Initial upload
Initial upload
This commit is contained in:
13
_module/nss/1spokentooldman.nss
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13
_module/nss/1spokentooldman.nss
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@@ -0,0 +1,13 @@
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||||
//::///////////////////////////////////////////////
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||||
//:: FileName 1spokentooldman
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||||
//:://////////////////////////////////////////////
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||||
//:://////////////////////////////////////////////
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||||
//:: Created By: Script Wizard
|
||||
//:: Created On: 6/26/2002 8:07:31 PM
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||||
//:://////////////////////////////////////////////
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||||
void main()
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{
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// Set the variables
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SetLocalInt(GetPCSpeaker(), "nspokentooldman", 1);
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}
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13
_module/nss/1spokentoprimnpc.nss
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13
_module/nss/1spokentoprimnpc.nss
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@@ -0,0 +1,13 @@
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//::///////////////////////////////////////////////
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//:: FileName 1spokentoprimnpc
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//:://////////////////////////////////////////////
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||||
//:://////////////////////////////////////////////
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//:: Created By: Script Wizard
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||||
//:: Created On: 6/26/2002 8:20:37 PM
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//:://////////////////////////////////////////////
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void main()
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{
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// Set the variables
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SetLocalInt(GetPCSpeaker(), "nspokentoprimarynpc", 1);
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}
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34
_module/nss/2xmtreasure.nss
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34
_module/nss/2xmtreasure.nss
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@@ -0,0 +1,34 @@
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//::///////////////////////////////////////////////
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//:: General Treasure Spawn Script Medium
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Spawns in general purpose treasure, usable
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by all classes.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: February 26 2001
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//:: Modified by: Dalantriel Jul 2002
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//:: to generate respawning treasure
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//:://////////////////////////////////////////////
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#include "NW_O2_CONINCLUDE"
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void main()
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{
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if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
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{
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return;
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}
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object oLastOpener = GetLastOpener();
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GenerateMediumTreasure(oLastOpener, OBJECT_SELF);
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ExecuteScript("magictres", OBJECT_SELF);
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int nGoldAmount = (d100() * 2) + d10();
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CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount);
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SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
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ActionWait(600.0);
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ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0));
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ShoutDisturbed();
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}
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35
_module/nss/2xtreasure.nss
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35
_module/nss/2xtreasure.nss
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@@ -0,0 +1,35 @@
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//::///////////////////////////////////////////////
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//:: General Treasure Spawn Script HIGH
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Spawns in general purpose treasure, usable
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by all classes.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
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//:: Created On: February 26 2001
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//:: Modified by: Dalantriel Jul 2002
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//:: to generate respawning treasure
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//:://////////////////////////////////////////////
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#include "NW_O2_CONINCLUDE"
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void main()
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{
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if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
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{
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return;
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}
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object oLastOpener = GetLastOpener();
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GenerateHighTreasure(oLastOpener, OBJECT_SELF);
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ExecuteScript("MagicTres", OBJECT_SELF);
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ExecuteScript("MagicTres", OBJECT_SELF);
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int nGoldAmount = (d100() * 3) + d10();
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CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount);
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SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
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ActionWait(600.0);
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ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0));
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ShoutDisturbed();
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}
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38
_module/nss/3xtreasure.nss
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38
_module/nss/3xtreasure.nss
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@@ -0,0 +1,38 @@
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//::///////////////////////////////////////////////
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//:: General Treasure Spawn Script HIGH
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Spawns in general purpose treasure, usable
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by all classes.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent
|
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//:: Created On: February 26 2001
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//:: Modified by: Dalantriel Jul 2002
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//:: to generate respawning treasure
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//:://////////////////////////////////////////////
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#include "NW_O2_CONINCLUDE"
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void main()
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{
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if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
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{
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return;
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}
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object oLastOpener = GetLastOpener();
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GenerateMediumTreasure(oLastOpener, OBJECT_SELF);
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GenerateHighTreasure(oLastOpener, OBJECT_SELF);
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ExecuteScript("magictres", OBJECT_SELF);
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ExecuteScript("magictres", OBJECT_SELF);
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ExecuteScript("magictres", OBJECT_SELF);
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SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
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int nGoldAmount = (d100() * 5) + d10();
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CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount);
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SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
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ActionWait(600.0);
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ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0));
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ShoutDisturbed();
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}
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13
_module/nss/affordhench.nss
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13
_module/nss/affordhench.nss
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@@ -0,0 +1,13 @@
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// * script: can_pay100
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// * Does the PC have 100 gp?
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// Use in [Text Appears When] tab of PC hiring dialog line.
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#include "NW_I0_PLOT"
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int StartingConditional()
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{
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return (HasGold(150,GetPCSpeaker()));
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}
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13
_module/nss/at_001.nss
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13
_module/nss/at_001.nss
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@@ -0,0 +1,13 @@
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//::///////////////////////////////////////////////
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//:: FileName at_001
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||||
//:://////////////////////////////////////////////
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||||
//:://////////////////////////////////////////////
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//:: Created By: Script Wizard
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||||
//:: Created On: 6/23/2002 2:03:52 PM
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//:://////////////////////////////////////////////
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void main()
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{
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// Set the variables
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SetLocalInt(GetPCSpeaker(), "spokentoguard", 1);
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}
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13
_module/nss/at_002.nss
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13
_module/nss/at_002.nss
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@@ -0,0 +1,13 @@
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//::///////////////////////////////////////////////
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//:: FileName at_002
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//:://////////////////////////////////////////////
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||||
//:://////////////////////////////////////////////
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||||
//:: Created By: Script Wizard
|
||||
//:: Created On: 6/23/2002 2:43:12 PM
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||||
//:://////////////////////////////////////////////
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void main()
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{
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// Set the variables
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SetLocalInt(GetPCSpeaker(), "spokentoguard", 2);
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}
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13
_module/nss/at_003.nss
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13
_module/nss/at_003.nss
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@@ -0,0 +1,13 @@
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//::///////////////////////////////////////////////
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//:: FileName at_003
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||||
//:://////////////////////////////////////////////
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||||
//:://////////////////////////////////////////////
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||||
//:: Created By: Script Wizard
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||||
//:: Created On: 6/23/2002 2:56:18 PM
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||||
//:://////////////////////////////////////////////
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void main()
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{
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// Set the variables
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SetLocalInt(GetPCSpeaker(), "spokentoprimarynpc", 2);
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}
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16
_module/nss/at_004.nss
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16
_module/nss/at_004.nss
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@@ -0,0 +1,16 @@
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//::///////////////////////////////////////////////
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||||
//:: FileName at_004
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||||
//:://////////////////////////////////////////////
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||||
//:://////////////////////////////////////////////
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||||
//:: Created By: Script Wizard
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||||
//:: Created On: 7/1/2002 11:15:36 PM
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||||
//:://////////////////////////////////////////////
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#include "nw_i0_generic"
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void main()
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{
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// Set the faction to hate the player, then attack the player
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AdjustReputation(GetPCSpeaker(), OBJECT_SELF, -100);
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DetermineCombatRound(GetPCSpeaker());
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}
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10
_module/nss/at_005.nss
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10
_module/nss/at_005.nss
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@@ -0,0 +1,10 @@
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//::///////////////////////////////////////////////
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//:: FileName at_005
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||||
//:://////////////////////////////////////////////
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||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Script Wizard
|
||||
//:: Created On: 7/20/2002 11:32:10 PM
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||||
//:://////////////////////////////////////////////
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||||
void main()
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||||
{
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}
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13
_module/nss/at_006.nss
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13
_module/nss/at_006.nss
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@@ -0,0 +1,13 @@
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//::///////////////////////////////////////////////
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//:: FileName at_006
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||||
//:://////////////////////////////////////////////
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||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Script Wizard
|
||||
//:: Created On: 7/20/2002 11:32:10 PM
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||||
//:://////////////////////////////////////////////
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||||
void main()
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{
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// Set the variables
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SetLocalInt(GetPCSpeaker(), "nBattleStrength", 5);
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}
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16
_module/nss/attackbeguncheck.nss
Normal file
16
_module/nss/attackbeguncheck.nss
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@@ -0,0 +1,16 @@
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//::///////////////////////////////////////////////
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//:: FileName attackbeguncheck
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//:://////////////////////////////////////////////
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||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Script Wizard
|
||||
//:: Created On: 7/23/2002 7:37:15 PM
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||||
//:://////////////////////////////////////////////
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||||
int StartingConditional()
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||||
{
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// Inspect local variables
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if(!(GetLocalInt(OBJECT_SELF, "nAttackStarted") == 0))
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return FALSE;
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return TRUE;
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||||
}
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||||
8
_module/nss/attackbyrep.nss
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8
_module/nss/attackbyrep.nss
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@@ -0,0 +1,8 @@
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void main()
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{
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if(GetLocalInt(GetObjectByTag("OrcGuard"), "nOrcLeave") == 0)
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||||
{
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||||
object oPC = GetFirstPC();
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AdjustReputation(oPC, GetObjectByTag("OrcGuard"), -10);
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||||
}
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||||
}
|
||||
81
_module/nss/attackhouse1.nss
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81
_module/nss/attackhouse1.nss
Normal file
@@ -0,0 +1,81 @@
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||||
//::///////////////////////////////////////////////
|
||||
//:: Default: On Spawn In
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||||
//:: NW_C2_DEFAULT9
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||||
//:: 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"));
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
82
_module/nss/attackhouse2.nss
Normal file
82
_module/nss/attackhouse2.nss
Normal file
@@ -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"));
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
82
_module/nss/attackhouse3.nss
Normal file
82
_module/nss/attackhouse3.nss
Normal file
@@ -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"));
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
101
_module/nss/attackhouse4.nss
Normal file
101
_module/nss/attackhouse4.nss
Normal file
@@ -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"));
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
82
_module/nss/attackhouse5.nss
Normal file
82
_module/nss/attackhouse5.nss
Normal file
@@ -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"));
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
16
_module/nss/attackspeaker.nss
Normal file
16
_module/nss/attackspeaker.nss
Normal file
@@ -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());
|
||||
}
|
||||
16
_module/nss/calc_gates.nss
Normal file
16
_module/nss/calc_gates.nss
Normal file
@@ -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);
|
||||
}
|
||||
55
_module/nss/calc_hs_var.nss
Normal file
55
_module/nss/calc_hs_var.nss
Normal file
@@ -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);
|
||||
|
||||
}
|
||||
5
_module/nss/call_onacquire.nss
Normal file
5
_module/nss/call_onacquire.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_onaquire", OBJECT_SELF);
|
||||
ExecuteScript("x2_mod_def_aqu", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onactivate.nss
Normal file
5
_module/nss/call_onactivate.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_onactivate", OBJECT_SELF);
|
||||
ExecuteScript("x2_mod_def_act", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_ondeath.nss
Normal file
5
_module/nss/call_ondeath.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_ondeath", OBJECT_SELF);
|
||||
ExecuteScript("nw_o0_death", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_ondying.nss
Normal file
5
_module/nss/call_ondying.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_ondying", OBJECT_SELF);
|
||||
ExecuteScript("nw_o0_dying", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onequip.nss
Normal file
5
_module/nss/call_onequip.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_equip", OBJECT_SELF);
|
||||
ExecuteScript("x2_mod_def_equ", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onheartbeat.nss
Normal file
5
_module/nss/call_onheartbeat.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_onheartbeat", OBJECT_SELF);
|
||||
ExecuteScript("x3_mod_def_hb", OBJECT_SELF);
|
||||
}
|
||||
4
_module/nss/call_onlevelup.nss
Normal file
4
_module/nss/call_onlevelup.nss
Normal file
@@ -0,0 +1,4 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_levelup", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onmodenter.nss
Normal file
5
_module/nss/call_onmodenter.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_onenter", OBJECT_SELF);
|
||||
ExecuteScript("onentermod", OBJECT_SELF);
|
||||
}
|
||||
4
_module/nss/call_onmodleave.nss
Normal file
4
_module/nss/call_onmodleave.nss
Normal file
@@ -0,0 +1,4 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_onleave", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onmodload.nss
Normal file
5
_module/nss/call_onmodload.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_onmodload", OBJECT_SELF);
|
||||
ExecuteScript("x3_mod_def_load", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onrespawn.nss
Normal file
5
_module/nss/call_onrespawn.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_onrespawn", OBJECT_SELF);
|
||||
ExecuteScript("resshrine", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onrest.nss
Normal file
5
_module/nss/call_onrest.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_rest", OBJECT_SELF);
|
||||
ExecuteScript("x2_mod_def_rest", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onunacquire.nss
Normal file
5
_module/nss/call_onunacquire.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_onunaquire", OBJECT_SELF);
|
||||
ExecuteScript("x2_mod_def_unaqu", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onunequip.nss
Normal file
5
_module/nss/call_onunequip.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_unequip", OBJECT_SELF);
|
||||
ExecuteScript("x2_mod_def_unequ", OBJECT_SELF);
|
||||
}
|
||||
5
_module/nss/call_onuserdef.nss
Normal file
5
_module/nss/call_onuserdef.nss
Normal file
@@ -0,0 +1,5 @@
|
||||
void main()
|
||||
{
|
||||
ExecuteScript("prc_onuserdef", OBJECT_SELF);
|
||||
ExecuteScript("x2_def_userdef", OBJECT_SELF);
|
||||
}
|
||||
10
_module/nss/can_pay100.nss
Normal file
10
_module/nss/can_pay100.nss
Normal file
@@ -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()));
|
||||
}
|
||||
|
||||
10
_module/nss/can_pay200.nss
Normal file
10
_module/nss/can_pay200.nss
Normal file
@@ -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()));
|
||||
}
|
||||
|
||||
39
_module/nss/combatroundend.nss
Normal file
39
_module/nss/combatroundend.nss
Normal file
@@ -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();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
34
_module/nss/doorbash.nss
Normal file
34
_module/nss/doorbash.nss
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
13
_module/nss/dragonleave.nss
Normal file
13
_module/nss/dragonleave.nss
Normal file
@@ -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);
|
||||
|
||||
}
|
||||
15
_module/nss/expatend.nss
Normal file
15
_module/nss/expatend.nss
Normal file
@@ -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);
|
||||
|
||||
}
|
||||
30
_module/nss/finalloot.nss
Normal file
30
_module/nss/finalloot.nss
Normal file
@@ -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();
|
||||
}
|
||||
16
_module/nss/finishedhorde.nss
Normal file
16
_module/nss/finishedhorde.nss
Normal file
@@ -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;
|
||||
}
|
||||
118
_module/nss/gateannounce.nss
Normal file
118
_module/nss/gateannounce.nss
Normal file
@@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
11
_module/nss/gateautoclose.nss
Normal file
11
_module/nss/gateautoclose.nss
Normal file
@@ -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);
|
||||
}
|
||||
15
_module/nss/give400exp.nss
Normal file
15
_module/nss/give400exp.nss
Normal file
@@ -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);
|
||||
|
||||
}
|
||||
14
_module/nss/giveitems.nss
Normal file
14
_module/nss/giveitems.nss
Normal file
@@ -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);
|
||||
|
||||
}
|
||||
18
_module/nss/goodnpcdead.nss
Normal file
18
_module/nss/goodnpcdead.nss
Normal file
@@ -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;
|
||||
}
|
||||
|
||||
67
_module/nss/goodnpcdeath.nss
Normal file
67
_module/nss/goodnpcdeath.nss
Normal file
@@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
110
_module/nss/hb_dragon.nss
Normal file
110
_module/nss/hb_dragon.nss
Normal file
@@ -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));
|
||||
|
||||
}
|
||||
}
|
||||
115
_module/nss/hb_elfdragon.nss
Normal file
115
_module/nss/hb_elfdragon.nss
Normal file
@@ -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));
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
107
_module/nss/hb_mage1.nss
Normal file
107
_module/nss/hb_mage1.nss
Normal file
@@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
151
_module/nss/hbrove.nss
Normal file
151
_module/nss/hbrove.nss
Normal file
@@ -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"));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
151
_module/nss/hbrove2.nss
Normal file
151
_module/nss/hbrove2.nss
Normal file
@@ -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"));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
13
_module/nss/healingshrine.nss
Normal file
13
_module/nss/healingshrine.nss
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
12
_module/nss/hellfreezesover.nss
Normal file
12
_module/nss/hellfreezesover.nss
Normal file
@@ -0,0 +1,12 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: FileName hellfreezesover
|
||||
//:://////////////////////////////////////////////
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Script Wizard
|
||||
//:: Created On: 7/20/2002 2:47:53 PM
|
||||
//:://////////////////////////////////////////////
|
||||
int StartingConditional()
|
||||
{
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
22
_module/nss/henchjoin.nss
Normal file
22
_module/nss/henchjoin.nss
Normal file
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
14
_module/nss/henchleave.nss
Normal file
14
_module/nss/henchleave.nss
Normal file
@@ -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();
|
||||
}
|
||||
|
||||
|
||||
19
_module/nss/henchman_joins.nss
Normal file
19
_module/nss/henchman_joins.nss
Normal file
@@ -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);
|
||||
}
|
||||
9
_module/nss/henchman_leaves.nss
Normal file
9
_module/nss/henchman_leaves.nss
Normal file
@@ -0,0 +1,9 @@
|
||||
#include "nw_i0_henchman"
|
||||
|
||||
void main()
|
||||
{
|
||||
SetFormerMaster(GetPCSpeaker(), OBJECT_SELF);
|
||||
RemoveHenchman(GetPCSpeaker());
|
||||
ClearAllActions();
|
||||
|
||||
}
|
||||
33
_module/nss/hiddenchest.nss
Normal file
33
_module/nss/hiddenchest.nss
Normal file
@@ -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();
|
||||
}
|
||||
12
_module/nss/hordebanner1.nss
Normal file
12
_module/nss/hordebanner1.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
12
_module/nss/hordebanner10.nss
Normal file
12
_module/nss/hordebanner10.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
12
_module/nss/hordebanner2.nss
Normal file
12
_module/nss/hordebanner2.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
12
_module/nss/hordebanner3.nss
Normal file
12
_module/nss/hordebanner3.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
12
_module/nss/hordebanner4.nss
Normal file
12
_module/nss/hordebanner4.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
12
_module/nss/hordebanner5.nss
Normal file
12
_module/nss/hordebanner5.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
12
_module/nss/hordebanner6.nss
Normal file
12
_module/nss/hordebanner6.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
12
_module/nss/hordebanner7.nss
Normal file
12
_module/nss/hordebanner7.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
12
_module/nss/hordebanner8.nss
Normal file
12
_module/nss/hordebanner8.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
12
_module/nss/hordebanner9.nss
Normal file
12
_module/nss/hordebanner9.nss
Normal file
@@ -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"));
|
||||
}
|
||||
|
||||
|
||||
18
_module/nss/hpersuadecheck.nss
Normal file
18
_module/nss/hpersuadecheck.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs0.nss
Normal file
16
_module/nss/hs0.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs1.nss
Normal file
16
_module/nss/hs1.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs10.nss
Normal file
16
_module/nss/hs10.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs2.nss
Normal file
16
_module/nss/hs2.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs3.nss
Normal file
16
_module/nss/hs3.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs4.nss
Normal file
16
_module/nss/hs4.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs5.nss
Normal file
16
_module/nss/hs5.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs6.nss
Normal file
16
_module/nss/hs6.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs7.nss
Normal file
16
_module/nss/hs7.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs8.nss
Normal file
16
_module/nss/hs8.nss
Normal file
@@ -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;
|
||||
}
|
||||
16
_module/nss/hs9.nss
Normal file
16
_module/nss/hs9.nss
Normal file
@@ -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;
|
||||
}
|
||||
99
_module/nss/innburn.nss
Normal file
99
_module/nss/innburn.nss
Normal file
@@ -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"));
|
||||
|
||||
}
|
||||
18
_module/nss/levelfinished.nss
Normal file
18
_module/nss/levelfinished.nss
Normal file
@@ -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;
|
||||
}
|
||||
|
||||
35
_module/nss/lever.nss
Normal file
35
_module/nss/lever.nss
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
1008
_module/nss/magictres.nss
Normal file
1008
_module/nss/magictres.nss
Normal file
File diff suppressed because it is too large
Load Diff
80
_module/nss/movetoop10.nss
Normal file
80
_module/nss/movetoop10.nss
Normal file
@@ -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"));
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
80
_module/nss/movetoop6.nss
Normal file
80
_module/nss/movetoop6.nss
Normal file
@@ -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)));
|
||||
|
||||
}
|
||||
|
||||
|
||||
94
_module/nss/movetoop7.nss
Normal file
94
_module/nss/movetoop7.nss
Normal file
@@ -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"));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
80
_module/nss/movetoop8.nss
Normal file
80
_module/nss/movetoop8.nss
Normal file
@@ -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"));
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
80
_module/nss/movetoop9.nss
Normal file
80
_module/nss/movetoop9.nss
Normal file
@@ -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"));
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
20
_module/nss/noblequestdone.nss
Normal file
20
_module/nss/noblequestdone.nss
Normal file
@@ -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);
|
||||
|
||||
}
|
||||
18
_module/nss/noblewomanquest.nss
Normal file
18
_module/nss/noblewomanquest.nss
Normal file
@@ -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;
|
||||
}
|
||||
146
_module/nss/nojrnlch_ac7.nss
Normal file
146
_module/nss/nojrnlch_ac7.nss
Normal file
@@ -0,0 +1,146 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Henchman Death Script
|
||||
//::
|
||||
//:: NW_CH_AC7.nss
|
||||
//::
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
//:: <description>
|
||||
//:://////////////////////////////////////////////
|
||||
//::
|
||||
//:: 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());
|
||||
}
|
||||
}
|
||||
}
|
||||
35
_module/nss/northgate.nss
Normal file
35
_module/nss/northgate.nss
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
14
_module/nss/northgateattak.nss
Normal file
14
_module/nss/northgateattak.nss
Normal file
@@ -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));
|
||||
}
|
||||
10
_module/nss/northgatedust.nss
Normal file
10
_module/nss/northgatedust.nss
Normal file
@@ -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);
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user