { + oKiller = GetMaster(oKiller); + } + // * generate boss treasure + // * May 13 2002: For some reason death seems able to happen multiple + // * times. Made it so that the treasure will only spawn once + if (GetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X") == 0) + { + GenerateNPCTreasure(4, OBJECT_SELF, oKiller); + SetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X", 1); + } + } + else + AssignCommand(GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC), SpeakString("No Killer!")); + + + + int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); + int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); + if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) + { + object oKiller = GetLastKiller(); + AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); + } + + 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)); + } +} + diff --git a/_module/nss/nw_c2_bossspawn.nss b/_module/nss/nw_c2_bossspawn.nss new file mode 100644 index 0000000..c92085e --- /dev/null +++ b/_module/nss/nw_c2_bossspawn.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: Custom On Spawn In +//:: nw_c2_bossspawn +//:: Copyright (c) 2002 Bioware Corp. +//::////////////////////////////////////////////// +/* + This is the basic On Spawn Script for boss + monsters. This script allows bosses to + buff themselves before a PC can actually see + them. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: March 18, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ +// 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_FAST_BUFF_ENEMY); + //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. + 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. + +// Boss monsters spawn treasure On Death not OnSpawn. +// GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature + + ExecuteScript("prc_pwonspawn", OBJECT_SELF); + ExecuteScript("prc_npc_spawn", OBJECT_SELF); + +} + diff --git a/_module/nss/nw_c2_default1.nss b/_module/nss/nw_c2_default1.nss new file mode 100644 index 0000000..fe39285 --- /dev/null +++ b/_module/nss/nw_c2_default1.nss @@ -0,0 +1,107 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT1 +/* + Default OnHeartbeat script for NPCs. + + This script causes NPCs to perform default animations + while not otherwise engaged. + + This script duplicates the behavior of the default + script and just cleans up the code and removes + redundant conditional checks. + + */ +//::////////////////////////////////////////////////// +//:: Copyright (c) 2002 Floodgate Entertainment +//:: Created By: Naomi Novik +//:: Created On: 12/22/2002 +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + + // * if not runnning normal or better Ai then exit for performance reasons + if (GetAILevel() == AI_LEVEL_VERY_LOW) return; + + ExecuteScript("prc_npc_hb", OBJECT_SELF); + + // Buff ourselves up right away if we should + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + // This will return TRUE if an enemy was within 40.0 m + // and we buffed ourselves up instantly to respond -- + // simulates a spellcaster with protections enabled + // already. + if(TalentAdvancedBuff(40.0)) + { + // This is a one-shot deal + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + + // This return means we skip sending the user-defined + // heartbeat signal in this one case. + return; + } + } + + + if(GetHasEffect(EFFECT_TYPE_SLEEP)) + { + // If we're asleep and this is the result of sleeping + // at night, apply the floating 'z's visual effect + // every so often + + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + + // If we have the 'constant' waypoints flag set, walk to the next + // waypoint. + else if ( GetWalkCondition(NW_WALK_FLAG_CONSTANT) ) + { + WalkWayPoints(); + } + + // Check to see if we should be playing default animations + // - make sure we don't have any current targets + else if ( !GetIsObjectValid(GetAttemptedAttackTarget()) + && !GetIsObjectValid(GetAttemptedSpellTarget()) + // && !GetIsPostOrWalking()) + && !GetIsObjectValid(GetNearestSeenEnemy())) + { + if (GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) || GetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE) || + GetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE)) + { + // This handles special attacking/fleeing behavior + // for omnivores & herbivores. + DetermineSpecialBehavior(); + } + else if (!IsInConversation(OBJECT_SELF)) + { + if (GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) + || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN) + || GetIsEncounterCreature()) + { + PlayMobileAmbientAnimations(); + } + else if (GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)) + { + PlayImmobileAmbientAnimations(); + } + } + } + + // Send the user-defined event signal if specified + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_HEARTBEAT)); + } +} + diff --git a/_module/nss/nw_c2_default2.nss b/_module/nss/nw_c2_default2.nss new file mode 100644 index 0000000..f9e873c --- /dev/null +++ b/_module/nss/nw_c2_default2.nss @@ -0,0 +1,165 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT2 +/* + Default OnPerception event handler for NPCs. + + Handles behavior when perceiving a creature for the + first time. + */ +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + // * if not runnning normal or better Ai then exit for performance reasons + if (GetAILevel() == AI_LEVEL_VERY_LOW) return; + + ExecuteScript("prc_npc_percep", OBJECT_SELF); + + object oPercep = GetLastPerceived(); + int bSeen = GetLastPerceptionSeen(); + int bHeard = GetLastPerceptionHeard(); + if (bHeard == FALSE) + { + // Has someone vanished in front of me? + bHeard = GetLastPerceptionVanished(); + } + + // This will cause the NPC to speak their one-liner + // conversation on perception even if they are already + // in combat. + if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) + && GetIsPC(oPercep) + && bSeen) + { + SpeakOneLinerConversation(); + } + + // March 5 2003 Brent + // Had to add this section back in, since modifications were not taking this specific + // example into account -- it made invisibility basically useless. + //If the last perception event was hearing based or if someone vanished then go to search mode + if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived())) + { + object oGone = GetLastPerceived(); + if((GetAttemptedAttackTarget() == GetLastPerceived() || + GetAttemptedSpellTarget() == GetLastPerceived() || + GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF)) + { + ClearAllActions(); + DetermineCombatRound(); + } + } + + // This section has been heavily revised while keeping the + // pre-existing behavior: + // - If we're in combat, keep fighting. + // - If not and we've perceived an enemy, start to fight. + // Even if the perception event was a 'vanish', that's + // still what we do anyway, since that will keep us + // fighting any visible targets. + // - If we're not in combat and haven't perceived an enemy, + // see if the perception target is a PC and if we should + // speak our attention-getting one-liner. + if (GetIsInCombat(OBJECT_SELF)) + { + // don't do anything else, we're busy + //MyPrintString("GetIsFighting: TRUE"); + + } + // * BK FEB 2003 Only fight if you can see them. DO NOT RELY ON HEARING FOR ENEMY DETECTION + else if (GetIsEnemy(oPercep) && bSeen) + { // SpawnScriptDebugger(); + //MyPrintString("GetIsEnemy: TRUE"); + // We spotted an enemy and we're not already fighting + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) { + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + //MyPrintString("DetermineSpecialBehavior"); + DetermineSpecialBehavior(); + } else + { + //MyPrintString("DetermineCombatRound"); + SetFacingPoint(GetPosition(oPercep)); + SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); + DetermineCombatRound(); + } + } + } + else + { + if (bSeen) + { + //MyPrintString("GetLastPerceptionSeen: TRUE"); + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { + DetermineSpecialBehavior(); + } else if (GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) + && GetIsPC(oPercep)) + { + // The NPC will speak their one-liner conversation + // This should probably be: + // SpeakOneLinerConversation(oPercep); + // instead, but leaving it as is for now. + ActionStartConversation(OBJECT_SELF); + } + } + else + // * July 14 2003: Some minor reactions based on invisible creatures being nearby + if (bHeard && GetIsEnemy(oPercep)) + { + // SpeakString("vanished"); + // * don't want creatures wandering too far after noises + if (GetDistanceToObject(oPercep) <= 7.0) + { +// if (GetHasSpell(SPELL_TRUE_SEEING) == TRUE) + if (GetHasSpell(SPELL_TRUE_SEEING)) + { + ActionCastSpellAtObject(SPELL_TRUE_SEEING, OBJECT_SELF); + } + else +// if (GetHasSpell(SPELL_SEE_INVISIBILITY) == TRUE) + if (GetHasSpell(SPELL_SEE_INVISIBILITY)) + { + ActionCastSpellAtObject(SPELL_SEE_INVISIBILITY, OBJECT_SELF); + } + else +// if (GetHasSpell(SPELL_INVISIBILITY_PURGE) == TRUE) + if (GetHasSpell(SPELL_INVISIBILITY_PURGE)) + { + ActionCastSpellAtObject(SPELL_INVISIBILITY_PURGE, OBJECT_SELF); + } + else + { + ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_LEFT, 0.5); + ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_RIGHT, 0.5); + ActionPlayAnimation(ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD, 0.5); + } + } + } + + // activate ambient animations or walk waypoints if appropriate + if (!IsInConversation(OBJECT_SELF)) { + if (GetIsPostOrWalking()) { + WalkWayPoints(); + } else if (GetIsPC(oPercep) && + (GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) + || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN) + || GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) + || GetIsEncounterCreature())) + { + SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE); + } + } + } + + // Send the user-defined event if appropriate + if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen()) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE)); + } +} + + + + diff --git a/_module/nss/nw_c2_default3.nss b/_module/nss/nw_c2_default3.nss new file mode 100644 index 0000000..572e123 --- /dev/null +++ b/_module/nss/nw_c2_default3.nss @@ -0,0 +1,58 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2008 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Modified By: Deva Winblood +//:: Modified On: Feb 16th, 2008 +//:: Added Support for Mounted Combat Feat Support +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" + +void main() +{ + ExecuteScript("prc_npc_combat", OBJECT_SELF); + + if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT")) + { // set variables on target for mounted combat + DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL"); + DeleteLocalInt(OBJECT_SELF,"nX3_HP_BEFORE"); + DeleteLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT"); + if (GetHasFeat(FEAT_MOUNTED_COMBAT,OBJECT_SELF)) + { // check for AC increase + int nRoll=d20()+GetSkillRank(SKILL_RIDE); + nRoll=nRoll-10; + if (nRoll>4) + { // ac increase + nRoll=nRoll/5; + ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectACIncrease(nRoll),OBJECT_SELF,8.5); + } // ac increase + } // check for AC increase + } // set variables on target for mounted combat + + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } +} + + + + diff --git a/_module/nss/nw_c2_default4.nss b/_module/nss/nw_c2_default4.nss new file mode 100644 index 0000000..256e0bb --- /dev/null +++ b/_module/nss/nw_c2_default4.nss @@ -0,0 +1,92 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT4 +/* + Default OnConversation event handler for NPCs. + + */ +//::////////////////////////////////////////////////// +//:: Copyright (c) 2002 Floodgate Entertainment +//:: Created By: Naomi Novik +//:: Created On: 12/22/2002 +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + ExecuteScript("prc_npc_conv", OBJECT_SELF); + + // * if petrified, jump out + if (GetHasEffect(EFFECT_TYPE_PETRIFY, OBJECT_SELF) == TRUE) + { + return; + } + + // * If dead, exit directly. + if (GetIsDead(OBJECT_SELF) == TRUE) + { + return; + } + + // See if what we just 'heard' matches any of our + // predefined patterns + int nMatch = GetListenPatternNumber(); + object oShouter = GetLastSpeaker(); + + if (nMatch == -1) + { + // Not a match -- start an ordinary conversation + if (GetCommandable(OBJECT_SELF)) + { + ClearActions(CLEAR_NW_C2_DEFAULT4_29); + BeginConversation(); + } + else + // * July 31 2004 + // * If only charmed then allow conversation + // * so you can have a better chance of convincing + // * people of lowering prices + if (GetHasEffect(EFFECT_TYPE_CHARMED) == TRUE) + { + ClearActions(CLEAR_NW_C2_DEFAULT4_29); + BeginConversation(); + } + } + // Respond to shouts from friendly non-PCs only + else if (GetIsObjectValid(oShouter) + && !GetIsPC(oShouter) + && GetIsFriend(oShouter)) + { + object oIntruder = OBJECT_INVALID; + // Determine the intruder if any + if(nMatch == 4) + { + oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER"); + } + else if (nMatch == 5) + { + oIntruder = GetLastHostileActor(oShouter); + if(!GetIsObjectValid(oIntruder)) + { + oIntruder = GetAttemptedAttackTarget(); + if(!GetIsObjectValid(oIntruder)) + { + oIntruder = GetAttemptedSpellTarget(); + if(!GetIsObjectValid(oIntruder)) + { + oIntruder = OBJECT_INVALID; + } + } + } + } + + // Actually respond to the shout + RespondToShout(oShouter, nMatch, oIntruder); + } + + // Send the user-defined event if appropriate + if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE)); + } +} diff --git a/_module/nss/nw_c2_default5.nss b/_module/nss/nw_c2_default5.nss new file mode 100644 index 0000000..d4857fb --- /dev/null +++ b/_module/nss/nw_c2_default5.nss @@ -0,0 +1,71 @@ +//:://///////////////////////////////////////////// +//:: Default On Attacked +//:: NW_C2_DEFAULT5 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + If already fighting then ignore, else determine + combat round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Modified By: Deva Winblood +//:: Modified On: Jan 4th, 2008 +//:: Added Support for Mounted Combat Feat Support +//::////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + ExecuteScript("prc_npc_physatt", OBJECT_SELF); + + if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT")) + { // set variables on target for mounted combat + SetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL",TRUE); + SetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE",GetCurrentHitPoints(OBJECT_SELF)); + } // set variables on target for mounted combat + + if(GetFleeToExit()) { + // Run away! + ActivateFleeToExit(); + } else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) { + // We give an attacker one warning before we attack + // This is not fully implemented yet + SetSpawnInCondition(NW_FLAG_SET_WARNINGS, FALSE); + + //Put a check in to see if this attacker was the last attacker + //Possibly change the GetNPCWarning function to make the check + } else { + object oAttacker = GetLastAttacker(); + if (!GetIsObjectValid(oAttacker)) { + // Don't do anything, invalid attacker + + } else if (!GetIsFighting(OBJECT_SELF)) { + // We're not fighting anyone else, so + // start fighting the attacker + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { + SetSummonHelpIfAttacked(); + DetermineSpecialBehavior(oAttacker); + } else if (GetArea(oAttacker) == GetArea(OBJECT_SELF)) { + SetSummonHelpIfAttacked(); + DetermineCombatRound(oAttacker); + } + + //Shout Attack my target, only works with the On Spawn In setup + SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); + + //Shout that I was attacked + SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); + } + } + + + if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_ATTACKED)); + } +} diff --git a/_module/nss/nw_c2_default6.nss b/_module/nss/nw_c2_default6.nss new file mode 100644 index 0000000..d362ecf --- /dev/null +++ b/_module/nss/nw_c2_default6.nss @@ -0,0 +1,109 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT6 +//:: Default OnDamaged handler +/* + If already fighting then ignore, else determine + combat round + */ +//::////////////////////////////////////////////////// +//:: Copyright (c) 2002 Floodgate Entertainment +//:: Created By: Naomi Novik +//:: Created On: 12/22/2002 +//::////////////////////////////////////////////////// +//::////////////////////////////////////////////////// +//:: Modified By: Deva Winblood +//:: Modified On: Jan 17th, 2008 +//:: Added Support for Mounted Combat Feat Support +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" +#include "x3_inc_horse" + +void main() +{ + ExecuteScript("prc_npc_damaged", OBJECT_SELF); + + object oDamager = GetLastDamager(); + object oMe=OBJECT_SELF; + int nHPBefore; + if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT")) + if (GetHasFeat(FEAT_MOUNTED_COMBAT)&&HorseGetIsMounted(OBJECT_SELF)) + { // see if can negate some damage + if (GetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL")) + { // last attack was physical + nHPBefore=GetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE"); + if (!GetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT")) + { // haven't already had a chance to use this for the round + SetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT",TRUE); + int nAttackRoll=GetBaseAttackBonus(oDamager)+d20(); + int nRideCheck=GetSkillRank(SKILL_RIDE,OBJECT_SELF)+d20(); + if (nRideCheck>=nAttackRoll&&!GetIsDead(OBJECT_SELF)) + { // averted attack + if (GetIsPC(oDamager)) SendMessageToPC(oDamager,GetName(OBJECT_SELF)+GetStringByStrRef(111991)); + //if (GetIsPC(OBJECT_SELF)) SendMessageToPCByStrRef(OBJECT_SELF,111992"); + if (GetCurrentHitPoints(OBJECT_SELF) (GetMaxHitPoints(OBJECT_SELF) / 4) + || (GetHitDice(oDamager) - 2) > GetHitDice(oTarget) + ) + ) + ) + { + // Switch targets + DetermineCombatRound(oDamager); + } + } + } + + // Send the user-defined event signal + if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DAMAGED)); + } +} diff --git a/_module/nss/nw_c2_default8.nss b/_module/nss/nw_c2_default8.nss new file mode 100644 index 0000000..731908d --- /dev/null +++ b/_module/nss/nw_c2_default8.nss @@ -0,0 +1,30 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT8 +/* + Default OnDisturbed event handler for NPCs. + */ +//::////////////////////////////////////////////////// +//:: Copyright (c) 2002 Floodgate Entertainment +//:: Created By: Naomi Novik +//:: Created On: 12/22/2002 +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + ExecuteScript("prc_npc_disturb", OBJECT_SELF); + + object oTarget = GetLastDisturbed(); + + // If we've been disturbed and are not already fighting, + // attack our disturber. + if (GetIsObjectValid(oTarget) && !GetIsFighting(OBJECT_SELF)) { + DetermineCombatRound(oTarget); + } + + // Send the disturbed flag if appropriate. + if(GetSpawnInCondition(NW_FLAG_DISTURBED_EVENT)) { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DISTURBED)); + } +} diff --git a/_module/nss/nw_c2_defaulta.nss b/_module/nss/nw_c2_defaulta.nss new file mode 100644 index 0000000..e76fe15 --- /dev/null +++ b/_module/nss/nw_c2_defaulta.nss @@ -0,0 +1,20 @@ +//:://///////////////////////////////////////////// +//:: Default: On Rested +//:: NW_C2_DEFAULTA +//:: Copyright (c) 2002 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just rested. +*/ +//::////////////////////////////////////////////// +//:: Created By: Don Moar +//:: Created On: April 28, 2002 +//::////////////////////////////////////////////// +void main() +{ + ExecuteScript("prc_npc_rested", OBJECT_SELF); + + return; + +} diff --git a/_module/nss/nw_c2_defaultb.nss b/_module/nss/nw_c2_defaultb.nss new file mode 100644 index 0000000..1338544 --- /dev/null +++ b/_module/nss/nw_c2_defaultb.nss @@ -0,0 +1,159 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spell Cast At +//:: NW_C2_DEFAULTB +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This determines if the spell just cast at the + target is harmful or not. + + GZ 2003-Oct-02 : - New AoE Behavior AI. Will use + Dispel Magic against AOES + - Flying Creatures will ignore + Grease + +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Dec 6, 2001 +//:: Last Modified On: 2003-Oct-13 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Modified By: Deva Winblood +//:: Modified On: Jan 4th, 2008 +//:: Added Support for Mounted Combat Feat Support +//::////////////////////////////////////////////// + +#include "nw_i0_generic" +#include "x2_i0_spells" + +void main() +{ + ExecuteScript("prc_npc_spellat", OBJECT_SELF); + + object oCaster = GetLastSpellCaster(); + + + if(GetLastSpellHarmful()) + { + SetCommandable(TRUE); + + if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT")) + { // set variables on target for mounted combat + DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL"); + } // set variables on target for mounted combat + + // ------------------------------------------------------------------ + // If I was hurt by someone in my own faction + // Then clear any hostile feelings I have against them + // After all, we're all just trying to do our job here + // if we singe some eyebrow hair, oh well. + // ------------------------------------------------------------------ + if (GetFactionEqual(oCaster, OBJECT_SELF) == TRUE) + { + ClearPersonalReputation(oCaster, OBJECT_SELF); + ClearAllActions(TRUE); + DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(OBJECT_INVALID))); + // Send the user-defined event as appropriate + if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT)); + } + return; + } + + int bAttack = TRUE; + // ------------------------------------------------------------------ + // GZ, 2003-Oct-02 + // Try to do something smart if we are subject to an AoE Spell. + // ------------------------------------------------------------------ + if (MatchAreaOfEffectSpell(GetLastSpell()) == TRUE) + { + int nAI = (GetBestAOEBehavior(GetLastSpell())); // from x2_i0_spells + switch (nAI) + { + case X2_SPELL_AOEBEHAVIOR_DISPEL_L: + case X2_SPELL_AOEBEHAVIOR_DISPEL_N: + case X2_SPELL_AOEBEHAVIOR_DISPEL_M: + case X2_SPELL_AOEBEHAVIOR_DISPEL_G: + case X2_SPELL_AOEBEHAVIOR_DISPEL_C: + bAttack = FALSE; + ActionCastSpellAtLocation(nAI, GetLocation(OBJECT_SELF)); + ActionDoCommand(SetCommandable(TRUE)); + SetCommandable(FALSE); + break; + + case X2_SPELL_AOEBEHAVIOR_FLEE: + ClearActions(CLEAR_NW_C2_DEFAULTB_GUSTWIND); + oCaster = GetLastSpellCaster(); + ActionForceMoveToObject(oCaster, TRUE, 2.0); + DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(oCaster))); + bAttack = FALSE; + break; + + case X2_SPELL_AOEBEHAVIOR_IGNORE: + // well ... nothing + break; + + case X2_SPELL_AOEBEHAVIOR_GUST: + ActionCastSpellAtLocation(SPELL_GUST_OF_WIND, GetLocation(OBJECT_SELF)); + ActionDoCommand(SetCommandable(TRUE)); + SetCommandable(FALSE); + bAttack = FALSE; + break; + } + + } + // --------------------------------------------------------------------- + // Not an area of effect spell, but another hostile spell. + // If we're not already fighting someone else, + // attack the caster. + // --------------------------------------------------------------------- + if( !GetIsFighting(OBJECT_SELF) && bAttack) + { + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(oCaster); + } + else + { + DetermineCombatRound(oCaster); + } + } + + // We were attacked, so yell for help + SetCommandable(TRUE); + //Shout Attack my target, only works with the On Spawn In setup + SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); + + //Shout that I was attacked + SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); + } + else + { + // --------------------------------------------------------------------- + // July 14, 2003 BK + // If there is a valid enemy nearby and a NON HARMFUL spell has been + // cast on me I should call DetermineCombatRound + // I may be invisible and casting spells on myself to buff myself up + // --------------------------------------------------------------------- + // Fix: JE - let's only do this if I'm currently in combat. If I'm not + // in combat, and something casts a spell on me, it'll make me search + // out the nearest enemy, no matter where they are on the level, which + // is kinda dumb. + object oEnemy =GetNearestEnemy(); + if ((GetIsObjectValid(oEnemy) == TRUE) && (GetIsInCombat() == TRUE)) + { + // SpeakString("keep me in combat"); + DetermineCombatRound(oEnemy); + } + } + + // Send the user-defined event as appropriate + if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT)); + } + + +} diff --git a/_module/nss/nw_c2_defaulte.nss b/_module/nss/nw_c2_defaulte.nss new file mode 100644 index 0000000..3d8ab2c --- /dev/null +++ b/_module/nss/nw_c2_defaulte.nss @@ -0,0 +1,51 @@ +//:://///////////////////////////////////////////// +//:: Default On Blocked +//:: NW_C2_DEFAULTE +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This will cause blocked creatures to open + or smash down doors depending on int and + str. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("prc_npc_blocked", OBJECT_SELF); + + object oDoor = GetBlockingDoor(); + if (GetObjectType(oDoor) == OBJECT_TYPE_CREATURE) + { + // * Increment number of times blocked + /*SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED", GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") + 1); + if (GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") > 3) + { + SpeakString("Blocked by creature"); + SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED",0); + ClearAllActions(); + object oEnemy = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY); + if (GetIsObjectValid(oEnemy) == TRUE) + { + ActionEquipMostDamagingRanged(oEnemy); + ActionAttack(oEnemy); + } + return; + } */ + return; + } + if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5) + { + if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 7 ) + { + DoDoorAction(oDoor, DOOR_ACTION_OPEN); + } + else if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_BASH)) + { + DoDoorAction(oDoor, DOOR_ACTION_BASH); + } + } +} diff --git a/_module/nss/nw_o2_boss.nss b/_module/nss/nw_o2_boss.nss new file mode 100644 index 0000000..c42e22e --- /dev/null +++ b/_module/nss/nw_o2_boss.nss @@ -0,0 +1,37 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script BOSS +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: March 19 2002 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + + // * May 13 2002: Must create appropriate treasure for each + // * faction member in the party. + if (GetIsObjectValid(oLastOpener) == TRUE) + { + object oMember = GetFirstFactionMember(oLastOpener, TRUE); + while (GetIsObjectValid(oMember) == TRUE) + { + GenerateBossTreasure(oMember, OBJECT_SELF); + oMember = GetNextFactionMember(oLastOpener, TRUE); + } + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + } + ShoutDisturbed(); +} diff --git a/_module/nss/nw_o2_classhig.nss b/_module/nss/nw_o2_classhig.nss new file mode 100644 index 0000000..d6e51ee --- /dev/null +++ b/_module/nss/nw_o2_classhig.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script HIGH +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_generalhig", OBJECT_SELF); +} diff --git a/_module/nss/nw_o2_classlow.nss b/_module/nss/nw_o2_classlow.nss new file mode 100644 index 0000000..701921f --- /dev/null +++ b/_module/nss/nw_o2_classlow.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_generallow", OBJECT_SELF); +} diff --git a/_module/nss/nw_o2_classmed.nss b/_module/nss/nw_o2_classmed.nss new file mode 100644 index 0000000..732a163 --- /dev/null +++ b/_module/nss/nw_o2_classmed.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script MEDIUM +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_generalmed", OBJECT_SELF); +} diff --git a/_module/nss/nw_o2_classweap.nss b/_module/nss/nw_o2_classweap.nss new file mode 100644 index 0000000..f2954e2 --- /dev/null +++ b/_module/nss/nw_o2_classweap.nss @@ -0,0 +1,2898 @@ +//:://///////////////////////////////////////////// +//:: Weapon Spawn Script for Martial Classes +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in a magical SPECIFIC weapon suited for that class. + Will spawn in either a generic or specific, depending on the + value. + + NOTE: Only works on containers +*/ +//::////////////////////////////////////////////// +//:: Created By: Andrew, Brent +//:: Created On: February 2002 +//::////////////////////////////////////////////// + +#include "NW_O2_CONINCLUDE" +#include "prc_class_const" + + +void CreateBastardSword(object oTarget, object oAdventurer) +{ + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs002"; break; + } + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs002"; break; + } + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs002"; break; + case 2: sItem = "nw_wswmbs009"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs009"; break; + case 2: sItem = "nw_wswmbs005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs005"; break; + case 2: sItem = "nw_wswmbs010"; break; + case 3: sItem = "nw_wswmbs006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs010"; break; + case 2: sItem = "nw_wswmbs006"; break; + case 3: sItem = "nw_wswmbs007"; break; + case 4: sItem = "nw_wswmbs003"; break; + case 5: sItem = "nw_wswmbs004"; break; + } + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateBattleAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt002"; break; + case 2: sItem = "nw_waxmbt010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt010"; break; + case 2: sItem = "nw_waxmbt011"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt011"; break; + case 2: sItem = "nw_waxmbt006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt011"; break; + case 2: sItem = "nw_waxmbt006"; break; + case 3: sItem = "nw_waxmbt003"; break; + case 4: sItem = "nw_waxmbt004"; break; + case 5: sItem = "nw_waxmbt005"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateClub(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl002"; break; + case 2: sItem = "nw_wblmcl010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl010"; break; + case 2: sItem = "nw_wblmcl004"; break; + case 3: sItem = "nw_wblmcl003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl004"; break; + case 2: sItem = "nw_wblmcl003"; break; + case 3: sItem = "nw_wblmcl011"; break; + case 4: sItem = "nw_wblmcl005"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl011"; break; + case 2: sItem = "nw_wblmcl005"; break; + case 3: sItem = "nw_wblmcl006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} + +void CreateDagger(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg002"; break; + } + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg002"; break; + case 2: sItem = "nw_wswmdg008"; break; + case 3: sItem = "nw_wswmdg006"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg008"; break; + case 2: sItem = "nw_wswmdg006"; break; + case 3: sItem = "nw_wswmdg009"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg009"; break; + case 2: sItem = "nw_wswmdg004"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg009"; break; + case 2: sItem = "nw_wswmdg004"; break; + case 3: sItem = "nw_wswmdg003"; break; + case 4: sItem = "nw_wswmdg007"; break; + case 5: sItem = "nw_wswmdg005"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateDart(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmdt002"; break; + case 2: sItem = "nw_wthmdt002"; break; + case 3: sItem = "nw_wthmdt008"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmdt008"; break; + case 2: sItem = "nw_wthmdt009"; break; + case 3: sItem = "nw_wthmdt003"; break; + } + + } + else + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmdt009"; break; + case 2: sItem = "nw_wthmdt003"; break; + case 3: sItem = "nw_wthmdt007"; break; + } + + } + + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, Random(40) + 1); +} +void CreateDireMace(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma002"; break; + case 2: sItem = "nw_wdbmma003"; break; + case 3: sItem = "nw_wdbmma010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma003"; break; + case 2: sItem = "nw_wdbmma010"; break; + case 3: sItem = "nw_wdbmma005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma005"; break; + case 2: sItem = "nw_wdbmma011"; break; + case 3: sItem = "nw_wdbmma004"; break; + case 4: sItem = "nw_wdbmma006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma005"; break; + case 2: sItem = "nw_wdbmma011"; break; + case 3: sItem = "nw_wdbmma004"; break; + case 4: sItem = "nw_wdbmma006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateDoubleAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax002"; break; + case 2: sItem = "nw_wdbmax010"; break; + case 3: sItem = "nw_wdbmax006"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax010"; break; + case 2: sItem = "nw_wdbmax006"; break; + case 3: sItem = "nw_wdbmax005"; break; + } + + } + else if (GetRange(5, nHD)) + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax005"; break; + case 2: sItem = "nw_wdbmax011"; break; + case 3: sItem = "nw_wdbmax004"; break; + case 4: sItem = "nw_wdbmax007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax011"; break; + case 2: sItem = "nw_wdbmax004"; break; + case 3: sItem = "nw_wdbmax007"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateGreatAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr002"; break; + case 2: sItem = "nw_waxmgr009"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr002"; break; + case 2: sItem = "nw_waxmgr009"; break; + case 3: sItem = "nw_waxmgr003"; break; + case 4: sItem = "nw_waxmgr006"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr003"; break; + case 2: sItem = "nw_waxmgr006"; break; + case 3: sItem = "nw_waxmgr011"; break; + } + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr011"; break; + case 2: sItem = "nw_waxmgr005"; break; + case 3: sItem = "nw_waxmgr004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateGreatSword(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs002"; break; + case 2: sItem = "nw_wswmgs011"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs011"; break; + case 2: sItem = "nw_wswmgs006"; break; + case 3: sItem = "nw_wswmgs004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs006"; break; + case 2: sItem = "nw_wswmgs004"; break; + case 3: sItem = "nw_wswmgs012"; break; + case 4: sItem = "nw_wswmgs005"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs012"; break; + case 2: sItem = "nw_wswmgs005"; break; + case 3: sItem = "nw_wswmgs003"; break; + } + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateHalberd(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb002"; break; + case 2: sItem = "nw_wplmhb010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb010"; break; + case 2: sItem = "nw_wplmhb004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb004"; break; + case 2: sItem = "nw_wplmhb011"; break; + case 3: sItem = "nw_wplmhb003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb011"; break; + case 2: sItem = "nw_wplmhb003"; break; + case 3: sItem = "nw_wplmhb007"; break; + case 4: sItem = "nw_wplmhb006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateHandAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn002"; break; + case 2: sItem = "nw_waxmhn010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn010"; break; + case 2: sItem = "nw_waxmhn004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn004"; break; + case 2: sItem = "nw_waxmhn011"; break; + case 3: sItem = "nw_waxmhn003"; break; + case 4: sItem = "nw_waxmhn005"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn011"; break; + case 2: sItem = "nw_waxmhn003"; break; + case 3: sItem = "nw_waxmhn005"; break; + case 4: sItem = "nw_waxmhn006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateHeavyCrossbow(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh002"; break; + case 2: sItem = "nw_wbwmxh002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh002"; break; + case 2: sItem = "nw_wbwmxh008"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh002"; break; + case 2: sItem = "nw_wbwmxh008"; break; + case 3: sItem = "nw_wbwmxh009"; break; + case 4: sItem = "nw_wbwmxh005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh009"; break; + case 2: sItem = "nw_wbwmxh005"; break; + case 3: sItem = "nw_wbwmxh003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh003"; break; + case 2: sItem = "nw_wbwmxh004"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh004"; break; + case 2: sItem = "nw_wbwmxh007"; break; + case 3: sItem = "nw_wbwmxh006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateHeavyFlail(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh002"; break; + case 2: sItem = "nw_wblmfh007"; break; + case 3: sItem = "nw_wblmfh010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh002"; break; + case 2: sItem = "nw_wblmfh007"; break; + case 3: sItem = "nw_wblmfh010"; break; + case 4: sItem = "nw_wblmfh004"; break; + case 5: sItem = "nw_wblmfh008"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh004"; break; + case 2: sItem = "nw_wblmfh008"; break; + case 3: sItem = "nw_wblmfh011"; break; + case 4: sItem = "nw_wblmfh006"; break; + case 5: sItem = "nw_wblmfh003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh011"; break; + case 2: sItem = "nw_wblmfh006"; break; + case 3: sItem = "nw_wblmfh003"; break; + case 4: sItem = "nw_wblmfh005"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateKama(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka002"; break; + case 2: sItem = "nw_wspmka004"; break; + case 3: sItem = "nw_wspmka007"; break; + case 4: sItem = "nw_wspmka008"; break; + case 5: sItem = "nw_wspmka005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka004"; break; + case 2: sItem = "nw_wspmka007"; break; + case 3: sItem = "nw_wspmka008"; break; + case 4: sItem = "nw_wspmka005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka005"; break; + case 2: sItem = "nw_wspmka009"; break; + case 3: sItem = "nw_wspmka006"; break; + case 4: sItem = "nw_wspmka003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka009"; break; + case 2: sItem = "nw_wspmka006"; break; + case 3: sItem = "nw_wspmka003"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateKatana(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka002"; break; + case 2: sItem = "nw_wswmka005"; break; + case 3: sItem = "nw_wswmka010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka005"; break; + case 2: sItem = "nw_wswmka010"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka011"; break; + case 2: sItem = "nw_wswmka007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka011"; break; + case 2: sItem = "nw_wswmka007"; break; + case 3: sItem = "nw_wswmka006"; break; + case 4: sItem = "nw_wswmka004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateKukri(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku002"; break; + case 2: sItem = "nw_wspmku006"; break; + case 3: sItem = "nw_wspmku008"; break; + case 4: sItem = "nw_wspmku005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku006"; break; + case 2: sItem = "nw_wspmku008"; break; + case 3: sItem = "nw_wspmku005"; break; + case 4: sItem = "nw_wspmku004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku004"; break; + case 2: sItem = "nw_wspmku009"; break; + case 3: sItem = "nw_wspmku007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku009"; break; + case 2: sItem = "nw_wspmku007"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateLightCrossbow(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwxl001"; break; + case 2: sItem = "nw_wbwmxl002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl002"; break; + case 2: sItem = "nw_wbwmxl008"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl008"; break; + case 2: sItem = "nw_wbwmxl009"; break; + case 3: sItem = "nw_wbwmxl005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl009"; break; + case 2: sItem = "nw_wbwmxl005"; break; + case 3: sItem = "nw_wbwmxl003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl003"; break; + case 2: sItem = "nw_wbwmxl004"; break; + case 3: sItem = "nw_wbwmxl007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl003"; break; + case 2: sItem = "nw_wbwmxl004"; break; + case 3: sItem = "nw_wbwmxl007"; break; + case 4: sItem = "nw_wbwmxl006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} + +void CreateLightFlail(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl002"; break; + case 2: sItem = "nw_wblmfl010"; break; + case 3: sItem = "nw_wblmfl004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl010"; break; + case 2: sItem = "nw_wblmfl004"; break; + case 3: sItem = "nw_wblmfl005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl005"; break; + case 2: sItem = "nw_wblmfl011"; break; + case 3: sItem = "nw_wblmfl007"; break; + case 4: sItem = "nw_wblmfl006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl011"; break; + case 2: sItem = "nw_wblmfl007"; break; + case 3: sItem = "nw_wblmfl006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} + +void CreateLightHammer(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl002"; break; + case 2: sItem = "nw_wblmhl010"; break; + case 3: sItem = "nw_wblmhl004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl010"; break; + case 2: sItem = "nw_wblmhl004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl005"; break; + case 2: sItem = "nw_wblmhl011"; break; + case 3: sItem = "nw_wblmhl006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl005"; break; + case 2: sItem = "nw_wblmhl011"; break; + case 3: sItem = "nw_wblmhl006"; break; + case 4: sItem = "nw_wblmhl009"; break; + case 5: sItem = "nw_wblmhl003"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateLightMace(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml002"; break; + case 2: sItem = "nw_wblmml011"; break; + case 3: sItem = "nw_wblmml006"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml011"; break; + case 2: sItem = "nw_wblmml006"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml012"; break; + case 2: sItem = "nw_wblmml004"; break; + case 3: sItem = "nw_wblmml005"; break; + case 4: sItem = "nw_wblmml007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml012"; break; + case 2: sItem = "nw_wblmml004"; break; + case 3: sItem = "nw_wblmml005"; break; + case 4: sItem = "nw_wblmml007"; break; + case 5: sItem = "nw_wblmml008"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateLongSword(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls002"; break; + case 2: sItem = "nw_wswmls010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls010"; break; + case 2: sItem = "nw_wswmls007"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls007"; break; + case 2: sItem = "nw_wswmls012"; break; + case 3: sItem = "nw_wswmls005"; break; + case 4: sItem = "nw_wswmls006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls012"; break; + case 2: sItem = "nw_wswmls005"; break; + case 3: sItem = "nw_wswmls006"; break; + case 4: sItem = "nw_wswmls004"; break; + case 5: sItem = "nw_wswmls013"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateLongbow(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln002"; break; + case 2: sItem = "nw_wbwmln002"; break; + case 3: sItem = "nw_wbwmln008"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln002"; break; + case 2: sItem = "nw_wbwmln008"; break; + case 3: sItem = "nw_wbwmln009"; break; + case 4: sItem = "nw_wbwmln004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln009"; break; + case 2: sItem = "nw_wbwmln004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln004"; break; + case 2: sItem = "nw_wbwmln007"; break; + case 3: sItem = "nw_wbwmln006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln007"; break; + case 2: sItem = "nw_wbwmln006"; break; + case 3: sItem = "nw_wbwmln005"; break; + case 4: sItem = "nw_wbwmln003"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateMorningstar(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms002"; break; + case 2: sItem = "nw_wblmms010"; break; + case 3: sItem = "nw_wblmms007"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms007"; break; + case 2: sItem = "nw_wblmms003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms003"; break; + case 2: sItem = "nw_wblmms011"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms011"; break; + case 2: sItem = "nw_wblmms006"; break; + case 3: sItem = "nw_wblmms004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateRapier(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp002"; break; + case 2: sItem = "nw_wswmrp004"; break; + case 3: sItem = "nw_wswmrp010"; break; + case 4: sItem = "nw_wswmrp003"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp004"; break; + case 2: sItem = "nw_wswmrp010"; break; + case 3: sItem = "nw_wswmrp003"; break; + case 4: sItem = "nw_wswmrp005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp003"; break; + case 2: sItem = "nw_wswmrp005"; break; + case 3: sItem = "nw_wswmrp011"; break; + case 4: sItem = "nw_wswmrp007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp011"; break; + case 2: sItem = "nw_wswmrp007"; break; + case 3: sItem = "nw_wswmrp006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateScimitar(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc002"; break; + case 2: sItem = "nw_wswmsc010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc010"; break; + case 2: sItem = "nw_wswmsc004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc004"; break; + case 2: sItem = "nw_wswmsc011"; break; + case 3: sItem = "nw_wswmsc006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc011"; break; + case 2: sItem = "nw_wswmsc006"; break; + case 3: sItem = "nw_wswmsc007"; break; + case 4: sItem = "nw_wswmsc005"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateScythe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc002"; break; + case 2: sItem = "nw_wplmsc010"; break; + case 3: sItem = "nw_wplmsc003"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc010"; break; + case 2: sItem = "nw_wplmsc003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc003"; break; + case 2: sItem = "nw_wplmsc011"; break; + case 3: sItem = "nw_wplmsc006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc011"; break; + case 2: sItem = "nw_wplmsc006"; break; + case 3: sItem = "nw_wplmsc005"; break; + case 4: sItem = "nw_wplmsc004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateShortsword(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss002"; break; + case 2: sItem = "nw_wswmss009"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss009"; break; + case 2: sItem = "nw_wswmss011"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss011"; break; + case 2: sItem = "nw_wswmss005"; break; + case 3: sItem = "nw_wswmss004"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss011"; break; + case 2: sItem = "nw_wswmss005"; break; + case 3: sItem = "nw_wswmss004"; break; + case 4: sItem = "nw_wswmss006"; break; + case 5: sItem = "nw_wswmss003"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateShortbow(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh002"; break; + case 2: sItem = "nw_wbwmsh002"; break; + } + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh002"; break; + case 2: sItem = "nw_wbwmsh008"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh008"; break; + case 2: sItem = "nw_wbwmsh009"; break; + case 3: sItem = "nw_wbwmsh003"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh009"; break; + case 2: sItem = "nw_wbwmsh003"; break; + case 3: sItem = "nw_wbwmsh006"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh006"; break; + case 2: sItem = "nw_wbwmsh007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh007"; break; + case 2: sItem = "nw_wbwmsh005"; break; + case 3: sItem = "nw_wbwmsh004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateShuriken(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh002"; break; + case 2: sItem = "nw_wthmsh002"; break; + case 3: sItem = "nw_wthmsh003"; break; + case 4: sItem = "nw_wthmsh008"; break; + case 5: sItem = "nw_wthmsh006"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh002"; break; + case 2: sItem = "nw_wthmsh003"; break; + case 3: sItem = "nw_wthmsh008"; break; + case 4: sItem = "nw_wthmsh006"; break; + case 5: sItem = "nw_wthmsh009"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh006"; break; + case 2: sItem = "nw_wthmsh009"; break; + case 3: sItem = "nw_wthmsh005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh009"; break; + case 2: sItem = "nw_wthmsh005"; break; + case 3: sItem = "nw_wthmsh004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh005"; break; + case 2: sItem = "nw_wthmsh004"; break; + case 3: sItem = "nw_wthmsh007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh005"; break; + case 2: sItem = "nw_wthmsh004"; break; + case 3: sItem = "nw_wthmsh007"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, Random(40) + 1); +} +void CreateSickle(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc002"; break; + case 2: sItem = "nw_wspmsc010"; break; + case 3: sItem = "nw_wspmsc004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc010"; break; + case 2: sItem = "nw_wspmsc004"; break; + case 3: sItem = "nw_wspmsc005"; break; + case 4: sItem = "nw_wspmsc006"; break; + case 5: sItem = "nw_wspmsc003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc005"; break; + case 2: sItem = "nw_wspmsc006"; break; + case 3: sItem = "nw_wspmsc003"; break; + case 4: sItem = "nw_wspmsc011"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc011"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateSling(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl001"; break; + case 2: sItem = "nw_wbwmsl001"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl001"; break; + case 2: sItem = "nw_wbwmsl009"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl009"; break; + case 2: sItem = "nw_wbwmsl010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl010"; break; + case 2: sItem = "nw_wbwmsl003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl003"; break; + case 2: sItem = "nw_wbwmsl007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl007"; break; + case 2: sItem = "nw_wbwmsl006"; break; + case 3: sItem = "nw_wbwmsl008"; break; + case 4: sItem = "nw_wbwmsl004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateSpear(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss002"; break; + } + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss002"; break; + case 2: sItem = "nw_wbwmsl005"; break; + case 3: sItem = "nw_wplmss010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl005"; break; + case 2: sItem = "nw_wplmss010"; break; + case 3: sItem = "nw_wplmss005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss005"; break; + case 2: sItem = "nw_wplmss011"; break; + case 3: sItem = "nw_wplmss007"; break; + case 4: sItem = "nw_wplmss006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss011"; break; + case 2: sItem = "nw_wplmss007"; break; + case 3: sItem = "nw_wplmss006"; break; + case 4: sItem = "nw_wplmss004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateStaff(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs002"; break; + case 2: sItem = "nw_wdbmqs005"; break; + case 3: sItem = "nw_wdbmqs006"; break; + case 4: sItem = "nw_wdbmqs008"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs005"; break; + case 2: sItem = "nw_wdbmqs006"; break; + case 3: sItem = "nw_wdbmqs008"; break; + case 4: sItem = "nw_wdbmqs004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs004"; break; + case 2: sItem = "nw_wdbmqs009"; break; + case 3: sItem = "nw_wdbmqs003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs009"; break; + case 2: sItem = "nw_wdbmqs003"; break; + case 3: sItem = "nw_wdbmqs007"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateThrowingAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax002"; break; + case 2: sItem = "nw_wthmax008"; break; + case 3: sItem = "nw_wthmax005"; break; + case 4: sItem = "nw_wthmax007"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax008"; break; + case 2: sItem = "nw_wthmax005"; break; + case 3: sItem = "nw_wthmax007"; break; + case 4: sItem = "nw_wthmax003"; break; + case 5: sItem = "nw_wthmax004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax007"; break; + case 2: sItem = "nw_wthmax003"; break; + case 3: sItem = "nw_wthmax004"; break; + case 4: sItem = "nw_wthmax009"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax003"; break; + case 2: sItem = "nw_wthmax004"; break; + case 3: sItem = "nw_wthmax009"; break; + case 4: sItem = "nw_wthmax006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax009"; break; + case 2: sItem = "nw_wthmax006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, Random(40) + 1); +} +void CreateTwoBladedSword(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw002"; break; + case 2: sItem = "nw_wdbmsw002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw002"; break; + case 2: sItem = "nw_wdbmsw010"; break; + case 3: sItem = "nw_wdbmsw006"; break; + case 4: sItem = "nw_wdbmsw007"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw010"; break; + case 2: sItem = "nw_wdbmsw006"; break; + case 3: sItem = "nw_wdbmsw007"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw011"; break; + case 2: sItem = "nw_wdbmsw005"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw011"; break; + case 2: sItem = "nw_wdbmsw005"; break; + case 3: sItem = "nw_wdbmsw004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateWarhammer(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw002"; break; + case 2: sItem = "nw_wblmhw011"; break; + case 3: sItem = "nw_wblmhw006"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw011"; break; + case 2: sItem = "nw_wblmhw006"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw006"; break; + case 2: sItem = "nw_wblmhw005"; break; + case 3: sItem = "nw_wblmhw012"; break; + case 4: sItem = "nw_wblmhw003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw012"; break; + case 2: sItem = "nw_wblmhw003"; break; + case 3: sItem = "nw_wblmhw004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateWhip(object oTarget, object oAdventurer) +{ + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + sItem = "x2_it_wpmwhip1"; + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + sItem = "x2_it_wpmwhip1"; + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "x2_it_wpmwhip1"; break; + case 2: sItem = "x2_it_wpmwhip2"; break; + } + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + sItem = "x2_it_wpmwhip2"; + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + sItem = "x2_it_wpmwhip3"; + } + else if (GetRange(6, nHD)) // * 16000 and up + { + sItem = "x2_it_wpmwhip3"; + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} + +//:://///////////////////////////////////////////// +//:: Prefers +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Returns true if oAdventurer prefers using + this weapon. + CRITERIA: They have Weapon Focus + nFeatWeaponType: Uses the feat constants + to differentiate the weapon types +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: March 2002 +//::////////////////////////////////////////////// +int Prefers(int nFeatWeaponType, object oAdventurer) +{ + if (GetHasFeat(nFeatWeaponType, oAdventurer) == TRUE) + return TRUE; + else + return FALSE; +} + +void main() +{ + object oLastOpener = GetLastOpener(); + object oContainer = OBJECT_SELF; + + if (GetLocalInt(OBJECT_SELF, "NW_L_OPENONCE") > 0 || GetIsObjectValid(oLastOpener) == FALSE) + { + return; // * abort treasure if no one opened the container + } + SetLocalInt(OBJECT_SELF, "NW_L_OPENONCE",1); + ShoutDisturbed(); + + // * CHoose the weapon type to create + if (Prefers(FEAT_WEAPON_FOCUS_BASTARD_SWORD, oLastOpener) == TRUE) + { + CreateBastardSword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_BATTLE_AXE,oLastOpener)) + { + CreateBattleAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_CLUB,oLastOpener)) + { + CreateClub(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_DAGGER,oLastOpener)) + { + CreateDagger(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_DART,oLastOpener)) + { + CreateDart(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_DIRE_MACE,oLastOpener)) + { + CreateDireMace(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_DOUBLE_AXE,oLastOpener)) + { + CreateDoubleAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_GREAT_AXE,oLastOpener)) + { + CreateGreatAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_GREAT_SWORD,oLastOpener)) + { + CreateGreatSword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_HALBERD,oLastOpener)) + { + CreateHalberd(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_HAND_AXE,oLastOpener)) + { + CreateHandAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW,oLastOpener)) + { + CreateHeavyCrossbow(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_HEAVY_FLAIL,oLastOpener)) + { + CreateHeavyFlail(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_KAMA,oLastOpener)) + { + CreateKama(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_KATANA,oLastOpener)) + { + CreateKatana(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_KUKRI,oLastOpener)) + { + CreateKukri(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW,oLastOpener)) + { + CreateLightCrossbow(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LIGHT_FLAIL,oLastOpener)) + { + CreateLightFlail(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LIGHT_HAMMER,oLastOpener)) + { + CreateLightHammer(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LIGHT_MACE,oLastOpener)) + { + CreateLightMace(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LONG_SWORD,oLastOpener)) + { + CreateLongSword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LONGBOW,oLastOpener)) + { + CreateLongbow(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_MORNING_STAR,oLastOpener)) + { + CreateMorningstar(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_RAPIER,oLastOpener)) + { + CreateRapier(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SCIMITAR,oLastOpener)) + { + CreateScimitar(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SCYTHE,oLastOpener)) + { + CreateScythe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SHORT_SWORD,oLastOpener)) + { + CreateShortsword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SHORTBOW,oLastOpener)) + { + CreateShortbow(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SHURIKEN,oLastOpener)) + { + CreateShuriken(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SICKLE,oLastOpener)) + { + CreateSickle(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SLING,oLastOpener)) + { + CreateSling(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SPEAR,oLastOpener)) + { + CreateSpear(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_STAFF,oLastOpener)) + { + CreateStaff(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_THROWING_AXE,oLastOpener)) + { + CreateThrowingAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD,oLastOpener)) + { + CreateTwoBladedSword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_WAR_HAMMER,oLastOpener)) + { + CreateWarhammer(oContainer, oLastOpener); + } + else + { + // * if get to this point then the PC did not have Weapon Focus + // * in anything then do additional logic to give an appropriate weapon + if (GetLevelByClass(CLASS_TYPE_ALAGHAR, oLastOpener) >= 1) + { + CreateBattleAxe(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_HEARTWARDER, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_LASHER, oLastOpener) >= 1) + { + CreateWhip(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_STORMLORD, oLastOpener) >= 1) + { + CreateSpear(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_BLIGHTLORD, oLastOpener) >= 1) + { + CreateHalberd(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_HALFLING_WARSLINGER, oLastOpener) >= 1) + { + CreateSling(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_BOWMAN, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_BLARCHER, oLastOpener) >= 1) + { + CreateLongbow(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_SAMURAI, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_CW_SAMURAI, oLastOpener) >= 1) + { + CreateKatana(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_SWASHBUCKLER, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_PSYCHIC_ROGUE, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_DUELIST, oLastOpener) >= 1) + { + CreateRapier(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_WIZARD, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_PSION, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_SHADOWCASTER, oLastOpener) >= 1) + { + CreateSpecificWizardWeapon(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_DRUID, oLastOpener) >= 1) + { + CreateScimitar(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_MONK, oLastOpener) >= 1) + { + CreateSpecificMonkWeapon(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_ROGUE, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_BARD, oLastOpener) >= 1) + { + CreateShortsword(oContainer, oLastOpener); + } + else + if (GetHasFeat(FEAT_WEAPON_PROFICIENCY_EXOTIC, oLastOpener)) + { + CreateBastardSword(oContainer, oLastOpener); + } + else + if (GetHasFeat(FEAT_WEAPON_PROFICIENCY_MARTIAL, oLastOpener)) + { + CreateLongSword(oContainer, oLastOpener); + } + else + if (GetHasFeat(FEAT_WEAPON_PROFICIENCY_SIMPLE, oLastOpener)) + { + CreateMorningstar(oContainer, oLastOpener); + } + } +} + + diff --git a/_module/nss/nw_o2_feat.nss b/_module/nss/nw_o2_feat.nss new file mode 100644 index 0000000..d9be1a3 --- /dev/null +++ b/_module/nss/nw_o2_feat.nss @@ -0,0 +1,20 @@ +//:://///////////////////////////////////////////// +//:: Weapon Spawn Script for Martial Classes +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in a magical SPECIFIC weapon suited for that class. + Will spawn in either a generic or specific, depending on the + value. + + NOTE: Only works on containers +*/ +//::////////////////////////////////////////////// +//:: Created By: Andrew, Brent +//:: Created On: February 2002 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_classweap", OBJECT_SELF); +} diff --git a/_module/nss/nw_o2_generalhig.nss b/_module/nss/nw_o2_generalhig.nss new file mode 100644 index 0000000..5714ef4 --- /dev/null +++ b/_module/nss/nw_o2_generalhig.nss @@ -0,0 +1,26 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script HIGH +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ShoutDisturbed(); +} diff --git a/_module/nss/nw_o2_generallow.nss b/_module/nss/nw_o2_generallow.nss new file mode 100644 index 0000000..c028730 --- /dev/null +++ b/_module/nss/nw_o2_generallow.nss @@ -0,0 +1,25 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if(GetLocalInt(OBJECT_SELF,"NW_DO_ONCE")) + return; + + object oLastOpener = GetLastOpener(); + GenerateLowTreasure(oLastOpener, OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ShoutDisturbed(); +} \ No newline at end of file diff --git a/_module/nss/nw_o2_generalmed.nss b/_module/nss/nw_o2_generalmed.nss new file mode 100644 index 0000000..d447bf0 --- /dev/null +++ b/_module/nss/nw_o2_generalmed.nss @@ -0,0 +1,27 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script Medium +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateMediumTreasure(oLastOpener, OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + + ShoutDisturbed(); +} diff --git a/_module/nss/nw_o2_generalmid.nss b/_module/nss/nw_o2_generalmid.nss new file mode 100644 index 0000000..a6b2ef6 --- /dev/null +++ b/_module/nss/nw_o2_generalmid.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script Medium +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_generalmed", OBJECT_SELF); +} diff --git a/_module/nss/nw_s1_aurablnda.nss b/_module/nss/nw_s1_aurablnda.nss new file mode 100644 index 0000000..0babfaa --- /dev/null +++ b/_module/nss/nw_s1_aurablnda.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Aura of Blinding On Enter +//:: NW_S1_AuraBlndA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura of the creature the player + must make a will save or be blinded because of the + sheer ugliness or beauty of the creature. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD/3); + + effect eBlind = EffectBlindness(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVis = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M); + effect eLink = EffectLinkEffects(eBlind, eDur); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + //Entering object must make a will save or be blinded for the duration. + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_BLINDING)); + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC)) + { + //Apply the blind effect and the VFX impact + DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_auracoldc.nss b/_module/nss/nw_s1_auracoldc.nss new file mode 100644 index 0000000..49cd95e --- /dev/null +++ b/_module/nss/nw_s1_auracoldc.nss @@ -0,0 +1,62 @@ +//:://///////////////////////////////////////////// +//:: Aura of Frost on Heartbeat +//:: NW_S1_AuraColdC.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Prolonged exposure to the aura of the creature + causes frost damage to all within the aura. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nFrost = 1 + (nHD/3); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + effect eDam; + effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); + + //Get the first target in the aura of cold + oTarget = GetFirstInPersistentObject(); + + while (GetIsObjectValid(oTarget)) + { +/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) + { + oTarget = GetNextInPersistentObject(OBJECT_SELF); + continue; + } */ + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_COLD)); + //Roll damage based on the creatures HD + nDamage = d4(nFrost); + //Make a Fortitude save for half + if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD)) + { + nDamage = nDamage / 2; + } + //Set the damage effect + eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD); + //Apply the VFX constant and damage effect + ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + //Get the next target in the aura of cold + oTarget = GetNextInPersistentObject(); + } +} diff --git a/_module/nss/nw_s1_auraelecc.nss b/_module/nss/nw_s1_auraelecc.nss new file mode 100644 index 0000000..06994f4 --- /dev/null +++ b/_module/nss/nw_s1_auraelecc.nss @@ -0,0 +1,58 @@ +//:://///////////////////////////////////////////// +//:: Aura of Electricity on Heartbeat +//:: NW_S1_AuraElecC.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Prolonged exposure to the aura of the creature + causes electrical damage to all within the aura. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + int nHD = GetHitDice(oNPC); + int nZap = 1 + (nHD / 3); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 + nCHAMod + (nHD/2); + int nDamage; + + effect eDam; + effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); + + //Get first target in spell area + object oTarget = GetFirstInPersistentObject(); + while (GetIsObjectValid(oTarget)) + { +/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) + { + oTarget = GetNextInPersistentObject(OBJECT_SELF); + continue; + } */ + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + nDamage = d4(nZap); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_ELECTRICITY)); + //Make a saving throw check + if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY)) + { + nDamage = nDamage / 2; + } + eDam = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); + //Apply the VFX impact and effects + DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); + DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + //Get next target in spell area + oTarget = GetNextInPersistentObject(); + } +} diff --git a/_module/nss/nw_s1_aurafirec.nss b/_module/nss/nw_s1_aurafirec.nss new file mode 100644 index 0000000..a6b9638 --- /dev/null +++ b/_module/nss/nw_s1_aurafirec.nss @@ -0,0 +1,59 @@ +//:://///////////////////////////////////////////// +//:: Aura of Fire on Heartbeat +//:: NW_S1_AuraFireC.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Prolonged exposure to the aura of the creature + causes fire damage to all within the aura. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetFirstInPersistentObject(); //:: Get first target in spell area + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nBurn = 1 + (nHD/3); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nDamSave; + + effect eDam; + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); + + while(GetIsObjectValid(oTarget)) + { +/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) + { + oTarget = GetNextInPersistentObject(OBJECT_SELF); + continue; + } */ + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FIRE)); + //Roll damage + nDamage = d4(nBurn); + //Make a saving throw check + if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_FIRE)) + { + nDamage = nDamage / 2; + } + //Set the damage effect + eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); + } + //Get next target in spell area + oTarget = GetNextInPersistentObject(); + } +} diff --git a/_module/nss/nw_s1_auramenca.nss b/_module/nss/nw_s1_auramenca.nss new file mode 100644 index 0000000..e786aaa --- /dev/null +++ b/_module/nss/nw_s1_auramenca.nss @@ -0,0 +1,46 @@ +//:://///////////////////////////////////////////// +//:: Aura of Menace On Enter +//:: NW_S1_AuraMencA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura all those that fail + a will save are stricken with Doom. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + int nDuration = 1 + (GetHitDice(oNPC)/3); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (GetHitDice(oNPC)/2); + int nLevel = GetCasterLevel(OBJECT_SELF); + int nMetaMagic = PRCGetMetaMagicFeat(); + + effect eVis = EffectVisualEffect(VFX_IMP_DOOM); + effect eLink = CreateDoomEffectsLink(); + + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_MENACE)); + //Spell Resistance and Saving throw + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC)) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, TurnsToSeconds(nDuration)); + } + } +} diff --git a/_module/nss/nw_s1_auraprota.nss b/_module/nss/nw_s1_auraprota.nss new file mode 100644 index 0000000..548f284 --- /dev/null +++ b/_module/nss/nw_s1_auraprota.nss @@ -0,0 +1,35 @@ +//:://///////////////////////////////////////////// +//:: Aura of Protection: On Enter +//:: NW_S1_AuraProtA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Acts as a double strength Magic Circle against + evil and a Minor Globe for those friends in + the area. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On:Jan 8, 2002, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +void main() +{ + //Declare major variables + effect eProt = CreateProtectionFromAlignmentLink(ALIGNMENT_EVIL); + effect eGlobe = EffectSpellLevelAbsorption(3, 0); + effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR); + + effect eLink = EffectLinkEffects(eProt, eGlobe); + eLink = EffectLinkEffects(eLink, eDur); + + object oTarget = GetEnteringObject(); + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + //Faction Check + if(GetIsFriend(oTarget, GetAreaOfEffectCreator())) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget); + } +} diff --git a/_module/nss/nw_s1_aurastuna.nss b/_module/nss/nw_s1_aurastuna.nss new file mode 100644 index 0000000..03d0aae --- /dev/null +++ b/_module/nss/nw_s1_aurastuna.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Aura Stunning On Enter +//:: NW_S1_AuraStunA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura of the creature the player + must make a will save or be stunned. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDuration = GetHitDice(oNPC); + int nDC = 10 + nCHAMod + (nDuration/2); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + effect eVis = EffectVisualEffect(VFX_IMP_STUN); + effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eDeath = EffectStunned(); + effect eLink = EffectLinkEffects(eVis2, eDeath); + + nDuration = GetScaledDuration(nDuration, oTarget); + + if(!GetIsFriend(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_STUN)); + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_auraunata.nss b/_module/nss/nw_s1_auraunata.nss new file mode 100644 index 0000000..a597062 --- /dev/null +++ b/_module/nss/nw_s1_auraunata.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Aura of the Unnatural On Enter +//:: NW_S1_AuraMencA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura all animals are struck with + fear. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eFear = EffectFrightened(); + effect eLink = EffectLinkEffects(eVis, eFear); + object oTarget = GetEnteringObject(); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + int nDuration = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nRacial = GetRacialType(oTarget); + int nDC = 10 + nCHAMod + (GetHitDice(oNPC)/2); + + if(GetIsEnemy(oTarget)) + { + nDuration = (nDuration / 3) + 1; + //Make a saving throw check + if(nRacial == RACIAL_TYPE_ANIMAL) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_UNNATURAL)); + //if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) //:: This ability only affects animals & they don't get a save. + //{ + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); + //} + } + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_aurauneaa.nss b/_module/nss/nw_s1_aurauneaa.nss new file mode 100644 index 0000000..6f4a75b --- /dev/null +++ b/_module/nss/nw_s1_aurauneaa.nss @@ -0,0 +1,46 @@ +//:://///////////////////////////////////////////// +//:: Aura Unearthly Visage On Enter +//:: NW_S1_AuraUnEaA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura of the creature the player + must make a will save or be killed because of the + sheer ugliness or beauty of the creature. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + effect eDeath = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + if(GetIsEnemy(oTarget, oNPC)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_UNEARTHLY_VISAGE)); + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget); + //ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltacid.nss b/_module/nss/nw_s1_bltacid.nss new file mode 100644 index 0000000..ef53a16 --- /dev/null +++ b/_module/nss/nw_s1_bltacid.nss @@ -0,0 +1,66 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Acid +//:: NW_S1_BltAcid +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); + effect eBolt; + + //ankheg + if(GetAppearanceType(oNPC) == APPEARANCE_TYPE_BEETLE_SLICER) + { + nDamage = d4(4); + } + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ACID)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ACID); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ACID); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltcharm.nss b/_module/nss/nw_s1_bltcharm.nss new file mode 100644 index 0000000..df11d65 --- /dev/null +++ b/_module/nss/nw_s1_bltcharm.nss @@ -0,0 +1,47 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Charm +//:: NW_S1_BltCharm +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" +#include "NW_I0_SPELLS" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis = EffectVisualEffect(VFX_IMP_CHARM); + effect eBolt = EffectCharmed(); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_CHARM)); + //Make a saving throw check + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_bltchrdr.nss b/_module/nss/nw_s1_bltchrdr.nss new file mode 100644 index 0000000..e734580 --- /dev/null +++ b/_module/nss/nw_s1_bltchrdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Charisma Drain +//:: NW_S1_BltChrDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fortitude save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD / 3; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_ABILITY_DRAIN_CHARISMA)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_CHARISMA, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltcold.nss b/_module/nss/nw_s1_bltcold.nss new file mode 100644 index 0000000..657f0fe --- /dev/null +++ b/_module/nss/nw_s1_bltcold.nss @@ -0,0 +1,60 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Cold +//:: NW_S1_BltCold +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_COLD)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_COLD); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_COLD); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltcondr.nss b/_module/nss/nw_s1_bltcondr.nss new file mode 100644 index 0000000..9d85f04 --- /dev/null +++ b/_module/nss/nw_s1_bltcondr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Constitution Drain +//:: NW_S1_BltConDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fort save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD /3); + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_CONSTITUTION)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_CONSTITUTION, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltconf.nss b/_module/nss/nw_s1_bltconf.nss new file mode 100644 index 0000000..5bed7dc --- /dev/null +++ b/_module/nss/nw_s1_bltconf.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Confuse +//:: NW_S1_BltConf +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" +#include "NW_I0_SPELLS" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis2 = EffectVisualEffect(VFX_IMP_CONFUSION_S); + effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eBolt = EffectConfused(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + eLink = EffectLinkEffects(eLink, eVis); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_CONFUSE)); + //Make a saving throw check + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_bltdaze.nss b/_module/nss/nw_s1_bltdaze.nss new file mode 100644 index 0000000..68d15c7 --- /dev/null +++ b/_module/nss/nw_s1_bltdaze.nss @@ -0,0 +1,47 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Daze +//:: NW_S1_BltDaze +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" +#include "NW_I0_SPELLS" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eBolt = EffectDazed(); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + eLink = EffectLinkEffects(eLink, eVis); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DAZE)); + //Make a saving throw check + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + } +} diff --git a/_module/nss/nw_s1_bltdeath.nss b/_module/nss/nw_s1_bltdeath.nss new file mode 100644 index 0000000..e2cbcd7 --- /dev/null +++ b/_module/nss/nw_s1_bltdeath.nss @@ -0,0 +1,47 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Death +//:: NW_S1_BltDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + effect eBolt = EffectDeath(); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DEATH)); + //Make a saving throw check + if(TouchAttackRanged(oTarget)) + { + if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DEATH)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + //ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} + diff --git a/_module/nss/nw_s1_bltdexdr.nss b/_module/nss/nw_s1_bltdexdr.nss new file mode 100644 index 0000000..4ef34d8 --- /dev/null +++ b/_module/nss/nw_s1_bltdexdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Dexterity Drain +//:: NW_S1_BltDexDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fort save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_DEXTERITY)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_DEXTERITY, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltdisese.nss b/_module/nss/nw_s1_bltdisese.nss new file mode 100644 index 0000000..6513a06 --- /dev/null +++ b/_module/nss/nw_s1_bltdisese.nss @@ -0,0 +1,73 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Disease +//:: NW_S1_BltDisease +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to infect + the target with a disease. The disease used + is chosen based upon the racial type of the + caster. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nRacial = MyPRCGetRacialType(oNPC); + int nDisease; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DISEASE)); + + //Here we use the racial type of the attacker to select an + //appropriate disease. + switch (nRacial) + { + case RACIAL_TYPE_VERMIN: + nDisease = DISEASE_VERMIN_MADNESS; + break; + case RACIAL_TYPE_UNDEAD: + nDisease = DISEASE_FILTH_FEVER; + break; + case RACIAL_TYPE_OUTSIDER: + if(GetTag(oNPC) == "NW_SLAADRED") + { + nDisease = DISEASE_RED_SLAAD_EGGS; + } + else + { + nDisease = DISEASE_DEMON_FEVER; + } + break; + case RACIAL_TYPE_MAGICAL_BEAST: + nDisease = DISEASE_SOLDIER_SHAKES; + break; + case RACIAL_TYPE_ABERRATION: + nDisease = DISEASE_BLINDING_SICKNESS; + break; + default: + nDisease = DISEASE_SOLDIER_SHAKES; + break; + } + //Assign effect and chosen disease + effect eBolt = EffectDisease(nDisease); + //Make the ranged touch attack. + if (TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltdomn.nss b/_module/nss/nw_s1_bltdomn.nss new file mode 100644 index 0000000..5027b45 --- /dev/null +++ b/_module/nss/nw_s1_bltdomn.nss @@ -0,0 +1,53 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Dominated +//:: NW_S1_BltDomn +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S); + effect eBolt = EffectDominated(); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + eLink = EffectLinkEffects(eLink, eVis2); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DOMINATE)); + + //Make a saving throw check + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltfire.nss b/_module/nss/nw_s1_bltfire.nss new file mode 100644 index 0000000..4f7a423 --- /dev/null +++ b/_module/nss/nw_s1_bltfire.nss @@ -0,0 +1,58 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Fire +//:: NW_S1_BoltFire +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_FIRE)); + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_FIRE); + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltintdr.nss b/_module/nss/nw_s1_bltintdr.nss new file mode 100644 index 0000000..f3ffbad --- /dev/null +++ b/_module/nss/nw_s1_bltintdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Intelligence Drain +//:: NW_S1_BltIntDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_INTELLIGENCE)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_INTELLIGENCE, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltknckd.nss b/_module/nss/nw_s1_bltknckd.nss new file mode 100644 index 0000000..6816964 --- /dev/null +++ b/_module/nss/nw_s1_bltknckd.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Knockdown +//:: NW_S1_BltKnckD +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + + effect eVis = EffectVisualEffect(VFX_IMP_SONIC); + effect eBolt = EffectKnockdown(); + effect eDam = EffectDamage(d6(), DAMAGE_TYPE_BLUDGEONING); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_KNOCKDOWN)); + + //Make a saving throw check + if (!/*Reflex Save*/ PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBolt, oTarget, RoundsToSeconds(3)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltlightn.nss b/_module/nss/nw_s1_bltlightn.nss new file mode 100644 index 0000000..024eafb --- /dev/null +++ b/_module/nss/nw_s1_bltlightn.nss @@ -0,0 +1,59 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Lightning +//:: NW_S1_BltLightn +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Does 1d6 per level to a single target. Reflex + save for half +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Aug 10, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, OBJECT_SELF,BODY_NODE_HAND); + effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_LIGHTNING)); + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY); + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.7); + } + } +} diff --git a/_module/nss/nw_s1_bltlvldr.nss b/_module/nss/nw_s1_bltlvldr.nss new file mode 100644 index 0000000..e3f14ca --- /dev/null +++ b/_module/nss/nw_s1_bltlvldr.nss @@ -0,0 +1,49 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Level Drain +//:: NW_S1_BltLvlDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/5; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt = EffectNegativeLevel(1); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_LEVEL_DRAIN)); + + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + //eBolt = LEVEL DRAIN EFFECT + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltparal.nss b/_module/nss/nw_s1_bltparal.nss new file mode 100644 index 0000000..e4a6b59 --- /dev/null +++ b/_module/nss/nw_s1_bltparal.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Paralyze +//:: NW_S1_BltParal +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis = EffectVisualEffect(VFX_DUR_PARALYZED); + effect eBolt = EffectParalyze(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + eLink = EffectLinkEffects(eLink, eVis); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_PARALYZE)); + //Make a saving throw check + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + } +} diff --git a/_module/nss/nw_s1_bltpoison.nss b/_module/nss/nw_s1_bltpoison.nss new file mode 100644 index 0000000..8a34aca --- /dev/null +++ b/_module/nss/nw_s1_bltpoison.nss @@ -0,0 +1,123 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Poison +//:: NW_S1_BltPoison.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Must make a ranged touch attack. If successful + the target is struck down with poison that + scales with level. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nRacial = MyPRCGetRacialType(OBJECT_SELF); + int nPoison; + + effect ePoison; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_POISON)); + + //Determine the poison type based on the Racial Type and HD + switch (nRacial) + { + case RACIAL_TYPE_OUTSIDER: + if (nHD <= 9) + { + nPoison = POISON_QUASIT_VENOM; + } + else if (nHD > 9 && nHD < 13) + { + nPoison = POISON_BEBILITH_VENOM; + } + else if (nHD >= 13) + { + nPoison = POISON_PIT_FIEND_ICHOR; + } + break; + case RACIAL_TYPE_VERMIN: + if (nHD < 3) + { + nPoison = POISON_TINY_SPIDER_VENOM; + } + else if (nHD <= 3 && nHD < 6) + { + nPoison = POISON_SMALL_SPIDER_VENOM; + } + else if (nHD <= 6 && nHD < 9) + { + nPoison = POISON_MEDIUM_SPIDER_VENOM; + } + else if (nHD <= 9 && nHD < 12) + { + nPoison = POISON_LARGE_SPIDER_VENOM; + } + else if (nHD <= 12 && nHD < 15) + { + nPoison = POISON_HUGE_SPIDER_VENOM; + } + else if (nHD <= 15 && nHD < 18) + { + nPoison = POISON_GARGANTUAN_SPIDER_VENOM; + } + else if (nHD >= 18) + { + nPoison = POISON_COLOSSAL_SPIDER_VENOM; + } + break; + default: + if (nHD < 3) + { + nPoison = POISON_NIGHTSHADE; + } + else if (nHD <= 3 && nHD < 6) + { + nPoison = POISON_BLADE_BANE; + } + else if (nHD <= 6 && nHD < 9) + { + nPoison = POISON_BLOODROOT; + } + else if (nHD <= 9 && nHD < 12) + { + nPoison = POISON_LARGE_SPIDER_VENOM; + } + else if (nHD <= 12 && nHD < 15) + { + nPoison = POISON_LICH_DUST; + } + else if (nHD <= 15 && nHD < 18) + { + nPoison = POISON_DARK_REAVER_POWDER; + } + else if (nHD >= 18 ) + { + nPoison = POISON_BLACK_LOTUS_EXTRACT; + } + + break; + } + //Make a ranged touch attack + if (TouchAttackRanged (oTarget)) + { + ePoison = EffectPoison(nPoison); + //Apply effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget); + } +} + diff --git a/_module/nss/nw_s1_bltshards.nss b/_module/nss/nw_s1_bltshards.nss new file mode 100644 index 0000000..1b96e2b --- /dev/null +++ b/_module/nss/nw_s1_bltshards.nss @@ -0,0 +1,58 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Shards +//:: NW_S1_BltShard +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_SHARDS)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_PIERCING, DAMAGE_POWER_PLUS_ONE); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltslow.nss b/_module/nss/nw_s1_bltslow.nss new file mode 100644 index 0000000..bf4813a --- /dev/null +++ b/_module/nss/nw_s1_bltslow.nss @@ -0,0 +1,47 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Slow +//:: NW_S1_BltSlow +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex save is + needed to or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: June 18 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + + effect eVis = EffectVisualEffect(VFX_IMP_SLOW); + effect eBolt = EffectSlow(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_SLOW)); + //Make a saving throw check + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltstrdr.nss b/_module/nss/nw_s1_bltstrdr.nss new file mode 100644 index 0000000..dd03161 --- /dev/null +++ b/_module/nss/nw_s1_bltstrdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Strength Drain +//:: NW_S1_BltStrDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fort save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_ABILITY_DRAIN_STRENGTH)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_STRENGTH, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_bltstun.nss b/_module/nss/nw_s1_bltstun.nss new file mode 100644 index 0000000..1d77008 --- /dev/null +++ b/_module/nss/nw_s1_bltstun.nss @@ -0,0 +1,50 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Stun +//:: NW_S1_BltStun +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + nCount = GetScaledDuration(nCount, oTarget); + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_STUN); + effect eBolt = EffectStunned(); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_STUN)); + //Make a saving throw check + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltweb.nss b/_module/nss/nw_s1_bltweb.nss new file mode 100644 index 0000000..9ed210a --- /dev/null +++ b/_module/nss/nw_s1_bltweb.nss @@ -0,0 +1,44 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Web +//:: NW_S1_BltWeb +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Glues a single target to the ground with + sticky strands of webbing. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 28, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nCount = 1 + (nHD /2); + if (nCount == 0) { nCount = 1; } + + effect eVis = EffectVisualEffect(VFX_DUR_WEB); + effect eStick = EffectEntangle(); + effect eLink = EffectLinkEffects(eVis, eStick); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_WEB)); + //Make a saving throw check + if (!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + } +} diff --git a/_module/nss/nw_s1_bltwisdr.nss b/_module/nss/nw_s1_bltwisdr.nss new file mode 100644 index 0000000..49643c0 --- /dev/null +++ b/_module/nss/nw_s1_bltwisdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Wisdom Drain +//:: NW_S1_BltWisDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fort save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD /3); + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_WISDOM)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_WISDOM, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_coneacid.nss b/_module/nss/nw_s1_coneacid.nss new file mode 100644 index 0000000..2ab7dcf --- /dev/null +++ b/_module/nss/nw_s1_coneacid.nss @@ -0,0 +1,76 @@ +//:://///////////////////////////////////////////// +//:: Cone: Acid +//:: NW_S1_ConeAcid +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of damage eminated from the monster. Does + a set amount of damage based upon the creatures HD + and can be halved with a Reflex Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nLoop = nHD / 3; + + float fDelay; + + if(nLoop == 0) + { + nLoop = 1; + } + + //Calculate the damage + for (nLoop; nLoop > 0; nLoop--) + { + nDamage = nDamage + d6(2); + } + location lTargetLocation = GetSpellTargetLocation(); + + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_ACID)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ACID); + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_ACID); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + + diff --git a/_module/nss/nw_s1_conecold.nss b/_module/nss/nw_s1_conecold.nss new file mode 100644 index 0000000..24cc011 --- /dev/null +++ b/_module/nss/nw_s1_conecold.nss @@ -0,0 +1,76 @@ +//:://///////////////////////////////////////////// +//:: Cone: Cold +//:: NW_S1_ConeCold +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of damage eminated from the monster. Does + a set amount of damage based upon the creatures HD + and can be halved with a Reflex Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nLoop = nHD / 3; + + float fDelay; + + if(nLoop == 0) + { + nLoop = 1; + } + + //Calculate the damage + for (nLoop; nLoop > 0; nLoop--) + { + nDamage = nDamage + d6(2); + } + location lTargetLocation = GetSpellTargetLocation(); + + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_COLD)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD); + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_COLD); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + } +} + + diff --git a/_module/nss/nw_s1_conedisea.nss b/_module/nss/nw_s1_conedisea.nss new file mode 100644 index 0000000..9abedbb --- /dev/null +++ b/_module/nss/nw_s1_conedisea.nss @@ -0,0 +1,99 @@ +//:://///////////////////////////////////////////// +//:: Cone: Disease +//:: NW_S1_ConeDisea +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature spits out a cone of disease that cannot + be avoided unless a Reflex save is made. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nRacial = MyPRCGetRacialType(oNPC); + int nDisease; + + location lTargetLocation = GetSpellTargetLocation(); + + float fDelay; + + effect eCone = EffectDisease(nDisease); + effect eVis = EffectVisualEffect(VFX_IMP_DISEASE_S); + + + //Determine the disease type based on the Racial Type and HD + switch (nRacial) + { + case RACIAL_TYPE_OUTSIDER: + nDisease = DISEASE_DEMON_FEVER; + break; + case RACIAL_TYPE_VERMIN: + nDisease = DISEASE_VERMIN_MADNESS; + break; + case RACIAL_TYPE_UNDEAD: + if(nHD <= 3) + { + nDisease = DISEASE_ZOMBIE_CREEP; + } + else if (nHD > 3 && nHD <= 10) + { + nDisease = DISEASE_GHOUL_ROT; + } + else if(nHD > 10) + { + nDisease = DISEASE_MUMMY_ROT; + } + default: + if(nHD <= 3) + { + nDisease = DISEASE_MINDFIRE; + } + else if (nHD > 3 && nHD <= 10) + { + nDisease = DISEASE_RED_ACHE; + } + else if(nHD > 10) + { + nDisease = DISEASE_SHAKES; + } + + + break; + } + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_DISEASE)); + //Get the delay time + fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + + } +} + + + diff --git a/_module/nss/nw_s1_coneelec.nss b/_module/nss/nw_s1_coneelec.nss new file mode 100644 index 0000000..a4fa75b --- /dev/null +++ b/_module/nss/nw_s1_coneelec.nss @@ -0,0 +1,78 @@ +//:://///////////////////////////////////////////// +//:: Cone: Lightning +//:: NW_S1_ConeElec +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of damage eminates from the monster. Does + a set amount of damage based upon the creatures HD + and can be halved with a Reflex Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nLoop = nHD / 3; + + float fDelay; + + if(nLoop == 0) + { + nLoop = 1; + } + + //Calculate the damage + for (nLoop; nLoop > 0; nLoop--) + { + nDamage = nDamage + d6(2); + } + location lTargetLocation = GetSpellTargetLocation(); + + effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNPC, BODY_NODE_HAND); + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_LIGHTNING)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY); + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget,0.5)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + } +} + + diff --git a/_module/nss/nw_s1_conesonic.nss b/_module/nss/nw_s1_conesonic.nss new file mode 100644 index 0000000..79c1d46 --- /dev/null +++ b/_module/nss/nw_s1_conesonic.nss @@ -0,0 +1,75 @@ +//:://///////////////////////////////////////////// +//:: Cone: Sonic +//:: NW_S1_ConeSonic +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of damage eminated from the monster. Does + a set amount of damage based upon the creatures HD + and can be halved with a Reflex Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nLoop = nHD / 3; + + float fDelay; + + if(nLoop == 0) + { + nLoop = 1; + } + + //Calculate the damage + for (nLoop; nLoop > 0; nLoop--) + { + nDamage = nDamage + d6(2); + } + location lTargetLocation = GetSpellTargetLocation(); + + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_SONIC); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_SONIC)); + //Determine effect delay + fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,DAMAGE_TYPE_SONIC); + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_SONIC); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_dragfear.nss b/_module/nss/nw_s1_dragfear.nss new file mode 100644 index 0000000..f95e397 --- /dev/null +++ b/_module/nss/nw_s1_dragfear.nss @@ -0,0 +1,119 @@ +//:://///////////////////////////////////////////// +//:: Dragon Breath Fear +//:: NW_S1_DragFear +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calculates the proper DC Save for the + breath weapon based on the HD of the dragon. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + //Declare major variables + int nAge = GetHitDice(OBJECT_SELF); + int nCount; + int nDC; + float fDelay; + object oTarget; + effect eBreath = EffectFrightened(); + effect eFear = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBreath, eDur); + eLink = EffectLinkEffects(eLink, eFear); + + //Determine the duration and save DC + if (nAge <= 6) //Wyrmling + { + nDC = 13; + nCount = 1; + } + else if (nAge >= 7 && nAge <= 9) //Very Young + { + nDC = 15; + nCount = 2; + } + else if (nAge >= 10 && nAge <= 12) //Young + { + nDC = 17; + nCount = 3; + } + else if (nAge >= 13 && nAge <= 15) //Juvenile + { + nDC = 19; + nCount = 4; + } + else if (nAge >= 16 && nAge <= 18) //Young Adult + { + nDC = 21; + nCount = 5; + } + else if (nAge >= 19 && nAge <= 21) //Adult + { + nDC = 24; + nCount = 6; + } + else if (nAge >= 22 && nAge <= 24) //Mature Adult + { + nDC = 27; + nCount = 7; + } + else if (nAge >= 25 && nAge <= 27) //Old + { + nDC = 28; + nCount = 8; + } + else if (nAge >= 28 && nAge <= 30) //Very Old + { + nDC = 30; + nCount = 9; + } + else if (nAge >= 31 && nAge <= 33) //Ancient + { + nDC = 32; + nCount = 10; + } + else if (nAge >= 34 && nAge <= 37) //Wyrm + { + nDC = 34; + nCount = 11; + } + else if (nAge > 37) //Great Wyrm + { + nDC = 37; + nCount = 12; + } + PlayDragonBattleCry(); + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget)) + { + nCount = GetScaledDuration(nCount, oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_FEAR)); + //Determine the effect delay time + fDelay = GetDistanceBetween(oTarget, OBJECT_SELF)/20; + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR, OBJECT_SELF, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE); + } +} + + diff --git a/_module/nss/nw_s1_dragfeara.nss b/_module/nss/nw_s1_dragfeara.nss new file mode 100644 index 0000000..2bb5009 --- /dev/null +++ b/_module/nss/nw_s1_dragfeara.nss @@ -0,0 +1,45 @@ +//:://///////////////////////////////////////////// +//:: Aura of Fear On Enter +//:: NW_S1_DragFearA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura of the creature the player + must make a will save or be struck with fear because + of the creatures presence. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ + //Declare major variables + object oTarget = GetEnteringObject(); + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eFear = EffectFrightened(); + effect eLink = EffectLinkEffects(eFear, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + int nHD = GetHitDice(GetAreaOfEffectCreator()); + int nDC = 10 + GetHitDice(GetAreaOfEffectCreator())/3; + int nDuration = GetScaledDuration(nHD, oTarget); + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FEAR)); + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_feroc3.nss b/_module/nss/nw_s1_feroc3.nss new file mode 100644 index 0000000..58a44cb --- /dev/null +++ b/_module/nss/nw_s1_feroc3.nss @@ -0,0 +1,41 @@ +//:://///////////////////////////////////////////// +//:: Ferocity 3 +//:: NW_S1_Feroc3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + The Dex and Str of the target increases +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Aug 13, 2001 +//::////////////////////////////////////////////// + +void main() +{ +//:: Declare major variables + object oNPC = OBJECT_SELF; + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION); //:: Determine the duration by getting the con modifier + int nIncrease = 9; + int nDuration = 1 + nCONMod; + if(nDuration == 0) { nDuration = 1; } + + + effect eDex = EffectAbilityIncrease(ABILITY_DEXTERITY, nIncrease); + effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, nIncrease); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); + effect eLink = EffectLinkEffects(eStr, eDex); + eLink = EffectLinkEffects(eLink, eDur); + eLink = ExtraordinaryEffect(eLink); //:: Make effect extraordinary + + //effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE); + SignalEvent(oNPC, EventSpellCastAt(oNPC, SPELLABILITY_FEROCITY_3, FALSE)); + if (nCONMod > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oNPC, RoundsToSeconds(nDuration)); + //ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF) ; + } +} diff --git a/_module/nss/nw_s1_gazechaos.nss b/_module/nss/nw_s1_gazechaos.nss new file mode 100644 index 0000000..950ce62 --- /dev/null +++ b/_module/nss/nw_s1_gazechaos.nss @@ -0,0 +1,69 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Destroy Law +//:: NW_S1_GazeChaos +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save and are of Lawful alignment. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 13, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_LAWFUL) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DESTROY_LAW)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazecharm.nss b/_module/nss/nw_s1_gazecharm.nss new file mode 100644 index 0000000..e4a0622 --- /dev/null +++ b/_module/nss/nw_s1_gazecharm.nss @@ -0,0 +1,76 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Charm +//:: NW_S1_GazeCharm +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectCharmed(); + + effect eVis = EffectVisualEffect(VFX_IMP_CHARM); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE); + effect eLink = EffectLinkEffects(eDur, eVisDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + nDuration = GetScaledDuration(nDuration, oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_CHARM)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + eGaze = GetScaledEffect(eGaze, oTarget); + eLink = EffectLinkEffects(eLink, eGaze); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + + diff --git a/_module/nss/nw_s1_gazeconfu.nss b/_module/nss/nw_s1_gazeconfu.nss new file mode 100644 index 0000000..4add32f --- /dev/null +++ b/_module/nss/nw_s1_gazeconfu.nss @@ -0,0 +1,77 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Confusion +//:: NW_S1_GazeConfu +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectConfused(); + effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eLink = EffectLinkEffects(eDur, eVisDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_CONFUSION)); + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + eGaze = GetScaledEffect(eGaze, oTarget); + eLink = EffectLinkEffects(eLink, eGaze); + + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_gazedaze.nss b/_module/nss/nw_s1_gazedaze.nss new file mode 100644 index 0000000..f0a8c2d --- /dev/null +++ b/_module/nss/nw_s1_gazedaze.nss @@ -0,0 +1,74 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Daze +//:: NW_S1_GazeDaze +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDazed(); + effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eLink = EffectLinkEffects(eGaze, eVisDur); + eLink = EffectLinkEffects(eLink, eDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DAZE)); + + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazedeath.nss b/_module/nss/nw_s1_gazedeath.nss new file mode 100644 index 0000000..635ee53 --- /dev/null +++ b/_module/nss/nw_s1_gazedeath.nss @@ -0,0 +1,66 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Death +//:: NW_S1_GazeDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) || oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazedomn.nss b/_module/nss/nw_s1_gazedomn.nss new file mode 100644 index 0000000..56e56e0 --- /dev/null +++ b/_module/nss/nw_s1_gazedomn.nss @@ -0,0 +1,78 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Dominate +//:: NW_S1_GazeDomn +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDominated(); + effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED); + effect eLink = EffectLinkEffects(eDur, eVisDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DOMINATE)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(GetIsEnemy(oTarget)) + { + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + eGaze = GetScaledEffect(eGaze, oTarget); + eLink = EffectLinkEffects(eLink, eGaze); + + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazedoom.nss b/_module/nss/nw_s1_gazedoom.nss new file mode 100644 index 0000000..cb359b5 --- /dev/null +++ b/_module/nss/nw_s1_gazedoom.nss @@ -0,0 +1,74 @@ +//:://///////////////////////////////////////////// +//:: Gaze of Doom +//:: NW_S1_GazeDoom.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + If the target fails a save they recieve a -2 + penalty to all saves, attack rolls, damage and + skill checks for the duration of the spell. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 22, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eVis = EffectVisualEffect(VFX_IMP_DOOM); + effect eSaves = EffectSavingThrowDecrease(SAVING_THROW_ALL, 2); + effect eAttack = EffectAttackDecrease(2); + effect eDamage = EffectDamageDecrease(2); + effect eSkill = EffectSkillDecrease(SKILL_ALL_SKILLS, 2); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eAttack, eDamage); + eLink = EffectLinkEffects(eLink, eSaves); + eLink = EffectLinkEffects(eLink, eSkill); + eLink = EffectLinkEffects(eLink, eDur); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, GetSpellTargetLocation()); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(oTarget != oNPC) + { + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DOOM)); + //Spell Resistance and Saving throw + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC)) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, RoundsToSeconds(nDuration)); + } + } + } + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, GetSpellTargetLocation()); + } +} diff --git a/_module/nss/nw_s1_gazeevil.nss b/_module/nss/nw_s1_gazeevil.nss new file mode 100644 index 0000000..eb2a269 --- /dev/null +++ b/_module/nss/nw_s1_gazeevil.nss @@ -0,0 +1,70 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Deatroy Good +//:: NW_S1_GazeEvil +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 13, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_GOOD) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazefear.nss b/_module/nss/nw_s1_gazefear.nss new file mode 100644 index 0000000..333d85c --- /dev/null +++ b/_module/nss/nw_s1_gazefear.nss @@ -0,0 +1,74 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Fear +//:: NW_S1_GazeFear +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + nDuration = GetScaledDuration(nDuration , oTarget); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectFrightened(); + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eLink = EffectLinkEffects(eGaze, eVisDur); + eLink = EffectLinkEffects(eLink, eDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + nDuration = GetScaledDuration(nDuration , oTarget); + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_FEAR)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazegood.nss b/_module/nss/nw_s1_gazegood.nss new file mode 100644 index 0000000..6ce014d --- /dev/null +++ b/_module/nss/nw_s1_gazegood.nss @@ -0,0 +1,70 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Deatroy Evil +//:: NW_S1_GazeGood +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 13, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_EVIL) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazelaw.nss b/_module/nss/nw_s1_gazelaw.nss new file mode 100644 index 0000000..14a9401 --- /dev/null +++ b/_module/nss/nw_s1_gazelaw.nss @@ -0,0 +1,71 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Deatroy Chaos +//:: NW_S1_GazeLaw +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 13, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_CHAOTIC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DESTROY_LAW)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazestun.nss b/_module/nss/nw_s1_gazestun.nss new file mode 100644 index 0000000..8c44399 --- /dev/null +++ b/_module/nss/nw_s1_gazestun.nss @@ -0,0 +1,73 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Stun +//:: NW_S1_GazeStun +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectStunned(); + effect eVis = EffectVisualEffect(VFX_IMP_STUN); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eLink = EffectLinkEffects(eDur, eVisDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_STUNNED)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + eGaze = GetScaledEffect(eGaze, oTarget); + eLink = EffectLinkEffects(eLink, eGaze); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_golemgas.nss b/_module/nss/nw_s1_golemgas.nss new file mode 100644 index 0000000..6fb1495 --- /dev/null +++ b/_module/nss/nw_s1_golemgas.nss @@ -0,0 +1,41 @@ +//:://///////////////////////////////////////////// +//:: Golem Breath +//:: NW_S1_GolemGas +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Iron Golem spits out a cone of poison. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2001 +//::////////////////////////////////////////////// + +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + //Declare major variables + location lTargetLocation = GetSpellTargetLocation(); + object oTarget; + effect eCone = EffectPoison(POISON_IRON_GOLEM); + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_GOLEM_BREATH_GAS)); + //Determine effect delay + float fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + //Apply poison effect + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + + + diff --git a/_module/nss/nw_s1_hndbreath.nss b/_module/nss/nw_s1_hndbreath.nss new file mode 100644 index 0000000..e142797 --- /dev/null +++ b/_module/nss/nw_s1_hndbreath.nss @@ -0,0 +1,66 @@ +//:://///////////////////////////////////////////// +//:: Hell Hound Fire Breath +//:: NW_S1_HndBreath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of fire eminates from the hound. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nDamage = d6(2); + + float fDelay; + + location lTargetLocation = GetSpellTargetLocation(); + + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HELL_HOUND_FIREBREATH)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE); + + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + } +} + + + diff --git a/_module/nss/nw_s1_howlconf.nss b/_module/nss/nw_s1_howlconf.nss new file mode 100644 index 0000000..f9d770e --- /dev/null +++ b/_module/nss/nw_s1_howlconf.nss @@ -0,0 +1,67 @@ +//:://///////////////////////////////////////////// +//:: Howl: Confuse +//:: NW_S1_HowlConf +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 20ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + if(nDuration == 0) { nDuration = 1; } + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S); + effect eHowl = EffectConfused(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_CONFUSE)); + fDelay = GetDistanceToObject(oTarget)/10; + //Make a saving throw check + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_howldaze.nss b/_module/nss/nw_s1_howldaze.nss new file mode 100644 index 0000000..bd8e20c --- /dev/null +++ b/_module/nss/nw_s1_howldaze.nss @@ -0,0 +1,65 @@ +//:://///////////////////////////////////////////// +//:: Howl: Daze +//:: NW_S1_HowlDaze +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + if(nDuration == 0) { nDuration = 1; } + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S); + effect eHowl = EffectDazed(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_DAZE)); + fDelay = GetDistanceToObject(oTarget)/10; + //Make a saving throw check + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_howldeath.nss b/_module/nss/nw_s1_howldeath.nss new file mode 100644 index 0000000..5730647 --- /dev/null +++ b/_module/nss/nw_s1_howldeath.nss @@ -0,0 +1,59 @@ +//:://///////////////////////////////////////////// +//:: Howl: Death +//:: NW_S1_HowlDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_ODD); + effect eHowl = EffectDeath(); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_DEATH)); + fDelay = GetDistanceToObject(oTarget)/10; + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + //ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_howlfear.nss b/_module/nss/nw_s1_howlfear.nss new file mode 100644 index 0000000..13dcfaf --- /dev/null +++ b/_module/nss/nw_s1_howlfear.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Howl: Fear +//:: NW_S1_HowlFear +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + if(nDuration == 0) { nDuration = 1; } + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eHowl = EffectFrightened(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + fDelay = GetDistanceToObject(oTarget)/10; + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_FEAR)); + + //Make a saving throw check + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_howlparal.nss b/_module/nss/nw_s1_howlparal.nss new file mode 100644 index 0000000..b0ecd43 --- /dev/null +++ b/_module/nss/nw_s1_howlparal.nss @@ -0,0 +1,65 @@ +//:://///////////////////////////////////////////// +//:: Howl: Paralysis +//:: NW_S1_HowlParal +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + if(nDuration == 0) { nDuration = 1; } + + float fDelay; + + effect eHowl = EffectParalyze(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_ODD); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + fDelay = GetDistanceToObject(oTarget)/10; + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_PARALYSIS)); + + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_NONE, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_howlsonic.nss b/_module/nss/nw_s1_howlsonic.nss new file mode 100644 index 0000000..4de9768 --- /dev/null +++ b/_module/nss/nw_s1_howlsonic.nss @@ -0,0 +1,65 @@ +//:://///////////////////////////////////////////// +//:: Howl: Sonic +//:: NW_S1_HowlSonic +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDamage; + int nSonic = nHD/4; + if(nSonic == 0) { nSonic = 1; } + + effect eVis = EffectVisualEffect(VFX_IMP_SONIC); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_WAR_CRY); + + float fDelay; + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsFriend(oTarget) && oTarget != oNPC) + { + fDelay = GetDistanceToObject(oTarget)/20; + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_SONIC)); + nDamage = d6(nSonic); + //Make a saving throw check + if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SONIC, oNPC, fDelay)) + { + nDamage = nDamage / 2; + } + //Set damage effect + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_SONIC); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_howlstun.nss b/_module/nss/nw_s1_howlstun.nss new file mode 100644 index 0000000..962d9b9 --- /dev/null +++ b/_module/nss/nw_s1_howlstun.nss @@ -0,0 +1,66 @@ +//:://///////////////////////////////////////////// +//:: Howl: Stun +//:: NW_S1_HowlStun +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "NW_I0_SPELLS" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_STUN); + effect eHowl = EffectStunned(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + fDelay = GetDistanceToObject(oTarget)/10; + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_STUN)); + + //Make a saving throw check + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_krenscare.nss b/_module/nss/nw_s1_krenscare.nss new file mode 100644 index 0000000..7909916 --- /dev/null +++ b/_module/nss/nw_s1_krenscare.nss @@ -0,0 +1,61 @@ +//:://///////////////////////////////////////////// +//:: Krenshar Fear Stare +//:: NW_S1_KrenScare +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Causes those in the gaze to be struck with fear +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 8, 2002 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nMetaMagic = PRCGetMetaMagicFeat(); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eFear = EffectFrightened(); + effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + //Link the fear and mind effects + effect eLink = EffectLinkEffects(eFear, eMind); + eLink = EffectLinkEffects(eLink, eDur); + + + //Get first target in the spell cone + oTarget = GetFirstObjectInShape(SHAPE_CONE, 10.0, GetSpellTargetLocation(), TRUE); + while(GetIsObjectValid(oTarget)) + { + //Make faction check + if(GetIsEnemy(oTarget)) + { + fDelay = GetDistanceToObject(oTarget)/20; + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_KRENSHAR_SCARE)); + //Make a will save + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) + { + //Apply the linked effects and the VFX impact + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in the spell cone + oTarget = GetNextObjectInShape(SHAPE_CONE, 10.0, GetSpellTargetLocation(), TRUE); + } +} diff --git a/_module/nss/nw_s1_mephsalt.nss b/_module/nss/nw_s1_mephsalt.nss new file mode 100644 index 0000000..03b0b97 --- /dev/null +++ b/_module/nss/nw_s1_mephsalt.nss @@ -0,0 +1,63 @@ +//:://///////////////////////////////////////////// +//:: Salt Mephit Breath +//:: NW_S1_MephSalt +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Salt Mephit shoots out a bolt of corrosive material + that causes 1d4 damage and reduces AC and Attack by 2 + + This should be a cone - Jaysyn +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nDamage = d4(); + + effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); + effect eBolt, eAttack, eAC; + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ACID); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nDamage == 0) {nTouch = 0;} + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MEPHIT_SALT_BREATH)); + + //Set damage, AC mod and attack mod effects + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ACID); + eAC = EffectACDecrease(2); + eAttack = EffectAttackDecrease(2); + effect eLink = EffectLinkEffects(eAttack, eAC); + eLink = EffectLinkEffects(eLink, eDur); + + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_mephsteam.nss b/_module/nss/nw_s1_mephsteam.nss new file mode 100644 index 0000000..9b46d89 --- /dev/null +++ b/_module/nss/nw_s1_mephsteam.nss @@ -0,0 +1,67 @@ +//:://///////////////////////////////////////////// +//:: Steam Mephit Breath +//:: NW_S1_MephSteam +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Steam Mephit shoots out a bolt of steam + that causes 1d4 damage and reduces AC by 4 + and Attack by 2 + + This should be a cone - Jaysyn +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nDamage = d4(); + + + effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); + effect eBolt, eAttack, eAC; + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nDamage == 0) {nTouch = 0;} + + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MEPHIT_STEAM_BREATH)); + + //Set damage, AC mod and attack mod effects + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + eAC = EffectACDecrease(4); + eAttack = EffectAttackDecrease(2); + effect eLink = EffectLinkEffects(eAC, eAttack); + eLink = EffectLinkEffects(eLink, eDur); + + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_mumundead.nss b/_module/nss/nw_s1_mumundead.nss new file mode 100644 index 0000000..f11db57 --- /dev/null +++ b/_module/nss/nw_s1_mumundead.nss @@ -0,0 +1,53 @@ +//:://///////////////////////////////////////////// +//:: Bolster Undead +//:: NW_S1_MumUndead +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This spell increases the Turn Resistance of + all undead around the caster by an amount + scaled with HD. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nScaling = nHD / 4; + + if(nScaling == 0) {nScaling = 1;} + + float fDelay; + + effect eTurn = EffectTurnResistanceIncrease(nScaling); + effect eVis = EffectVisualEffect(VFX_IMP_HEAD_EVIL); + effect eImpact = EffectVisualEffect(VFX_FNF_LOS_EVIL_30); + + ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetLocation(oNPC)); + + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(GetIsFriend(oTarget)) + { + fDelay = GetRandomDelay(); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MUMMY_BOLSTER_UNDEAD, FALSE)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eTurn, oTarget, RoundsToSeconds(10))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} diff --git a/_module/nss/nw_s1_pulschrdr.nss b/_module/nss/nw_s1_pulschrdr.nss new file mode 100644 index 0000000..b55902c --- /dev/null +++ b/_module/nss/nw_s1_pulschrdr.nss @@ -0,0 +1,73 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Charisma Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_CHARISMA)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_CHARISMA, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulscold.nss b/_module/nss/nw_s1_pulscold.nss new file mode 100644 index 0000000..c5ff7d2 --- /dev/null +++ b/_module/nss/nw_s1_pulscold.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Cold +//:: NW_S1_PulsCold +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage = d6(nHD); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_COLD); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_COLD)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_COLD); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulscondr.nss b/_module/nss/nw_s1_pulscondr.nss new file mode 100644 index 0000000..bfdbfcf --- /dev/null +++ b/_module/nss/nw_s1_pulscondr.nss @@ -0,0 +1,71 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Constitution Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_CONSTITUTION)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_CONSTITUTION, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsdeath.nss b/_module/nss/nw_s1_pulsdeath.nss new file mode 100644 index 0000000..7c949d1 --- /dev/null +++ b/_module/nss/nw_s1_pulsdeath.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Death +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + effect eHowl = EffectDeath(); + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + if(oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_DEATH)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulsdexdr.nss b/_module/nss/nw_s1_pulsdexdr.nss new file mode 100644 index 0000000..d29872a --- /dev/null +++ b/_module/nss/nw_s1_pulsdexdr.nss @@ -0,0 +1,70 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Dexterity Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_DEXTERITY)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_DEXTERITY, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsdis.nss b/_module/nss/nw_s1_pulsdis.nss new file mode 100644 index 0000000..f81568c --- /dev/null +++ b/_module/nss/nw_s1_pulsdis.nss @@ -0,0 +1,85 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Disease +//:: NW_S1_PulsDis +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of disease spreads out from the creature + and infects all those within 10ft +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Aug 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nRacial = MyPRCGetRacialType(oNPC); + int nHD = GetHitDice(oNPC); + int nDamage = d6(nHD); + int nDisease; + + float fDelay; + + effect eDisease; + effect ePulse = EffectVisualEffect(266); + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE); + + ApplyEffectAtLocation(DURATION_TYPE_INSTANT, ePulse, GetLocation(oNPC)); + + //Determine the disease type based on the Racial Type + switch (nRacial) + { + case RACIAL_TYPE_VERMIN: + nDisease = DISEASE_VERMIN_MADNESS; + break; + case RACIAL_TYPE_UNDEAD: + nDisease = DISEASE_FILTH_FEVER; + break; + case RACIAL_TYPE_OUTSIDER: + nDisease = DISEASE_DEMON_FEVER; + break; + case RACIAL_TYPE_MAGICAL_BEAST: + nDisease = DISEASE_SOLDIER_SHAKES; + break; + case RACIAL_TYPE_ABERRATION: + nDisease = DISEASE_BLINDING_SICKNESS; + break; + default: + nDisease = DISEASE_MINDFIRE; + break; + } + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_DISEASE)); + //Determine effect delay + fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + eDisease = EffectDisease(nDisease); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDisease, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulselec.nss b/_module/nss/nw_s1_pulselec.nss new file mode 100644 index 0000000..2f85614 --- /dev/null +++ b/_module/nss/nw_s1_pulselec.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Lightning +//:: NW_S0_CallLghtn.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + All creatures within 10ft of the creature take + 1d6 per HD up to 10d6 +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2001 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); + effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNPC, BODY_NODE_CHEST); + effect eHowl = EffectVisualEffect(VFX_IMP_PULSE_COLD); + + DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eHowl, GetLocation(oNPC))); + + float fDelay; + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_LIGHTNING)); + //Roll the damage + nDamage = d6(nHD); + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget, 0.5)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsfire.nss b/_module/nss/nw_s1_pulsfire.nss new file mode 100644 index 0000000..9270aa9 --- /dev/null +++ b/_module/nss/nw_s1_pulsfire.nss @@ -0,0 +1,69 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Fire +//:: NW_S1_PulsFire +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_FIRE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != OBJECT_SELF) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_FIRE)); + //Roll the damage + nDamage = d6(nHD); + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE); + //Determine effect delay + fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF)); + } +} + + diff --git a/_module/nss/nw_s1_pulsholy.nss b/_module/nss/nw_s1_pulsholy.nss new file mode 100644 index 0000000..20ae463 --- /dev/null +++ b/_module/nss/nw_s1_pulsholy.nss @@ -0,0 +1,89 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Holy +//:: NW_S1_PulsHoly +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. Undead are damaged, allies are healed. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M); + effect eVis2 = EffectVisualEffect(VFX_IMP_SUNSTRIKE); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_HOLY); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Roll the amount to heal or damage + nDamage = d4(nHD); + //If the target is not undead + if (MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD) + { + //Make a faction check + if(oTarget != oNPC) + { + if(GetIsFriend(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY, FALSE)); + //Set heal effect + eHowl = EffectHeal(nDamage); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + else + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_DIVINE); + //Set damage effect + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE) ; + if(nDamage > 0) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY)); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsintdr.nss b/_module/nss/nw_s1_pulsintdr.nss new file mode 100644 index 0000000..8558364 --- /dev/null +++ b/_module/nss/nw_s1_pulsintdr.nss @@ -0,0 +1,72 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Intelligence Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_INTELLIGENCE)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_INTELLIGENCE, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF)); + } +} + diff --git a/_module/nss/nw_s1_pulslvldr.nss b/_module/nss/nw_s1_pulslvldr.nss new file mode 100644 index 0000000..f65e073 --- /dev/null +++ b/_module/nss/nw_s1_pulslvldr.nss @@ -0,0 +1,62 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Level Drain +//:: NW_S1_PulsLvlDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetLocation(oNPC)); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + fDelay = GetSpellEffectDelay(GetLocation(oNPC), oTarget)/20; + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Apply the VFX impact and effects + eHowl = EffectNegativeLevel(1); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsneg.nss b/_module/nss/nw_s1_pulsneg.nss new file mode 100644 index 0000000..9bfa749 --- /dev/null +++ b/_module/nss/nw_s1_pulsneg.nss @@ -0,0 +1,87 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Negative +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. Undead are healed. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M); + effect eVis2 = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Roll the amount to heal or damage + nDamage = d4(nHD); + //If the target is undead + if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD) + { + //Make a faction check + if(GetIsFriend(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY, FALSE)); + //Set heal effect + eHowl = EffectHeal(nDamage); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + else + { + if(!GetIsReactionTypeFriendly(oTarget) && MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD) + { + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE); + //Set damage effect + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_NEGATIVE); + if(nDamage > 0) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY)); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget)); + } + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} diff --git a/_module/nss/nw_s1_pulspois.nss b/_module/nss/nw_s1_pulspois.nss new file mode 100644 index 0000000..252ae3a --- /dev/null +++ b/_module/nss/nw_s1_pulspois.nss @@ -0,0 +1,138 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Poison +//:: NW_S1_PulsPois +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. All who make a reflex save are not + poisoned. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 23, 2000 +//::////////////////////////////////////////////// +#include "prc_inc_racial" +//#include "wm_include" + +void main() +{ +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nRacial = MyPRCGetRacialType(oNPC); + int nPoison; + + float fDelay; + + effect ePoison; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE); + + //Determine the poison type based on the Racial Type and HD + switch (nRacial) + { + case RACIAL_TYPE_OUTSIDER: + if (nHD <= 9) + { + nPoison = POISON_QUASIT_VENOM; + } + else if (nHD > 9 && nHD < 13) + { + nPoison = POISON_BEBILITH_VENOM; + } + else if (nHD >= 13) + { + nPoison = POISON_PIT_FIEND_ICHOR; + } + break; + case RACIAL_TYPE_VERMIN: + if (nHD < 3) + { + nPoison = POISON_TINY_SPIDER_VENOM; + } + else if (nHD <= 3 && nHD < 6) + { + nPoison = POISON_SMALL_SPIDER_VENOM; + } + else if (nHD <= 6 && nHD < 9) + { + nPoison = POISON_MEDIUM_SPIDER_VENOM; + } + else if (nHD <= 9 && nHD < 12) + { + nPoison = POISON_LARGE_SPIDER_VENOM; + } + else if (nHD <= 12 && nHD < 15) + { + nPoison = POISON_HUGE_SPIDER_VENOM; + } + else if (nHD <= 15 && nHD < 18) + { + nPoison = POISON_GARGANTUAN_SPIDER_VENOM; + } + else if (nHD >= 18) + { + nPoison = POISON_COLOSSAL_SPIDER_VENOM; + } + break; + default: + if (nHD < 3) + { + nPoison = POISON_NIGHTSHADE; + } + else if (nHD <= 3 && nHD < 6) + { + nPoison = POISON_BLADE_BANE; + } + else if (nHD <= 6 && nHD < 9) + { + nPoison = POISON_BLOODROOT; + } + else if (nHD <= 9 && nHD < 12) + { + nPoison = POISON_LARGE_SPIDER_VENOM; + } + else if (nHD <= 12 && nHD < 15) + { + nPoison = POISON_LICH_DUST; + } + else if (nHD <= 15 && nHD < 18) + { + nPoison = POISON_DARK_REAVER_POWDER; + } + else if (nHD >= 18 ) + { + nPoison = POISON_BLACK_LOTUS_EXTRACT; + } + break; + } + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_POISON)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + ePoison = EffectPoison(nPoison); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulsspore.nss b/_module/nss/nw_s1_pulsspore.nss new file mode 100644 index 0000000..7e9e34d --- /dev/null +++ b/_module/nss/nw_s1_pulsspore.nss @@ -0,0 +1,50 @@ +//:://///////////////////////////////////////////// +//:: Vrock Spores +//:: NW_S1_PulsSpore +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of disease spreads out from the creature + and infects all those within 10ft +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 8, 2002 +//::////////////////////////////////////////////// +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + float fDelay; + effect eDisease; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_DISEASE)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + eDisease = EffectDisease(DISEASE_SOLDIER_SHAKES); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDisease, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(oNPC)); + } +} diff --git a/_module/nss/nw_s1_pulsstrdr.nss b/_module/nss/nw_s1_pulsstrdr.nss new file mode 100644 index 0000000..5f88eab --- /dev/null +++ b/_module/nss/nw_s1_pulsstrdr.nss @@ -0,0 +1,71 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Strength Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_STRENGTH)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_STRENGTH, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulswind.nss b/_module/nss/nw_s1_pulswind.nss new file mode 100644 index 0000000..0572407 --- /dev/null +++ b/_module/nss/nw_s1_pulswind.nss @@ -0,0 +1,51 @@ +//:://///////////////////////////////////////////// +//:: Pulse Whirlwind +//:: NW_S1_PulsWind +//:: Copyright (c) 2001 Bioware Corp. +//:://///////////////////////////////////////////// +/* + All those that fail a save are knocked + down by the elemental whirlwind. +*/ +//:://///////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 8, 2002 +//:://///////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nSTRMod = GetAbilityModifier(ABILITY_STRENGTH, oNPC); + int nDC = 10 +nSTRMod+ (nHD/2); + + effect eDown = EffectKnockdown(); + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_WIND); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDown, oTarget, 5.0); + } + //Get next target in spell area + } + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} diff --git a/_module/nss/nw_s1_pulswisdr.nss b/_module/nss/nw_s1_pulswisdr.nss new file mode 100644 index 0000000..b1bf68c --- /dev/null +++ b/_module/nss/nw_s1_pulswisdr.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Wisdom Drain +//:: NW_S1_PulsWisDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(OBJECT_SELF)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_WISDOM)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_WISDOM, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(OBJECT_SELF)); + } +} + diff --git a/_module/nss/nw_s1_smokeclaw.nss b/_module/nss/nw_s1_smokeclaw.nss new file mode 100644 index 0000000..6db3666 --- /dev/null +++ b/_module/nss/nw_s1_smokeclaw.nss @@ -0,0 +1,64 @@ +//:://///////////////////////////////////////////// +//:: Smoke Claws +//:: NW_S1_SmokeClaw +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + If a Belker succeeds at a touch attack the + target breaths in part of the Belker and suffers + 3d4 damage per round until a Fortitude save is + made. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 23 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + + int bSave = FALSE; + + effect eVis = EffectVisualEffect(VFX_COM_BLOOD_REG_RED); + effect eSmoke; + float fDelay = 0.0; + + //Make a touch attack + if(TouchAttackMelee(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Make a saving throw check + while (bSave == FALSE) + { + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE, oNPC, fDelay)) + { + bSave = TRUE; + } + else + { + //Set damage + eSmoke = EffectDamage(d4(3)); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eSmoke, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + //Increment the delay + fDelay = fDelay + 6.0; + } + } + } + } +} diff --git a/_module/nss/nw_s1_stink_a.nss b/_module/nss/nw_s1_stink_a.nss new file mode 100644 index 0000000..67652dd --- /dev/null +++ b/_module/nss/nw_s1_stink_a.nss @@ -0,0 +1,57 @@ +//:://///////////////////////////////////////////// +//:: Stinking Cloud On Enter +//:: NW_S1_Stink_A.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Those within the area of effect must make a + fortitude save or be dazed. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 17, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); //Get the first object in the persistant area + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + + effect eStink = EffectDazed(); + effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eMind, eStink); + eLink = EffectLinkEffects(eLink, eDur); + + effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S); + + float fDelay; + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + if(MyPRCGetRacialType(oTarget) != RACIAL_TYPE_VERMIN) + { + if(GetIsEnemy(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_STINKING_CLOUD)); + //Make a Fort Save + if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_POISON)) + { + fDelay = GetRandomDelay(0.25, 1.0); + //Apply the VFX impact and linked effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2))); + } + } + } +} diff --git a/_module/nss/nw_s1_tyrantfga.nss b/_module/nss/nw_s1_tyrantfga.nss new file mode 100644 index 0000000..a2752cb --- /dev/null +++ b/_module/nss/nw_s1_tyrantfga.nss @@ -0,0 +1,56 @@ +//:://///////////////////////////////////////////// +//:: Tyrant Fog Zombie Mist Heartbeat +//:: NW_S1_TyrantFgA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creatures entering the area around the zombie + must save or take 1 point of Constitution + damage. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + int bAbsent = TRUE; + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + effect eTest; + effect eCon = EffectAbilityDecrease(ABILITY_CONSTITUTION, 1); + eCon = ExtraordinaryEffect(eCon); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eCon, eDur); + + if(!GetHasSpellEffect(SPELLABILITY_TYRANT_FOG_MIST, oTarget)) + { + if(bAbsent == TRUE) + { + if(GetIsEnemy(oTarget, oNPC)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_TYRANT_FOG_MIST)); + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_POISON)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(5)); + } + } + } + } +} diff --git a/_module/nss/nw_s1_tyrantfog.nss b/_module/nss/nw_s1_tyrantfog.nss new file mode 100644 index 0000000..e3ab9e6 --- /dev/null +++ b/_module/nss/nw_s1_tyrantfog.nss @@ -0,0 +1,25 @@ +//:://///////////////////////////////////////////// +//:: Tyrant Fog Zombie Mist +//:: NW_S1_TyrantFog.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creatures entering the area around the zombie + must save or take 1 point of Constitution + damage. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + + //Declare and apply the AOE + effect eAOE = EffectAreaOfEffect(AOE_MOB_TYRANT_FOG); + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100)); +} diff --git a/_module/nss/nw_s2_divprot.nss b/_module/nss/nw_s2_divprot.nss new file mode 100644 index 0000000..fff40ab --- /dev/null +++ b/_module/nss/nw_s2_divprot.nss @@ -0,0 +1,45 @@ +//:://///////////////////////////////////////////// +//:: Divine Protection +//:: NW_S2_DivProt.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Makes the target creature invisible to hostile + creatures unless they make a Will Save to ignore + the Sanctuary Effect +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 8, 2002 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + effect eVis = EffectVisualEffect(VFX_DUR_SANCTUARY); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); + int nDC = 10 + GetAbilityModifier(ABILITY_CHARISMA) + GetLevelByTypeDivine(oNPC); + effect eSanc = EffectSanctuary(nDC); + + effect eLink = EffectLinkEffects(eVis, eSanc); + eLink = EffectLinkEffects(eLink, eDur); + //Fire cast spell at event for the specified target + SignalEvent(OBJECT_SELF, EventSpellCastAt(oNPC, SPELLABILITY_DIVINE_PROTECTION, FALSE)); + + int nDuration = GetLevelByTypeDivine(oNPC); + //Enter Metamagic conditions + int nMetaMagic = PRCGetMetaMagicFeat(); + if (nMetaMagic == METAMAGIC_EXTEND) + { + nDuration = nDuration *2; //Duration is +100% + } + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); +} + diff --git a/_module/nss/nw_s3_balordeth.nss b/_module/nss/nw_s3_balordeth.nss new file mode 100644 index 0000000..96d0afb --- /dev/null +++ b/_module/nss/nw_s3_balordeth.nss @@ -0,0 +1,62 @@ +// HCR v3.2.0 - Execute default death script after fireball effects is complete. +//:://////////////////////////////////////////////////////////////////////////// +//:: FileName: NW_S3_BALORDETH +//:://////////////////////////////////////////////////////////////////////////// +/* + Fireball explosion does 50 damage to all within 20ft. +*/ +//:://////////////////////////////////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 9, 2002 +//:://////////////////////////////////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//:://////////////////////////////////////////////////////////////////////////// +void main() +{ + // Declare major variables. + int nMetaMagic = PRCGetMetaMagicFeat(); + int nDamage; + float fDelay; + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M); + effect eDam; + + // Apply the fireball explosion. + effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL); + location lTarget = GetLocation(OBJECT_SELF); + ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget); + + // Cycle through the targets until an invalid object is captured. + object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR); + while (GetIsObjectValid(oTarget)) + { + // Fire cast spell at event for the specified target. + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL)); + + // Calculate delay based on distance between explosion and the target. + fDelay = (GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20); + if (!PRCDoResistSpell(OBJECT_SELF, oTarget, FloatToInt(fDelay))) + { + // Adjust damage based on Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(50, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE); + if (nDamage > 0) + { + // Apply effects to the currently selected target. + eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); + + // This visual effect is applied to the target object not the + // location as above. This visual effect represents the flame that + // erupts on the target not on the ground. + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + + // Select the next target. + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR); + } + + // HCR 3.0 - Call default death script. + ExecuteScript("nw_c2_default7", OBJECT_SELF); +} +//:://////////////////////////////////////////////////////////////////////////// diff --git a/_module/nss/oldmanhb.nss b/_module/nss/oldmanhb.nss new file mode 100644 index 0000000..f64a2cf --- /dev/null +++ b/_module/nss/oldmanhb.nss @@ -0,0 +1,100 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } +} diff --git a/_module/nss/onentermod.nss b/_module/nss/onentermod.nss new file mode 100644 index 0000000..a841412 --- /dev/null +++ b/_module/nss/onentermod.nss @@ -0,0 +1,4 @@ +void main() +{ +AddJournalQuestEntry("Category000", 1, GetEnteringObject()); +} diff --git a/_module/nss/openbannerstore.nss b/_module/nss/openbannerstore.nss new file mode 100644 index 0000000..5d37839 --- /dev/null +++ b/_module/nss/openbannerstore.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: FileName openmagicstore +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 8:02:08 PM +//::////////////////////////////////////////////// +void main() +{ + + // Either open the store with that tag or let the user know that no store exists. + object oStore = GetNearestObjectByTag("NW_STOROUTPOST"); + if(GetObjectType(oStore) == OBJECT_TYPE_STORE) + OpenStore(oStore, GetLastUsedBy()); + else + ActionSpeakStringByStrRef(53090, TALKVOLUME_TALK); +} diff --git a/_module/nss/opengeneralstore.nss b/_module/nss/opengeneralstore.nss new file mode 100644 index 0000000..61e4449 --- /dev/null +++ b/_module/nss/opengeneralstore.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: FileName openmagicstore +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 8:02:08 PM +//::////////////////////////////////////////////// +void main() +{ + + // Either open the store with that tag or let the user know that no store exists. + object oStore = GetNearestObjectByTag("REGULARSTORE"); + if(GetObjectType(oStore) == OBJECT_TYPE_STORE) + OpenStore(oStore, GetPCSpeaker()); + else + ActionSpeakStringByStrRef(53090, TALKVOLUME_TALK); +} diff --git a/_module/nss/openmagicstore.nss b/_module/nss/openmagicstore.nss new file mode 100644 index 0000000..e17ea11 --- /dev/null +++ b/_module/nss/openmagicstore.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: FileName openmagicstore +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 8:02:08 PM +//::////////////////////////////////////////////// +void main() +{ + + // Either open the store with that tag or let the user know that no store exists. + object oStore = GetNearestObjectByTag("HIGHSTORE"); + if(GetObjectType(oStore) == OBJECT_TYPE_STORE) + OpenStore(oStore, GetPCSpeaker()); + else + ActionSpeakStringByStrRef(53090, TALKVOLUME_TALK); +} diff --git a/_module/nss/opennaturestore.nss b/_module/nss/opennaturestore.nss new file mode 100644 index 0000000..a73995a --- /dev/null +++ b/_module/nss/opennaturestore.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: FileName openmagicstore +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 8:02:08 PM +//::////////////////////////////////////////////// +void main() +{ + + // Either open the store with that tag or let the user know that no store exists. + object oStore = GetNearestObjectByTag("NW_STORENATU003"); + if(GetObjectType(oStore) == OBJECT_TYPE_STORE) + OpenStore(oStore, GetPCSpeaker()); + else + ActionSpeakStringByStrRef(53090, TALKVOLUME_TALK); +} diff --git a/_module/nss/orcguards_hb.nss b/_module/nss/orcguards_hb.nss new file mode 100644 index 0000000..d64a6be --- /dev/null +++ b/_module/nss/orcguards_hb.nss @@ -0,0 +1,112 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + object oOrc = GetObjectByTag("OrcGuard"); + if(GetLocalInt(oOrc, "nOrcsLeave") == 1) + { + ActionMoveToObject(GetObjectByTag("WP_CaveEntrance")); + } + + if(GetDistanceToObject(GetObjectByTag("WP_CaveEntrance")) < 2.0f) + { + DestroyObject(OBJECT_SELF); + } + +} diff --git a/_module/nss/orcsleave.nss b/_module/nss/orcsleave.nss new file mode 100644 index 0000000..55b9ddf --- /dev/null +++ b/_module/nss/orcsleave.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName orcsleave +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/24/2002 11:15:54 AM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(OBJECT_SELF, "nOrcsLeave", 1); + +} diff --git a/_module/nss/pathfinding.nss b/_module/nss/pathfinding.nss new file mode 100644 index 0000000..ba17458 --- /dev/null +++ b/_module/nss/pathfinding.nss @@ -0,0 +1,154 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. +// 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(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Primary NPC selecting a random pathway +// Walk to Primary NPC selecting a random pathway + + ActionMoveToObject(GetObjectByTag("ai_horde001")); +int nPath; +nPath = d6(); + +switch(nPath) + { + case 1: + ActionMoveToObject(GetObjectByTag("ai_horde003")); + ActionMoveToObject(GetObjectByTag("ai_horde007")); + ActionMoveToObject(GetObjectByTag("ai_horde010")); + break; + case 2: + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde022")); + ActionMoveToObject(GetObjectByTag("ai_horde007")); + ActionMoveToObject(GetObjectByTag("ai_horde010")); + break; + case 3: + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde022")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + break; + case 4: + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde023")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + break; + case 5: + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde023")); + ActionMoveToObject(GetObjectByTag("ai_horde009")); + ActionMoveToObject(GetObjectByTag("ai_horde012")); + break; + case 6: + ActionMoveToObject(GetObjectByTag("ai_horde006")); + ActionMoveToObject(GetObjectByTag("ai_horde009")); + ActionMoveToObject(GetObjectByTag("ai_horde012")); + break; + } + +nPath = d4(); + +switch(nPath) + { + case 1: + ActionMoveToObject(GetObjectByTag("ai_horde013")); + ActionMoveToObject(GetObjectByTag("ai_horde014")); + ActionMoveToObject(GetObjectByTag("ai_horde018")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + case 2: + ActionMoveToObject(GetObjectByTag("ai_horde015")); + ActionMoveToObject(GetObjectByTag("ai_horde014")); + ActionMoveToObject(GetObjectByTag("ai_horde018")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + case 3: + ActionMoveToObject(GetObjectByTag("ai_horde015")); + ActionMoveToObject(GetObjectByTag("ai_horde016")); + ActionMoveToObject(GetObjectByTag("ai_horde020")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + case 4: + ActionMoveToObject(GetObjectByTag("ai_horde017")); + ActionMoveToObject(GetObjectByTag("ai_horde016")); + ActionMoveToObject(GetObjectByTag("ai_horde020")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + } +} + + diff --git a/_module/nss/pathfinding2.nss b/_module/nss/pathfinding2.nss new file mode 100644 index 0000000..efe9d8e --- /dev/null +++ b/_module/nss/pathfinding2.nss @@ -0,0 +1,154 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. +// 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(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Primary NPC selecting a random pathway +// Walk to Primary NPC selecting a random pathway + + ActionMoveToObject(GetObjectByTag("ai_horde002")); +int nPath; +nPath = d6(); + +switch(nPath) + { + case 1: + ActionMoveToObject(GetObjectByTag("ai_horde003")); + ActionMoveToObject(GetObjectByTag("ai_horde007")); + ActionMoveToObject(GetObjectByTag("ai_horde010")); + break; + case 2: + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde022")); + ActionMoveToObject(GetObjectByTag("ai_horde007")); + ActionMoveToObject(GetObjectByTag("ai_horde010")); + break; + case 3: + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde022")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + break; + case 4: + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde023")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + break; + case 5: + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde023")); + ActionMoveToObject(GetObjectByTag("ai_horde009")); + ActionMoveToObject(GetObjectByTag("ai_horde012")); + break; + case 6: + ActionMoveToObject(GetObjectByTag("ai_horde006")); + ActionMoveToObject(GetObjectByTag("ai_horde009")); + ActionMoveToObject(GetObjectByTag("ai_horde012")); + break; + } + +nPath = d4(); + +switch(nPath) + { + case 1: + ActionMoveToObject(GetObjectByTag("ai_horde013")); + ActionMoveToObject(GetObjectByTag("ai_horde014")); + ActionMoveToObject(GetObjectByTag("ai_horde018")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + case 2: + ActionMoveToObject(GetObjectByTag("ai_horde015")); + ActionMoveToObject(GetObjectByTag("ai_horde014")); + ActionMoveToObject(GetObjectByTag("ai_horde018")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + case 3: + ActionMoveToObject(GetObjectByTag("ai_horde015")); + ActionMoveToObject(GetObjectByTag("ai_horde016")); + ActionMoveToObject(GetObjectByTag("ai_horde020")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + case 4: + ActionMoveToObject(GetObjectByTag("ai_horde017")); + ActionMoveToObject(GetObjectByTag("ai_horde016")); + ActionMoveToObject(GetObjectByTag("ai_horde020")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + } +} + + diff --git a/_module/nss/pathfinding3.nss b/_module/nss/pathfinding3.nss new file mode 100644 index 0000000..c7730f1 --- /dev/null +++ b/_module/nss/pathfinding3.nss @@ -0,0 +1,165 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. +// 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(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Primary NPC selecting a random pathway +// Walk to Primary NPC selecting a random pathway + +int nPath; +nPath = d2(); + +switch(nPath) + { + case 1: + ActionMoveToObject(GetObjectByTag("ai_horde001")); + break; + case 2: + ActionMoveToObject(GetObjectByTag("ai_horde002")); + break; + } + +nPath = d6(); + +switch(nPath) + { + case 1: + ActionMoveToObject(GetObjectByTag("ai_horde003")); + ActionMoveToObject(GetObjectByTag("ai_horde007")); + ActionMoveToObject(GetObjectByTag("ai_horde010")); + break; + case 2: + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde022")); + ActionMoveToObject(GetObjectByTag("ai_horde007")); + ActionMoveToObject(GetObjectByTag("ai_horde010")); + break; + case 3: + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde022")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + break; + case 4: + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde023")); + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + break; + case 5: + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde023")); + ActionMoveToObject(GetObjectByTag("ai_horde009")); + ActionMoveToObject(GetObjectByTag("ai_horde012")); + break; + case 6: + ActionMoveToObject(GetObjectByTag("ai_horde006")); + ActionMoveToObject(GetObjectByTag("ai_horde009")); + ActionMoveToObject(GetObjectByTag("ai_horde012")); + break; + } + +nPath = d4(); + +switch(nPath) + { + case 1: + ActionMoveToObject(GetObjectByTag("ai_horde013")); + ActionMoveToObject(GetObjectByTag("ai_horde014")); + ActionMoveToObject(GetObjectByTag("ai_horde018")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + case 2: + ActionMoveToObject(GetObjectByTag("ai_horde015")); + ActionMoveToObject(GetObjectByTag("ai_horde014")); + ActionMoveToObject(GetObjectByTag("ai_horde018")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + case 3: + ActionMoveToObject(GetObjectByTag("ai_horde015")); + ActionMoveToObject(GetObjectByTag("ai_horde016")); + ActionMoveToObject(GetObjectByTag("ai_horde020")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + case 4: + ActionMoveToObject(GetObjectByTag("ai_horde017")); + ActionMoveToObject(GetObjectByTag("ai_horde016")); + ActionMoveToObject(GetObjectByTag("ai_horde020")); + ActionMoveToObject(GetObjectByTag("ai_horde019")); + ActionMoveToObject(GetObjectByTag("ai_horde021")); + break; + } +} + + diff --git a/_module/nss/pathfindingrun.nss b/_module/nss/pathfindingrun.nss new file mode 100644 index 0000000..f883449 --- /dev/null +++ b/_module/nss/pathfindingrun.nss @@ -0,0 +1,139 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. +// 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(2); //* Use this to create a small amount of treasure on the creature + + +// Modified By: Dalantriel Jul 22, 2002 +// Run to Primary NPC selecting a random pathway + int npathchoice = d2(); + if(npathchoice == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde000"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde001"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde002"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde004"), TRUE); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde000"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde001"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde003"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde006"), TRUE); + } + + int npathchoice2 = d3(); + if(npathchoice2 == 1) + { + ActionMoveToObject(GetObjectByTag("ai_horde007"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde009"), TRUE); + } + if(npathchoice2 == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde005"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde010"), TRUE); + } + if(npathchoice2 == 3) + { + ActionMoveToObject(GetObjectByTag("ai_horde008"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde011"), TRUE); + } + + int npathchoice3 = d2(); + if(npathchoice3 == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde020"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde012"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde014"), TRUE); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde021"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde013"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde016"), TRUE); + } + + ActionMoveToObject(GetObjectByTag("ai_horde015"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde017"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde018"), TRUE); + + int npathchoice4 = d10(); + if(npathchoice4 << 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde019"), TRUE); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde018"), TRUE); + } +} + + diff --git a/_module/nss/pay100.nss b/_module/nss/pay100.nss new file mode 100644 index 0000000..f16599b --- /dev/null +++ b/_module/nss/pay100.nss @@ -0,0 +1,9 @@ +//:: FileName pay100 +// PC pays 100 gp to NPC + +void main() +{ + + // Remove some gold from the player + TakeGoldFromCreature(100, GetPCSpeaker(), TRUE); +} diff --git a/_module/nss/pay200.nss b/_module/nss/pay200.nss new file mode 100644 index 0000000..f063c93 --- /dev/null +++ b/_module/nss/pay200.nss @@ -0,0 +1,9 @@ +//:: FileName pay200 +// PC pays 200 gp to NPC + +void main() +{ + + // Remove some gold from the player + TakeGoldFromCreature(200, GetPCSpeaker(), TRUE); +} diff --git a/_module/nss/payforhench.nss b/_module/nss/payforhench.nss new file mode 100644 index 0000000..1b1ec5f --- /dev/null +++ b/_module/nss/payforhench.nss @@ -0,0 +1,10 @@ +// * script: pay100 +// * Removes 100 gp from PC. +// Use in [Actions Taken] tab of PC hiring dialog line. + +void main() +{ +TakeGoldFromCreature(150, GetPCSpeaker(), TRUE); +} + + diff --git a/_module/nss/pcbanner1.nss b/_module/nss/pcbanner1.nss new file mode 100644 index 0000000..96f5a9c --- /dev/null +++ b/_module/nss/pcbanner1.nss @@ -0,0 +1,29 @@ +/* + Series of scripts: 1-10 + Upon death of PC banner, spawn in Horde Banner + Scripts 1-5 also burn the neighbouring house + Created By: Dalantriel Jul 22, 2002 +*/ + + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner001", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + loc = GetLocation(GetObjectByTag("spawnbodak1")); + object oCreature = GetObjectByTag("ms_spawnbodak1"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "bodak001", loc, TRUE); + } + + + SoundObjectStop(GetObjectByTag("MagicCrystalGood1")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil1")); + +} + diff --git a/_module/nss/pcbanner10.nss b/_module/nss/pcbanner10.nss new file mode 100644 index 0000000..7a1c5b0 --- /dev/null +++ b/_module/nss/pcbanner10.nss @@ -0,0 +1,94 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner010", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + SoundObjectStop(GetObjectByTag("MagicCrystalGood10")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil10")); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + + loc = GetLocation(GetObjectByTag("spawnwight10")); + + object oCreature = GetObjectByTag("ms_spawnwight10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wightscout010", loc, TRUE); + } + + oCreature = GetObjectByTag("ms_spawnghastscout10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "ghastscout010", loc, TRUE); + } + +// Calculate average PC level + int nChallenge = GetFactionAverageLevel(GetFirstPC()); + + int nCreatureFactor; + int nIdx; + + +// Spawn in 3 creatures + for (nIdx = 1; nIdx <= 2; nIdx++) + { + nCreatureFactor = (d20()+ nChallenge); + + if(nCreatureFactor > 25) + { + loc = GetLocation(GetObjectByTag("spawndevourer10")); + oCreature = GetObjectByTag("ms_spawndevourer10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skeldevour010", loc, TRUE); + } + } + + else if(nCreatureFactor > 20) + { + loc = GetLocation(GetObjectByTag("spawnwarmum10")); + oCreature = GetObjectByTag("ms_spawnwarmum10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "warmum010", loc, TRUE); + } + } + else if(nCreatureFactor > 15) + { + loc = GetLocation(GetObjectByTag("spawnwarr10")); + oCreature = GetObjectByTag("ms_spawnwarr10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skelwarr010", loc, TRUE); + } + } + else if(nCreatureFactor > 10) + { + loc = GetLocation(GetObjectByTag("spawnspectre10")); + oCreature = GetObjectByTag("ms_spawnspectre10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "spectre010", loc, TRUE); + } + } + else + { + loc = GetLocation(GetObjectByTag("spawnwraith10")); + oCreature = GetObjectByTag("ms_spawnwraith10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wraith010", loc, TRUE); + } + } + + } + } +} + diff --git a/_module/nss/pcbanner2.nss b/_module/nss/pcbanner2.nss new file mode 100644 index 0000000..5ca58dd --- /dev/null +++ b/_module/nss/pcbanner2.nss @@ -0,0 +1,30 @@ +/* + Series of scripts: 1-10 + Upon death of PC banner, spawn in Horde Banner + Scripts 1-5 also burn the neighbouring house + Created By: Dalantriel Jul 22, 2002 +*/ + + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner002", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + loc = GetLocation(GetObjectByTag("spawnbodak2")); + object oCreature = GetObjectByTag("ms_spawnbodak2"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "bodak002", loc, TRUE); + } + + + + SoundObjectStop(GetObjectByTag("MagicCrystalGood2")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil2")); + +} + diff --git a/_module/nss/pcbanner3.nss b/_module/nss/pcbanner3.nss new file mode 100644 index 0000000..fd86967 --- /dev/null +++ b/_module/nss/pcbanner3.nss @@ -0,0 +1,21 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner003", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + loc = GetLocation(GetObjectByTag("spawnmohrg3")); + object oCreature = GetObjectByTag("ms_spawnmohrg3"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "mohrg003", loc, TRUE); + } + + SoundObjectStop(GetObjectByTag("MagicCrystalGood3")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil3")); + +} + diff --git a/_module/nss/pcbanner4.nss b/_module/nss/pcbanner4.nss new file mode 100644 index 0000000..e7dd208 --- /dev/null +++ b/_module/nss/pcbanner4.nss @@ -0,0 +1,21 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner004", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + loc = GetLocation(GetObjectByTag("spawnmohrg4")); + object oCreature = GetObjectByTag("ms_spawnmohrg4"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "mohrg004", loc, TRUE); + } + + SoundObjectStop(GetObjectByTag("MagicCrystalGood4")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil4")); + +} + diff --git a/_module/nss/pcbanner5.nss b/_module/nss/pcbanner5.nss new file mode 100644 index 0000000..1819a88 --- /dev/null +++ b/_module/nss/pcbanner5.nss @@ -0,0 +1,21 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner005", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + loc = GetLocation(GetObjectByTag("spawnmohrg5")); + object oCreature = GetObjectByTag("ms_spawnmohrg5"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "mohrg005", loc, TRUE); + } + + SoundObjectStop(GetObjectByTag("MagicCrystalGood5")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil5")); + +} + diff --git a/_module/nss/pcbanner6.nss b/_module/nss/pcbanner6.nss new file mode 100644 index 0000000..193d1c9 --- /dev/null +++ b/_module/nss/pcbanner6.nss @@ -0,0 +1,94 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner006", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + SoundObjectStop(GetObjectByTag("MagicCrystalGood6")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil6")); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + + loc = GetLocation(GetObjectByTag("spawnwight6")); + + object oCreature = GetObjectByTag("ms_spawnwight6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wightscout006", loc, TRUE); + } + + oCreature = GetObjectByTag("ms_spawnghastscout6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "ghastscout006", loc, TRUE); + } + +// Calculate average PC level + int nChallenge = GetFactionAverageLevel(GetFirstPC()); + + int nCreatureFactor; + int nIdx; + + +// Spawn in 3 creatures + for (nIdx = 1; nIdx <= 2; nIdx++) + { + nCreatureFactor = (d20()+ nChallenge); + + if(nCreatureFactor > 25) + { + loc = GetLocation(GetObjectByTag("spawndevourer6")); + oCreature = GetObjectByTag("ms_spawndevourer6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skeldevour006", loc, TRUE); + } + } + + else if(nCreatureFactor > 20) + { + loc = GetLocation(GetObjectByTag("spawnwarmum6")); + oCreature = GetObjectByTag("ms_spawnwarmum6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "warmum006", loc, TRUE); + } + } + else if(nCreatureFactor > 15) + { + loc = GetLocation(GetObjectByTag("spawnwarr6")); + oCreature = GetObjectByTag("ms_spawnwarr6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skelwarr006", loc, TRUE); + } + } + else if(nCreatureFactor > 10) + { + loc = GetLocation(GetObjectByTag("spawnspectre6")); + oCreature = GetObjectByTag("ms_spawnspectre6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "spectre006", loc, TRUE); + } + } + else + { + loc = GetLocation(GetObjectByTag("spawnwraith6")); + oCreature = GetObjectByTag("ms_spawnwraith6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wraith006", loc, TRUE); + } + } + + } + } +} + diff --git a/_module/nss/pcbanner7.nss b/_module/nss/pcbanner7.nss new file mode 100644 index 0000000..7bd599a --- /dev/null +++ b/_module/nss/pcbanner7.nss @@ -0,0 +1,94 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner007", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + SoundObjectStop(GetObjectByTag("MagicCrystalGood7")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil7")); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + + loc = GetLocation(GetObjectByTag("spawnwight7")); + + object oCreature = GetObjectByTag("ms_spawnwight7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wightscout007", loc, TRUE); + } + + oCreature = GetObjectByTag("ms_spawnghastscout7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "ghastscout007", loc, TRUE); + } + +// Calculate average PC level + int nChallenge = GetFactionAverageLevel(GetFirstPC()); + + int nCreatureFactor; + int nIdx; + + +// Spawn in 3 creatures + for (nIdx = 1; nIdx <= 2; nIdx++) + { + nCreatureFactor = (d20()+ nChallenge); + + if(nCreatureFactor > 25) + { + loc = GetLocation(GetObjectByTag("spawndevourer7")); + oCreature = GetObjectByTag("ms_spawndevourer7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skeldevour007", loc, TRUE); + } + } + + else if(nCreatureFactor > 20) + { + loc = GetLocation(GetObjectByTag("spawnwarmum7")); + oCreature = GetObjectByTag("ms_spawnwarmum7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "warmum007", loc, TRUE); + } + } + else if(nCreatureFactor > 15) + { + loc = GetLocation(GetObjectByTag("spawnwarr7")); + oCreature = GetObjectByTag("ms_spawnwarr7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skelwarr007", loc, TRUE); + } + } + else if(nCreatureFactor > 10) + { + loc = GetLocation(GetObjectByTag("spawnspectre7")); + oCreature = GetObjectByTag("ms_spawnspectre7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "spectre007", loc, TRUE); + } + } + else + { + loc = GetLocation(GetObjectByTag("spawnwraith7")); + oCreature = GetObjectByTag("ms_spawnwraith7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wraith007", loc, TRUE); + } + } + + } + } +} + diff --git a/_module/nss/pcbanner8.nss b/_module/nss/pcbanner8.nss new file mode 100644 index 0000000..21397b4 --- /dev/null +++ b/_module/nss/pcbanner8.nss @@ -0,0 +1,94 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner008", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + SoundObjectStop(GetObjectByTag("MagicCrystalGood8")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil8")); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + + loc = GetLocation(GetObjectByTag("spawnwight8")); + + object oCreature = GetObjectByTag("ms_spawnwight8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wightscout008", loc, TRUE); + } + + oCreature = GetObjectByTag("ms_spawnghastscout8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "ghastscout008", loc, TRUE); + } + +// Calculate average PC level + int nChallenge = GetFactionAverageLevel(GetFirstPC()); + + int nCreatureFactor; + int nIdx; + + +// Spawn in 3 creatures + for (nIdx = 1; nIdx <= 2; nIdx++) + { + nCreatureFactor = (d20()+ nChallenge); + + if(nCreatureFactor > 25) + { + loc = GetLocation(GetObjectByTag("spawndevourer8")); + oCreature = GetObjectByTag("ms_spawndevourer8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skeldevour008", loc, TRUE); + } + } + + else if(nCreatureFactor > 20) + { + loc = GetLocation(GetObjectByTag("spawnwarmum8")); + oCreature = GetObjectByTag("ms_spawnwarmum8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "warmum008", loc, TRUE); + } + } + else if(nCreatureFactor > 15) + { + loc = GetLocation(GetObjectByTag("spawnwarr8")); + oCreature = GetObjectByTag("ms_spawnwarr8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skelwarr008", loc, TRUE); + } + } + else if(nCreatureFactor > 10) + { + loc = GetLocation(GetObjectByTag("spawnspectre8")); + oCreature = GetObjectByTag("ms_spawnspectre8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "spectre008", loc, TRUE); + } + } + else + { + loc = GetLocation(GetObjectByTag("spawnwraith8")); + oCreature = GetObjectByTag("ms_spawnwraith8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wraith008", loc, TRUE); + } + } + + } + } +} + diff --git a/_module/nss/pcbanner9.nss b/_module/nss/pcbanner9.nss new file mode 100644 index 0000000..b456f1b --- /dev/null +++ b/_module/nss/pcbanner9.nss @@ -0,0 +1,94 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner009", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + DestroyObject(GetNearestObjectByTag("MagicSparksWhite")); + + SoundObjectStop(GetObjectByTag("MagicCrystalGood9")); + SoundObjectPlay(GetObjectByTag("MagicPortalEvil9")); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + + loc = GetLocation(GetObjectByTag("spawnwight9")); + + object oCreature = GetObjectByTag("ms_spawnwight9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wightscout009", loc, TRUE); + } + + oCreature = GetObjectByTag("ms_spawnghastscout9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "ghastscout009", loc, TRUE); + } + +// Calculate average PC level + int nChallenge = GetFactionAverageLevel(GetFirstPC()); + + int nCreatureFactor; + int nIdx; + + +// Spawn in 3 creatures + for (nIdx = 1; nIdx <= 2; nIdx++) + { + nCreatureFactor = (d20()+ nChallenge); + + if(nCreatureFactor > 25) + { + loc = GetLocation(GetObjectByTag("spawndevourer9")); + oCreature = GetObjectByTag("ms_spawndevourer9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skeldevour009", loc, TRUE); + } + } + + else if(nCreatureFactor > 20) + { + loc = GetLocation(GetObjectByTag("spawnwarmum9")); + oCreature = GetObjectByTag("ms_spawnwarmum9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "warmum009", loc, TRUE); + } + } + else if(nCreatureFactor > 15) + { + loc = GetLocation(GetObjectByTag("spawnwarr9")); + oCreature = GetObjectByTag("ms_spawnwarr9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "skelwarr009", loc, TRUE); + } + } + else if(nCreatureFactor > 10) + { + loc = GetLocation(GetObjectByTag("spawnspectre9")); + oCreature = GetObjectByTag("ms_spawnspectre9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "spectre009", loc, TRUE); + } + } + else + { + loc = GetLocation(GetObjectByTag("spawnwraith9")); + oCreature = GetObjectByTag("ms_spawnwraith9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "wraith009", loc, TRUE); + } + } + + } + } +} + diff --git a/_module/nss/persuadecheck.nss b/_module/nss/persuadecheck.nss new file mode 100644 index 0000000..76a7389 --- /dev/null +++ b/_module/nss/persuadecheck.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName persuadecheck +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/22/2002 9:56:23 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +int StartingConditional() +{ + + // Perform skill checks + if(!(AutoDC(DC_MEDIUM, SKILL_PERSUADE, GetPCSpeaker()))) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/pillardestroy.nss b/_module/nss/pillardestroy.nss new file mode 100644 index 0000000..f782283 --- /dev/null +++ b/_module/nss/pillardestroy.nss @@ -0,0 +1,5 @@ +void main() +{ +SoundObjectStop(GetObjectByTag("MagicGlowingBallpillar")); +DestroyObject(GetObjectByTag("Portalpillar")); +} diff --git a/_module/nss/placardmessage.nss b/_module/nss/placardmessage.nss new file mode 100644 index 0000000..519fdd3 --- /dev/null +++ b/_module/nss/placardmessage.nss @@ -0,0 +1,5 @@ +void main() +{ +string smessage = "The Horde 2: Disturbing the Dead\nv0.9 August 26 2002\n\nCreated by Mithral Hammer\nURL: http://wind.prohosting.com/mithral\n\nAuthor: Dalantriel\nmailto: Sylvan_Blades@yahoo.com"; +SpeakString(smessage, TALKVOLUME_TALK); +} diff --git a/_module/nss/primarynpcis1.nss b/_module/nss/primarynpcis1.nss new file mode 100644 index 0000000..2edbbc4 --- /dev/null +++ b/_module/nss/primarynpcis1.nss @@ -0,0 +1,12 @@ +//:://///////////////////////////////////////////// +//:: FileName primarynpcis1 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/27/2002 7:43:05 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + return TRUE; +} diff --git a/_module/nss/randomanim.nss b/_module/nss/randomanim.nss new file mode 100644 index 0000000..2fe31d2 --- /dev/null +++ b/_module/nss/randomanim.nss @@ -0,0 +1,101 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } +ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0f, 5.0f); +} diff --git a/_module/nss/randomwalk.nss b/_module/nss/randomwalk.nss new file mode 100644 index 0000000..2fe0c40 --- /dev/null +++ b/_module/nss/randomwalk.nss @@ -0,0 +1,101 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } +ActionRandomWalk(); +} diff --git a/_module/nss/resshrine.nss b/_module/nss/resshrine.nss new file mode 100644 index 0000000..6157b8c --- /dev/null +++ b/_module/nss/resshrine.nss @@ -0,0 +1,63 @@ +//:://///////////////////////////////////////////// +//:: Generic On Pressed Respawn Button +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* +// * June 1: moved RestoreEffects into plot include +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: November +//::////////////////////////////////////////////// +#include "nw_i0_plot" +#include "nw_i0_generic" + +// * Applies an XP and GP penalty +// * to the player respawning +void ApplyPenalty(object oDead) +{ + int nXP = GetXP(oDead); + int nPenalty = 50 * GetHitDice(oDead); + int nHD = GetHitDice(oDead); + // * You can not lose a level with this respawning + int nMin = ((nHD * (nHD - 1)) / 2) * 1000; + + int nNewXP = nXP - nPenalty; + if (nNewXP < nMin) + nNewXP = nMin; + SetXP(oDead, nNewXP); + int nGoldToTake = FloatToInt(0.10 * GetGold(oDead)); + // * a cap of 10 000gp taken from you + if (nGoldToTake > 10000) + { + nGoldToTake = 10000; + } + AssignCommand(oDead, TakeGoldFromCreature(nGoldToTake, oDead, TRUE)); + DelayCommand(4.0, FloatingTextStrRefOnCreature(58299, oDead, FALSE)); + DelayCommand(4.8, FloatingTextStrRefOnCreature(58300, oDead, FALSE)); + +} + +// Resurrection Shrine Script +// July 2002 +// By: Dalantriel +// Teleports player to res shrine and returns factions towards neutral +// if the primary NPC of that faction still lives + +void main() +{ + object oRespawner = GetLastRespawnButtonPresser(); + ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(),oRespawner); + ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(GetMaxHitPoints(oRespawner)), oRespawner); + RemoveEffects(oRespawner); + + // Adjust the player faction to neutral (11) for Defender and Merchant + AdjustReputation(oRespawner, GetObjectByTag("Henrick"), 11); + AdjustReputation(oRespawner, GetObjectByTag("Belonor"), 11); + + location respawnLoc; + respawnLoc = GetLocation(GetObjectByTag("Respoint")); + AssignCommand(oRespawner, JumpToLocation(respawnLoc)); + ActionCastSpellAtObject (SPELL_HEAL, oRespawner, METAMAGIC_ANY, TRUE, 1, PROJECTILE_PATH_TYPE_DEFAULT, FALSE); + +} diff --git a/_module/nss/restoreshrine.nss b/_module/nss/restoreshrine.nss new file mode 100644 index 0000000..81f9e9b --- /dev/null +++ b/_module/nss/restoreshrine.nss @@ -0,0 +1,12 @@ +// Healing Shrine Script +// July 2002 +// By Dalantriel +// Casts Heal on Player if their hit points are not at maximum + +void main() +{ + object oPC = GetLastUsedBy(); + + ActionCastSpellAtObject (SPELL_GREATER_RESTORATION, oPC, METAMAGIC_ANY, TRUE, 1, PROJECTILE_PATH_TYPE_DEFAULT, FALSE); + +} diff --git a/_module/nss/returnop1.nss b/_module/nss/returnop1.nss new file mode 100644 index 0000000..69cdf52 --- /dev/null +++ b/_module/nss/returnop1.nss @@ -0,0 +1,43 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost1")); + } +} + + diff --git a/_module/nss/returnop10.nss b/_module/nss/returnop10.nss new file mode 100644 index 0000000..48d55b3 --- /dev/null +++ b/_module/nss/returnop10.nss @@ -0,0 +1,118 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost10"), FALSE, 10.0f); + } + + } +} + + diff --git a/_module/nss/returnop2.nss b/_module/nss/returnop2.nss new file mode 100644 index 0000000..20a27f3 --- /dev/null +++ b/_module/nss/returnop2.nss @@ -0,0 +1,42 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) >> 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost2")); + } +} + + diff --git a/_module/nss/returnop3.nss b/_module/nss/returnop3.nss new file mode 100644 index 0000000..63ff6a7 --- /dev/null +++ b/_module/nss/returnop3.nss @@ -0,0 +1,42 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) >> 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost3")); + } +} + + diff --git a/_module/nss/returnop4.nss b/_module/nss/returnop4.nss new file mode 100644 index 0000000..606adcb --- /dev/null +++ b/_module/nss/returnop4.nss @@ -0,0 +1,43 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) >> 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost4")); + } +} + + diff --git a/_module/nss/returnop5.nss b/_module/nss/returnop5.nss new file mode 100644 index 0000000..cc5b2a6 --- /dev/null +++ b/_module/nss/returnop5.nss @@ -0,0 +1,42 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) >> 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost5")); + } +} + + diff --git a/_module/nss/returnop6.nss b/_module/nss/returnop6.nss new file mode 100644 index 0000000..4dafb19 --- /dev/null +++ b/_module/nss/returnop6.nss @@ -0,0 +1,118 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost6"), FALSE, 10.0f); + } + + } +} + + diff --git a/_module/nss/returnop7.nss b/_module/nss/returnop7.nss new file mode 100644 index 0000000..820e00d --- /dev/null +++ b/_module/nss/returnop7.nss @@ -0,0 +1,118 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost7"), FALSE, 10.0f); + } + + } +} + + diff --git a/_module/nss/returnop8.nss b/_module/nss/returnop8.nss new file mode 100644 index 0000000..4bb39a8 --- /dev/null +++ b/_module/nss/returnop8.nss @@ -0,0 +1,118 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost8"), FALSE, 10.0f); + } + + } +} + + diff --git a/_module/nss/returnop9.nss b/_module/nss/returnop9.nss new file mode 100644 index 0000000..5b757cd --- /dev/null +++ b/_module/nss/returnop9.nss @@ -0,0 +1,118 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_outpost9"), FALSE, 10.0f); + } + + } +} + + diff --git a/_module/nss/rove1.nss b/_module/nss/rove1.nss new file mode 100644 index 0000000..1cc4911 --- /dev/null +++ b/_module/nss/rove1.nss @@ -0,0 +1,124 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else +{ +ActionMoveToObject(GetObjectByTag("spawnpoint1")); +} + +} + + diff --git a/_module/nss/rove2.nss b/_module/nss/rove2.nss new file mode 100644 index 0000000..1e4d210 --- /dev/null +++ b/_module/nss/rove2.nss @@ -0,0 +1,124 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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. + 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(2); //* Use this to create a small amount of treasure on the creature + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else +{ +ActionMoveToObject(GetObjectByTag("spawnpoint2")); +} + +} + + diff --git a/_module/nss/sc_001.nss b/_module/nss/sc_001.nss new file mode 100644 index 0000000..b223f78 --- /dev/null +++ b/_module/nss/sc_001.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_001 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:08:14 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoguard") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_002.nss b/_module/nss/sc_002.nss new file mode 100644 index 0000000..601305d --- /dev/null +++ b/_module/nss/sc_002.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_002 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:08:14 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoguard") < 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_003.nss b/_module/nss/sc_003.nss new file mode 100644 index 0000000..196f366 --- /dev/null +++ b/_module/nss/sc_003.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_003 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:08:14 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoguard") == 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_004.nss b/_module/nss/sc_004.nss new file mode 100644 index 0000000..d5c34c2 --- /dev/null +++ b/_module/nss/sc_004.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_004 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:43:12 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoguard") == 2)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_005.nss b/_module/nss/sc_005.nss new file mode 100644 index 0000000..145ae69 --- /dev/null +++ b/_module/nss/sc_005.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_005 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:56:18 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoprimarynpc") < 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_006.nss b/_module/nss/sc_006.nss new file mode 100644 index 0000000..49867ff --- /dev/null +++ b/_module/nss/sc_006.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_006 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 4:06:12 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Add the randomness + if(Random(10) >= 1) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/signupexp.nss b/_module/nss/signupexp.nss new file mode 100644 index 0000000..323975d --- /dev/null +++ b/_module/nss/signupexp.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName signupexp +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 8:41:47 PM +//::////////////////////////////////////////////// +void main() +{ + // Give the speaker some XP and Gold + GiveXPToCreature(GetPCSpeaker(), 500); + GiveGoldToCreature(GetPCSpeaker(), 1000); +} diff --git a/_module/nss/singlemagictres.nss b/_module/nss/singlemagictres.nss new file mode 100644 index 0000000..ea29048 --- /dev/null +++ b/_module/nss/singlemagictres.nss @@ -0,0 +1,18 @@ +/* + Single use magic generation of up to 2 items from defined table + (table in "magictres.nss" script) + Created by: Dalantriel Jul 22, 2002 +*/ + +void main() +{ +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } +ExecuteScript("magictres", OBJECT_SELF); +ExecuteScript("magictres", OBJECT_SELF); + +SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + +} diff --git a/_module/nss/southgate.nss b/_module/nss/southgate.nss new file mode 100644 index 0000000..5a63238 --- /dev/null +++ b/_module/nss/southgate.nss @@ -0,0 +1,35 @@ +/* + Calculate the remaining hitpoints of south gate + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nGatestrength = (GetCurrentHitPoints(GetObjectByTag("SouthGate"))); + + if(nGatestrength == 300) + { + SpeakString("Undamaged", TALKVOLUME_TALK); + } + if(nGatestrength < 300 && nGatestrength > 224) + { + SpeakString("Slightly Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 225 && nGatestrength > 149) + { + SpeakString("Moderately Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 150 && nGatestrength > 74) + { + SpeakString("Heavily Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 75 && nGatestrength > 0) + { + SpeakString("Critically Damaged", TALKVOLUME_TALK); + } + if(nGatestrength == 0) + { + SpeakString("Destroyed", TALKVOLUME_TALK); + } +} diff --git a/_module/nss/southgateattak.nss b/_module/nss/southgateattak.nss new file mode 100644 index 0000000..1221250 --- /dev/null +++ b/_module/nss/southgateattak.nss @@ -0,0 +1,14 @@ +void main() +{ + +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } +object oScout = GetObjectByTag("Henrick"); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 1)); +ActionWait(30.0f); +ActionDoCommand(SetLocalInt(oScout, "nSouthGate", 1)); +ActionWait(60.0); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); +} diff --git a/_module/nss/southgatedust.nss b/_module/nss/southgatedust.nss new file mode 100644 index 0000000..4a4ad5e --- /dev/null +++ b/_module/nss/southgatedust.nss @@ -0,0 +1,10 @@ +/* + Upon destruction of the south gate, replace with dust plume + Dalantriel: Jul 22, 2002 +*/ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "southplume", loc, TRUE); +} diff --git a/_module/nss/spawndefenders1.nss b/_module/nss/spawndefenders1.nss new file mode 100644 index 0000000..6306313 --- /dev/null +++ b/_module/nss/spawndefenders1.nss @@ -0,0 +1,12 @@ +// Spawn in the defenders + +void main() +{ +location loc; +loc = GetLocation(GetObjectByTag("spawnskelchief3")); +CreateObject(OBJECT_TYPE_CREATURE, "skelchief003", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnskelchief4")); +CreateObject(OBJECT_TYPE_CREATURE, "skelchief004", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnskelchief5")); +CreateObject(OBJECT_TYPE_CREATURE, "skelchief005", loc, TRUE); +} diff --git a/_module/nss/spawndefenders2.nss b/_module/nss/spawndefenders2.nss new file mode 100644 index 0000000..1d8f3f7 --- /dev/null +++ b/_module/nss/spawndefenders2.nss @@ -0,0 +1,10 @@ +// Spawn in the defenders + +void main() +{ +location loc; +loc = GetLocation(GetObjectByTag("spawnskelchief1")); +CreateObject(OBJECT_TYPE_CREATURE, "skelchief001", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnskelchief2")); +CreateObject(OBJECT_TYPE_CREATURE, "skelchief002", loc, TRUE); +} diff --git a/_module/nss/spawnogres.nss b/_module/nss/spawnogres.nss new file mode 100644 index 0000000..ad9ceea --- /dev/null +++ b/_module/nss/spawnogres.nss @@ -0,0 +1,10 @@ +// Spawn in the Doom Knight Scouts + +void main() +{ +location loc; +loc = GetLocation(GetObjectByTag("spawndoomscout9")); +CreateObject(OBJECT_TYPE_CREATURE, "doomscout009", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawndoomscout10")); +CreateObject(OBJECT_TYPE_CREATURE, "doomscout010", loc, TRUE); +} diff --git a/_module/nss/spawnscouts.nss b/_module/nss/spawnscouts.nss new file mode 100644 index 0000000..8b17c0b --- /dev/null +++ b/_module/nss/spawnscouts.nss @@ -0,0 +1,17 @@ +// Spawn in the scouts + +void main() +{ +location loc; +/* loc = GetLocation(GetObjectByTag("spawnwight6")); +CreateObject(OBJECT_TYPE_CREATURE, "wightscout006", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnwight7")); +CreateObject(OBJECT_TYPE_CREATURE, "wightscout007", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnwight8")); +CreateObject(OBJECT_TYPE_CREATURE, "wightscout008", loc, TRUE); +*/ +loc = GetLocation(GetObjectByTag("spawnravager9")); +CreateObject(OBJECT_TYPE_CREATURE, "ghoulravager009", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnravager10")); +CreateObject(OBJECT_TYPE_CREATURE, "ghoulravager010", loc, TRUE); +} diff --git a/_module/nss/spawntreasure.nss b/_module/nss/spawntreasure.nss new file mode 100644 index 0000000..c1e6574 --- /dev/null +++ b/_module/nss/spawntreasure.nss @@ -0,0 +1,85 @@ +//:://///////////////////////////////////////////// +//:: 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 main() +{ +// 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_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. + //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); + //This will play Ambient Animations until the NPC sees an enemy or is cleared. + //NOTE that NPCs using this form of ambient animations will not move to other NPCs. + SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION); + + // 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.) + +// SPECIAL BEHAVIOR SECTION +/* + The following section outlines the various special behaviors that can be placed on a creature. To activate one of the special + behaviors: + 1. Comment in SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL); + 2. Comment in one other special behavior setting (ONLY ONE). +*/ + //SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL); + //SetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE); //Creature will only attack those that close within 5m and are not friends, + //Rangers or Druids. + //SetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE);//Creature will flee those that close within 7m if they are not friends, + //Rangers or Druids. + +// 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. + 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(3); //* Use this to create a small amount of treasure on the creature +} diff --git a/_module/nss/spokentonoble.nss b/_module/nss/spokentonoble.nss new file mode 100644 index 0000000..8376eca --- /dev/null +++ b/_module/nss/spokentonoble.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName spokentonoble +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 1:00:27 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nspokentonoble") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/spokentonoble1.nss b/_module/nss/spokentonoble1.nss new file mode 100644 index 0000000..08f6578 --- /dev/null +++ b/_module/nss/spokentonoble1.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName spokentonoble1 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 1:00:27 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(OBJECT_SELF, "nspokentonoble", 1); + +} diff --git a/_module/nss/spokentooldman.nss b/_module/nss/spokentooldman.nss new file mode 100644 index 0000000..eda5d81 --- /dev/null +++ b/_module/nss/spokentooldman.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName spokentooldman +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 8:03:08 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "nspokentooldman") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/staticspawn.nss b/_module/nss/staticspawn.nss new file mode 100644 index 0000000..73e5d2a --- /dev/null +++ b/_module/nss/staticspawn.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster = GetObjectByTag("spawnmaster"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn1.nss b/_module/nss/staticspawn1.nss new file mode 100644 index 0000000..03664d4 --- /dev/null +++ b/_module/nss/staticspawn1.nss @@ -0,0 +1,115 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster1; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster1 = GetObjectByTag("spawnmaster1"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster1, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn10.nss b/_module/nss/staticspawn10.nss new file mode 100644 index 0000000..06accdd --- /dev/null +++ b/_module/nss/staticspawn10.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster10; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster10 = GetObjectByTag("spawnmaster10"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster10, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn2.nss b/_module/nss/staticspawn2.nss new file mode 100644 index 0000000..f841893 --- /dev/null +++ b/_module/nss/staticspawn2.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster2; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster2 = GetObjectByTag("spawnmaster2"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster2, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn3.nss b/_module/nss/staticspawn3.nss new file mode 100644 index 0000000..e68ab15 --- /dev/null +++ b/_module/nss/staticspawn3.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster3; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster3 = GetObjectByTag("spawnmaster3"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster3, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn4.nss b/_module/nss/staticspawn4.nss new file mode 100644 index 0000000..9ba28ee --- /dev/null +++ b/_module/nss/staticspawn4.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster4; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster4 = GetObjectByTag("spawnmaster4"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster4, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn5.nss b/_module/nss/staticspawn5.nss new file mode 100644 index 0000000..40151f5 --- /dev/null +++ b/_module/nss/staticspawn5.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster5; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster5 = GetObjectByTag("spawnmaster5"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster5, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn6.nss b/_module/nss/staticspawn6.nss new file mode 100644 index 0000000..8e1531d --- /dev/null +++ b/_module/nss/staticspawn6.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster6; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster6 = GetObjectByTag("spawnmaster6"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster6, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn7.nss b/_module/nss/staticspawn7.nss new file mode 100644 index 0000000..c04819f --- /dev/null +++ b/_module/nss/staticspawn7.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster7; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster7 = GetObjectByTag("spawnmaster7"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster7, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn8.nss b/_module/nss/staticspawn8.nss new file mode 100644 index 0000000..fcfdccc --- /dev/null +++ b/_module/nss/staticspawn8.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster8; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster8 = GetObjectByTag("spawnmaster8"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster8, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn9.nss b/_module/nss/staticspawn9.nss new file mode 100644 index 0000000..5334bc5 --- /dev/null +++ b/_module/nss/staticspawn9.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster9; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster9 = GetObjectByTag("spawnmaster9"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster9, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/teleport.nss b/_module/nss/teleport.nss new file mode 100644 index 0000000..2eb70a2 --- /dev/null +++ b/_module/nss/teleport.nss @@ -0,0 +1,110 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + if(GetLocalInt(OBJECT_SELF, "nAttacked") > 0) + { + ActionSpeakString("You'll not take me alive!!", TALKVOLUME_TALK); + ActionCastSpellAtObject(SPELL_MAGE_ARMOR, OBJECT_SELF, PROJECTILE_PATH_TYPE_DEFAULT); + ActionDoCommand(DestroyObject(OBJECT_SELF)); + } + + + +} diff --git a/_module/nss/tempgatedust.nss b/_module/nss/tempgatedust.nss new file mode 100644 index 0000000..a898c43 --- /dev/null +++ b/_module/nss/tempgatedust.nss @@ -0,0 +1,10 @@ +/* + Upon destruction of the temple gate, replace with dust plume + Dalantriel: Jul 22, 2002 +*/ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "mainplume", loc, TRUE); +} diff --git a/_module/nss/templegate.nss b/_module/nss/templegate.nss new file mode 100644 index 0000000..dc2e0d1 --- /dev/null +++ b/_module/nss/templegate.nss @@ -0,0 +1,35 @@ +/* + Calculate the remaining hitpoints of temple gate + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nGatestrength = (GetCurrentHitPoints(GetObjectByTag("TempleGate"))); + + if(nGatestrength == 400) + { + SpeakString("Undamaged", TALKVOLUME_TALK); + } + if(nGatestrength < 400 && nGatestrength > 300) + { + SpeakString("Slightly Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 301 && nGatestrength > 200) + { + SpeakString("Moderately Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 201 && nGatestrength > 100) + { + SpeakString("Heavily Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 101 && nGatestrength > 0) + { + SpeakString("Critically Damaged", TALKVOLUME_TALK); + } + if(nGatestrength == 0) + { + SpeakString("Destroyed", TALKVOLUME_TALK); + } +} diff --git a/_module/nss/templegateattak.nss b/_module/nss/templegateattak.nss new file mode 100644 index 0000000..7800619 --- /dev/null +++ b/_module/nss/templegateattak.nss @@ -0,0 +1,14 @@ +void main() +{ + +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } +object oScout = GetObjectByTag("Henrick"); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 1)); +ActionWait(30.0f); +ActionDoCommand(SetLocalInt(oScout, "nTempleGate", 1)); +ActionWait(60.0); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); +} diff --git a/_module/nss/test.nss b/_module/nss/test.nss new file mode 100644 index 0000000..2058517 --- /dev/null +++ b/_module/nss/test.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName test +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/26/2002 12:38:50 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "nGatestrength") < 100)) + return FALSE; + if(!(GetLocalInt(GetPCSpeaker(), "nGatestrength") > 75)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/tgate_1.nss b/_module/nss/tgate_1.nss new file mode 100644 index 0000000..2a48775 --- /dev/null +++ b/_module/nss/tgate_1.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName tgate_1 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:41:55 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nTempleGateStrength") >>0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/tgate_25.nss b/_module/nss/tgate_25.nss new file mode 100644 index 0000000..e3adb6c --- /dev/null +++ b/_module/nss/tgate_25.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName tgate_25 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:41:55 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nTempleGateStrength") >>25)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/tgate_54.nss b/_module/nss/tgate_54.nss new file mode 100644 index 0000000..4c8e011 --- /dev/null +++ b/_module/nss/tgate_54.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName tgate_54 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:41:55 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nTempleGateStrength") >>54)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/tgate_80.nss b/_module/nss/tgate_80.nss new file mode 100644 index 0000000..b7c6ae0 --- /dev/null +++ b/_module/nss/tgate_80.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName tgate_80 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:41:55 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nTempleGateStrength") == 80)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/torchburn.nss b/_module/nss/torchburn.nss new file mode 100644 index 0000000..5e8ba2c --- /dev/null +++ b/_module/nss/torchburn.nss @@ -0,0 +1,31 @@ +void main() +{ + object oMod = GetModule(); + object oPlayer = OBJECT_SELF; + +if(GetLocalInt(oMod,"BURNTORCH")) + { + if ( !GetIsDM(oPlayer) ) + { + object oTorch = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPlayer); + string sTag=GetTag(oTorch); + if (sTag == "NW_IT_TORCH001") + { + int nC; + if ( (nC=(GetLocalInt(oTorch,"BURNCOUNT")+1)) >= + GetLocalInt(oMod,"BURNTORCH")*(FloatToInt(HoursToSeconds(1)/6.0))) + { + if(sTag=="NW_IT_TORCH001" || + sTag=="hc_torch") + { + DestroyObject(oTorch); + SendMessageToPC(oPlayer,"Your torch has burned out"); + } + + } + else + SetLocalInt(oTorch,"BURNCOUNT", nC); + } + } + } +} diff --git a/_module/nss/trashcan.nss b/_module/nss/trashcan.nss new file mode 100644 index 0000000..ef6e616 --- /dev/null +++ b/_module/nss/trashcan.nss @@ -0,0 +1,71 @@ +// Copyright (C) 2002, Leo Lipelis +// need to declare this function ahead of its use +// to avoid compilation error; +// this function will destroy an object and everything +// inside of it recursively +void TrashObject(object obj) +{ + // if this is not a container, just destroy it and we're done + if (GetHasInventory(obj) == FALSE) { + DestroyObject(obj); + } else { + object oItem = GetFirstItemInInventory(obj); + // destroy everything in the inventory first + while (oItem != OBJECT_INVALID) + { + TrashObject(oItem); + oItem = GetNextItemInInventory(obj); + } + // destroy the container itself + DestroyObject(obj); + } +} +void main() +{ + int iItemDropLifeSpan = 20; + // iCounterMax must always be greater than iItemDropLifeSpan + int iCounterMax = 1000; + string sTrashMark = "iTrashMark"; + int iCounter = GetLocalInt(OBJECT_SELF, "iCounter"); + iCounter++; + iCounter = iCounter % iCounterMax; + if (iCounter == 0) { iCounter++; } // 0 is reserved + SetLocalInt(OBJECT_SELF, "iCounter", iCounter); + object obj = GetFirstObjectInArea(); + while (obj != OBJECT_INVALID) + { + int iObjType = GetObjectType(obj); + // match based on type first, because comparing int + // is faster than string; wrong types don't reach + // string comparison + if (iObjType == OBJECT_TYPE_PLACEABLE) + { + string sTag = GetTag(obj); + // this assumes that every item drop from a monster + // comes in a placeable container with a tag name + // of "Body Bag"; it seems to be true, but if this + // assumption is false, this code needs to be fixed + if (sTag == "Body Bag") + { + int iTrashMark = GetLocalInt(obj, sTrashMark); + if (iTrashMark == 0) { + SetLocalInt(obj, sTrashMark, iCounter); + } else { + int iTimeAlive = 0; + if (iCounter >= iTrashMark) { + iTimeAlive = iCounter - iTrashMark; + } else { + iTimeAlive = iCounterMax - iTrashMark + iCounter - 1; + } + if (iTimeAlive > iItemDropLifeSpan) { + TrashObject(obj); + } + } + } + } + obj = GetNextObjectInArea(); + } + + +} + diff --git a/_module/nss/triggerattack.nss b/_module/nss/triggerattack.nss new file mode 100644 index 0000000..d2313a0 --- /dev/null +++ b/_module/nss/triggerattack.nss @@ -0,0 +1,42 @@ +/* + Upon leaving town, roaming troops spawned in once only + Dalantriel & Jeff Mann: July 22, 2002 +*/ + +void main() +{ +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + +SoundObjectPlay(GetObjectByTag("BoomsDistant")); +// Flag scout that attack has begun +object oScout = GetObjectByTag("Lomiolad"); +SetLocalInt(oScout, "nAttackStarted", 1); + +// Spawn in roving groups with delays +location loc; + +loc = GetLocation(GetObjectByTag("spawnghastscout6")); +CreateObject(OBJECT_TYPE_CREATURE, "ghastscout006", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnghastscout7")); +CreateObject(OBJECT_TYPE_CREATURE, "ghastscout007", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnghastscout8")); +CreateObject(OBJECT_TYPE_CREATURE, "ghastscout008", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnghastscout9")); +CreateObject(OBJECT_TYPE_CREATURE, "ghastscout009", loc, TRUE); +loc = GetLocation(GetObjectByTag("spawnghastscout10")); +CreateObject(OBJECT_TYPE_CREATURE, "ghastscout010", loc, TRUE); + +ActionWait(30.0f); +ActionDoCommand(ExecuteScript("spawnscouts", OBJECT_SELF)); +ActionWait(30.0f); +ActionDoCommand(ExecuteScript("spawndefenders2", OBJECT_SELF)); +ActionWait(30.0f); +ActionDoCommand(ExecuteScript("spawnogres", OBJECT_SELF)); + + +SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + +} diff --git a/_module/nss/warlorddead.nss b/_module/nss/warlorddead.nss new file mode 100644 index 0000000..a8ce4ba --- /dev/null +++ b/_module/nss/warlorddead.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName warlorddead +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 11:25:14 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nWarlordDead") == 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/warlorddeath.nss b/_module/nss/warlorddeath.nss new file mode 100644 index 0000000..997dc39 --- /dev/null +++ b/_module/nss/warlorddeath.nss @@ -0,0 +1,119 @@ +//:://///////////////////////////////////////////// +//:: 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 +//:: Modified By: Dalantriel Jul 22, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); + int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); + if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) + { + object oKiller = GetLastKiller(); + AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); + } + + 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)); + } + +// Check if Primary Good NPC is still alive + object oTrashCan = GetObjectByTag("TrashCan"); + if(!(GetLocalInt(oTrashCan, "nGoodNPCDead") > 0)) + { + + + SoundObjectStop(GetObjectByTag("ZombieMoans")); + DestroyObject(GetObjectByTag("spawnmaster")); + + + // And flag the Warlord as being dead + object oPrimaryNPC = GetObjectByTag("Henrick"); + SetLocalInt(oPrimaryNPC, "nWarlordDead", 1); + } + + object oToDestroy =GetObjectByTag("Urn_minotaur"); + DestroyObject(oToDestroy); + oToDestroy =GetObjectByTag("SarcophagusGood_earths"); + DestroyObject(oToDestroy); + oToDestroy =GetObjectByTag("coffin_earths"); + DestroyObject(oToDestroy); + oToDestroy =GetObjectByTag("coffin_vampires"); + DestroyObject(oToDestroy); + oToDestroy =GetObjectByTag("coffin_vampires2"); + DestroyObject(oToDestroy); + + oToDestroy =GetObjectByTag("Earths"); + SetEncounterActive(FALSE, oToDestroy); + oToDestroy =GetObjectByTag("Minotaurs"); + SetEncounterActive(FALSE, oToDestroy); + oToDestroy =GetObjectByTag("Vampires"); + SetEncounterActive(FALSE, oToDestroy); + + location loc = GetLocation(OBJECT_SELF); + ActionCastSpellAtLocation(SPELL_WAIL_OF_THE_BANSHEE , loc, METAMAGIC_ANY, TRUE, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); + SoundObjectPlay(GetObjectByTag("Boom")); + + object oHostileFaction = GetFirstFactionMember(OBJECT_SELF, FALSE); + while (GetIsObjectValid(oHostileFaction)) + { + DestroyObject(oHostileFaction); + oHostileFaction = GetNextFactionMember(OBJECT_SELF, FALSE); + } + + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster1")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster1")); + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster2")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster2")); + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster3")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster3")); + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster4")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster4")); + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster5")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster5")); + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster6")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster6")); + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster7")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster7")); + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster8")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster8")); + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster9")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster9")); + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster10")) > 0) + { + DestroyObject(GetObjectByTag("spawnmaster10")); + } + +} diff --git a/_module/nss/wizard1.nss b/_module/nss/wizard1.nss new file mode 100644 index 0000000..f1231c9 --- /dev/null +++ b/_module/nss/wizard1.nss @@ -0,0 +1,4 @@ +void main() +{ + SetLocalInt(GetObjectByTag("Wizard1"), "nRelease", 1); +} diff --git a/_module/nss/wizard2.nss b/_module/nss/wizard2.nss new file mode 100644 index 0000000..15b0ae9 --- /dev/null +++ b/_module/nss/wizard2.nss @@ -0,0 +1,4 @@ +void main() +{ + SetLocalInt(GetObjectByTag("CultLeader"), "nAttacked", 1); +} diff --git a/_module/nwn_erf.exe b/_module/nwn_erf.exe new file mode 100644 index 0000000..1dba285 Binary files /dev/null and b/_module/nwn_erf.exe differ diff --git a/_module/nwn_gff.exe b/_module/nwn_gff.exe new file mode 100644 index 0000000..b893c01 Binary files /dev/null and b/_module/nwn_gff.exe differ diff --git a/_module/pcre64.dll b/_module/pcre64.dll new file mode 100644 index 0000000..40b4ac3 Binary files /dev/null and b/_module/pcre64.dll differ diff --git a/_module/utc/bathorror001.utc.json b/_module/utc/bathorror001.utc.json new file mode 100644 index 0000000..183d964 --- /dev/null +++ b/_module/utc/bathorror001.utc.json @@ -0,0 +1,490 @@ +{ + "__data_type": "UTC ", + "Appearance_Type": { + "type": "word", + "value": 11 + }, + "BodyBag": { + "type": "byte", + "value": 0 + }, + "Cha": { + "type": "byte", + "value": 12 + }, + "ChallengeRating": { + "type": "float", + "value": 11.0 + }, + "ClassList": { + "type": "list", + "value": [ + { + "__struct_id": 2, + "Class": { + "type": "int", + "value": 13 + }, + "ClassLevel": { + "type": "short", + "value": 13 + } + } + ] + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Con": { + "type": "byte", + "value": 10 + }, + "Conversation": { + "type": "resref", + "value": "" + }, + "CRAdjust": { + "type": "int", + "value": 0 + }, + "CurrentHitPoints": { + "type": "short", + "value": 71 + }, + "Deity": { + "type": "cexostring", + "value": "" + }, + "Description": { + "id": 12377, + "type": "cexolocstring", + "value": { + "0": "Battle Horrors are magically animated suits of empty armor. 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