Added PRC

Added PRC & imported new Level 2 WIP.  Slightly renamed module.  Full compile.
This commit is contained in:
Jaysyn904 2023-03-19 16:54:45 -04:00
parent 4c8755299f
commit e22f1e1bb8
106 changed files with 271260 additions and 23 deletions

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@ -1 +1 @@
Module.Packer.exe Wizardry_EE.mod p
Module.Packer.exe "WizardyEE [PRC].mod" p

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@ -1 +1 @@
Module.Packer.exe Wizardry_EE.mod u
Module.Packer.exe "WizardyEE [PRC].mod" u

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2926
Module/are/limbo001.are.json Normal file

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@ -0,0 +1,862 @@
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@ -0,0 +1,862 @@
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View File

@ -0,0 +1,862 @@
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View File

@ -0,0 +1,862 @@
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19137
Module/are/wiz_lvl_02.are.json Normal file

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View File

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View File

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"type": "cexostring",
"value": "Frost Giant, female"
}
}
]
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "CaveExit"
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Dragon Skull"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Stone patch"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Stone patch"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Stones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Dead Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Dust Plume"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Portal"
}
}
]
},
"SoundList": {
"type": "list",
"value": [
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
}
]
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": [
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
}
}

View File

@ -0,0 +1,90 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": []
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chest - 2 (Low treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "This is the trap door that will be created when the Hidden door trigger determins that the door has been found. see comments on the trigger for how to use."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "A storage for manifestation tokens, which are used to keep track of psionic power use interruption."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chest - 1 (Low treasure script)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chest - 1 (Low treasure script)"
}
}
]
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": [
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
}
]
}
}

View File

@ -0,0 +1,47 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": []
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": []
}
}

View File

@ -0,0 +1,47 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": []
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": []
}
}

View File

@ -0,0 +1,47 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": []
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": []
}
}

View File

@ -0,0 +1,47 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": []
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": []
}
}

View File

@ -0,0 +1,47 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": []
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": []
}
}

View File

@ -0,0 +1,47 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": []
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": []
}
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,209 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "CorridorDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "BridgeDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "BridgeDoor"
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "NOTE: The circle will not be visible until it is changed to play its ACTIVATE animation either by scripting or setting it from the start in the toolset. \r\n\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Portal"
}
}
]
},
"SoundList": {
"type": "list",
"value": [
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
},
{
"__struct_id": 6,
"Comment": {
"type": "cexostring",
"value": ""
},
"PlayInToolset": {
"type": "byte",
"value": 1
}
}
]
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": []
}
}

View File

@ -0,0 +1,285 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": []
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Sphinx Statue"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Campfire"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Normal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Autumn"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Autumn"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Autumn"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Autumn"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Normal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Normal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Normal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Normal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Normal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Grass Tuft"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fern"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fern"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Grass Tuft"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Grass Tuft"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Grass Tuft"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Ivy"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Mushrooms"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Plant Growth - Shrubs"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Plant Growth - Shrubs"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Snowy Pine Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Normal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Normal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Autumn"
}
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},
"TriggerList": {
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},
"WaypointList": {
"type": "list",
"value": []
}
}

View File

@ -0,0 +1,756 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": []
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
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"type": "cexostring",
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{
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"type": "cexostring",
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}
},
{
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"Comment": {
"type": "cexostring",
"value": "Obelisk"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Obelisk"
}
},
{
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"Comment": {
"type": "cexostring",
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}
},
{
"__struct_id": 9,
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"type": "cexostring",
"value": "Obelisk"
}
},
{
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}
},
{
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"type": "cexostring",
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}
},
{
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"Comment": {
"type": "cexostring",
"value": "Obelisk"
}
},
{
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}
},
{
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}
},
{
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"Comment": {
"type": "cexostring",
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}
},
{
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"type": "cexostring",
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}
},
{
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"type": "cexostring",
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}
},
{
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}
},
{
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"type": "cexostring",
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}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Obelisk"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
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},
{
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}
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"type": "cexostring",
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}
},
{
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},
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},
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"type": "cexostring",
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},
{
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"type": "cexostring",
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},
{
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}
},
{
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"type": "cexostring",
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}
},
{
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"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
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}
},
{
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"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
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"Comment": {
"type": "cexostring",
"value": ""
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Trap Door"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Overgrown Ruined Pillar"
}
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{
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}
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{
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"Comment": {
"type": "cexostring",
"value": ""
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Obelisk"
}
},
{
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"Comment": {
"type": "cexostring",
"value": "Obelisk"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Obelisk"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Obelisk"
}
}
]
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
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"value": []
},
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"value": [
{
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"Comment": {
"type": "cexostring",
"value": ""
}
},
{
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"Comment": {
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}
},
{
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}
},
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}
]
},
"WaypointList": {
"type": "list",
"value": [
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
}
]
}
}

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1344
Module/git/limbo001.git.json Normal file

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View File

@ -0,0 +1,342 @@
{
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}
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},
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"type": "list",
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{
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21803
Module/git/wiz_lvl_02.git.json Normal file

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@ -167,6 +167,17 @@
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@ -14,12 +14,50 @@
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"NAME": {
"type": "cexostring",
"value": "LichCrafting"
},
"RESREF": {
"type": "resref",
"value": "lichcrafting"
}
}
]
},
"STRREF": {
"type": "dword",
"value": 6689
@ -185,12 +451,121 @@
"value": 6788
}
},
{
"__struct_id": 0,
"ID": {
"type": "byte",
"value": 16
},
"LIST": {
"type": "list",
"value": [
{
"__struct_id": 0,
"ID": {
"type": "byte",
"value": 17
},
"STRREF": {
"type": "dword",
"value": 62485
}
},
{
"__struct_id": 0,
"ID": {
"type": "byte",
"value": 19
},
"STRREF": {
"type": "dword",
"value": 5836
}
},
{
"__struct_id": 0,
"ID": {
"type": "byte",
"value": 21
},
"STRREF": {
"type": "dword",
"value": 67585
}
},
{
"__struct_id": 0,
"ID": {
"type": "byte",
"value": 20
},
"STRREF": {
"type": "dword",
"value": 53151
}
},
{
"__struct_id": 0,
"ID": {
"type": "byte",
"value": 18
},
"STRREF": {
"type": "dword",
"value": 67132
}
}
]
},
"STRREF": {
"type": "dword",
"value": 66490
}
},
{
"__struct_id": 0,
"ID": {
"type": "byte",
"value": 5
},
"LIST": {
"type": "list",
"value": [
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Genesis Enterance Portal"
},
"RESREF": {
"type": "resref",
"value": "genesisportal"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Genesis Exit Portal"
},
"RESREF": {
"type": "resref",
"value": "genesisexit"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Return Portal"
},
"RESREF": {
"type": "resref",
"value": "prc_ea_return"
}
}
]
},
"STRREF": {
"type": "dword",
"value": 6781

View File

@ -9,6 +9,22 @@
"type": "byte",
"value": 5
},
"LIST": {
"type": "list",
"value": [
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "prc_scrolls"
},
"RESREF": {
"type": "resref",
"value": "prc_scrolls"
}
}
]
},
"STRREF": {
"type": "dword",
"value": 6789
@ -49,6 +65,28 @@
"type": "resref",
"value": "custom003"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "prc_epicspells"
},
"RESREF": {
"type": "resref",
"value": "prc_epicspells"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "prc_magiccraft"
},
"RESREF": {
"type": "resref",
"value": "prc_magiccraft"
}
}
]
},

View File

@ -36,11 +36,280 @@
"type": "byte",
"value": 6
},
"LIST": {
"type": "list",
"value": [
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Barracks"
},
"RESREF": {
"type": "resref",
"value": "bdd_barracks"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Black Archer Creek"
},
"RESREF": {
"type": "resref",
"value": "wol_a_bbbcreek"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Black Archer Enter"
},
"RESREF": {
"type": "resref",
"value": "wol_a_bbbenter"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Books"
},
"RESREF": {
"type": "resref",
"value": "bdd_books"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Cave Explore"
},
"RESREF": {
"type": "resref",
"value": "bdd_cave_exp"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Change"
},
"RESREF": {
"type": "resref",
"value": "bdd_change"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Courtyard"
},
"RESREF": {
"type": "resref",
"value": "bdd_courtyard"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Dustblight"
},
"RESREF": {
"type": "resref",
"value": "bdd_blight"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Dymondheart Enter"
},
"RESREF": {
"type": "resref",
"value": "wol_a_dyenter"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Filtrator"
},
"RESREF": {
"type": "resref",
"value": "bdd_filtrator"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Forge"
},
"RESREF": {
"type": "resref",
"value": "bdd_forge"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Foyer"
},
"RESREF": {
"type": "resref",
"value": "bdd_foyer"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Hidden Cave"
},
"RESREF": {
"type": "resref",
"value": "bdd_cave_ent"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Hollow Shell"
},
"RESREF": {
"type": "resref",
"value": "bdd_shell"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Mod Enter"
},
"RESREF": {
"type": "resref",
"value": "bdd_enter"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Oil"
},
"RESREF": {
"type": "resref",
"value": "bdd_oil"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Ruins"
},
"RESREF": {
"type": "resref",
"value": "bdd_ruins"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Schooner"
},
"RESREF": {
"type": "resref",
"value": "bdd_schooner"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Smelter Office"
},
"RESREF": {
"type": "resref",
"value": "bdd_office"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Taint"
},
"RESREF": {
"type": "resref",
"value": "bdd_taint"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Vault"
},
"RESREF": {
"type": "resref",
"value": "bdd_vault"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Well"
},
"RESREF": {
"type": "resref",
"value": "bdd_well"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Xeno"
},
"RESREF": {
"type": "resref",
"value": "bdd_xeno"
}
}
]
},
"STRREF": {
"type": "dword",
"value": 6790
}
},
{
"__struct_id": 0,
"ID": {
"type": "byte",
"value": 16
},
"STRREF": {
"type": "dword",
"value": 9129
}
},
{
"__struct_id": 0,
"LIST": {
@ -52,6 +321,22 @@
"type": "byte",
"value": 0
},
"LIST": {
"type": "list",
"value": [
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "PRC NoTeleport Area Trigger "
},
"RESREF": {
"type": "resref",
"value": "prc_no_teleport"
}
}
]
},
"STRREF": {
"type": "dword",
"value": 6688

View File

@ -14,6 +14,22 @@
"type": "byte",
"value": 0
},
"LIST": {
"type": "list",
"value": [
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "prc_str_lookup"
},
"RESREF": {
"type": "resref",
"value": "prc_str_lookup"
}
}
]
},
"STRREF": {
"type": "dword",
"value": 6688
@ -100,6 +116,182 @@
"type": "resref",
"value": "6floor2"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "BDD Entrance"
},
"RESREF": {
"type": "resref",
"value": "bdd_enter"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Black Archer Enter"
},
"RESREF": {
"type": "resref",
"value": "wol_a_bbbwp"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Cave Entrance"
},
"RESREF": {
"type": "resref",
"value": "bdd_foyer_ent002"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Cave Entrance 2"
},
"RESREF": {
"type": "resref",
"value": "bdd_foyer_ent001"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Changed Asherati"
},
"RESREF": {
"type": "resref",
"value": "bdd_schooner_007"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Climb Up"
},
"RESREF": {
"type": "resref",
"value": "bdd_foyer_ent003"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Dymondheart Enter"
},
"RESREF": {
"type": "resref",
"value": "wol_a_dymondwp"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Forge Tainted Asherati"
},
"RESREF": {
"type": "resref",
"value": "bdd_schooner_003"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Foyer Ashen Hulks"
},
"RESREF": {
"type": "resref",
"value": "bdd_schooner_001"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Foyer Entrance"
},
"RESREF": {
"type": "resref",
"value": "bdd_foyer_ent"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "npf_wp_chest_sp"
},
"RESREF": {
"type": "resref",
"value": "npf_wp_chest_sp"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Office Shadows"
},
"RESREF": {
"type": "resref",
"value": "bdd_schooner_002"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Schooner Ashen Hulks"
},
"RESREF": {
"type": "resref",
"value": "bdd_schooner_ash"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Taint Asherati"
},
"RESREF": {
"type": "resref",
"value": "bdd_schooner_006"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Vault Shadow"
},
"RESREF": {
"type": "resref",
"value": "bdd_schooner_004"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Xeno Asherati"
},
"RESREF": {
"type": "resref",
"value": "bdd_schooner_005"
}
}
]
},

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@ -0,0 +1,13 @@
// prc_ondeath,nw_o0_death
/////////////////////////////////////////////////////////////////////
//
// This script has been auto-generated by HakInstaller to call
// multiple handlers for the onplayerdeath event.
//
/////////////////////////////////////////////////////////////////////
void main()
{
ExecuteScript("prc_ondeath", OBJECT_SELF);
ExecuteScript("nw_o0_death", OBJECT_SELF);
}

View File

@ -0,0 +1,13 @@
// prc_ondying,nw_o0_dying
/////////////////////////////////////////////////////////////////////
//
// This script has been auto-generated by HakInstaller to call
// multiple handlers for the onplayerdying event.
//
/////////////////////////////////////////////////////////////////////
void main()
{
ExecuteScript("prc_ondying", OBJECT_SELF);
ExecuteScript("nw_o0_dying", OBJECT_SELF);
}

View File

@ -0,0 +1,13 @@
// prc_onrespawn,nw_o0_respawn
/////////////////////////////////////////////////////////////////////
//
// This script has been auto-generated by HakInstaller to call
// multiple handlers for the onplayerrespawn event.
//
/////////////////////////////////////////////////////////////////////
void main()
{
ExecuteScript("prc_onrespawn", OBJECT_SELF);
ExecuteScript("nw_o0_respawn", OBJECT_SELF);
}

View File

@ -0,0 +1,60 @@
//::///////////////////////////////////////////////
//:: NW_C2_BOSSDIE
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This script fires when the boss monster dies.
It creates boss monster treasure on the creature.
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
#include "NW_O2_CONINCLUDE"
void main()
{
ExecuteScript("prc_npc_death", OBJECT_SELF);
ExecuteScript("prc_pwondeath", OBJECT_SELF);
object oKiller = GetLastKiller();
if (GetIsObjectValid(oKiller) == TRUE)
{
// * If I have a master then use him to determine the treasure
if (GetIsObjectValid(GetMaster(oKiller)) == TRUE)
{
oKiller = GetMaster(oKiller);
}
// * generate boss treasure
// * May 13 2002: For some reason death seems able to happen multiple
// * times. Made it so that the treasure will only spawn once
if (GetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X") == 0)
{
GenerateNPCTreasure(4, OBJECT_SELF, oKiller);
SetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X", 1);
}
}
else
AssignCommand(GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC), SpeakString("No Killer!"));
int nClass = GetLevelByClass(CLASS_TYPE_COMMONER);
int nAlign = GetAlignmentGoodEvil(OBJECT_SELF);
if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL))
{
object oKiller = GetLastKiller();
AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5);
}
SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
//Shout Attack my target, only works with the On Spawn In setup
SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1007));
}
}

View File

@ -0,0 +1,80 @@
//::///////////////////////////////////////////////
//:: Custom On Spawn In
//:: nw_c2_bossspawn
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
This is the basic On Spawn Script for boss
monsters. This script allows bosses to
buff themselves before a PC can actually see
them.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: March 18, 2002
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
void main()
{
// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
// This causes the creature to say a special greeting in their conversation file
// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
// greeting in order to designate it. As the creature is actually saying this to
// himself, don't attach any player responses to the greeting.
//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
// This will set the listening pattern on the NPC to attack when allies call
//SetSpawnInCondition(NW_FLAG_STEALTH);
// If the NPC has stealth and they are a rogue go into stealth mode
//SetSpawnInCondition(NW_FLAG_SEARCH);
// If the NPC has Search go into Search Mode
//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
// This will set the NPC to give a warning to non-enemies before attacking
SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY);
//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
// CUSTOM USER DEFINED EVENTS
/*
The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
events user 1000 - 1010
*/
//SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
// combat.
// Boss monsters spawn treasure On Death not OnSpawn.
// GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
ExecuteScript("prc_pwonspawn", OBJECT_SELF);
ExecuteScript("prc_npc_spawn", OBJECT_SELF);
}

View File

@ -0,0 +1,107 @@
//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT1
/*
Default OnHeartbeat script for NPCs.
This script causes NPCs to perform default animations
while not otherwise engaged.
This script duplicates the behavior of the default
script and just cleans up the code and removes
redundant conditional checks.
*/
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////
#include "nw_i0_generic"
void main()
{
// * if not runnning normal or better Ai then exit for performance reasons
if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
ExecuteScript("prc_npc_hb", OBJECT_SELF);
// Buff ourselves up right away if we should
if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY))
{
// This will return TRUE if an enemy was within 40.0 m
// and we buffed ourselves up instantly to respond --
// simulates a spellcaster with protections enabled
// already.
if(TalentAdvancedBuff(40.0))
{
// This is a one-shot deal
SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE);
// This return means we skip sending the user-defined
// heartbeat signal in this one case.
return;
}
}
if(GetHasEffect(EFFECT_TYPE_SLEEP))
{
// If we're asleep and this is the result of sleeping
// at night, apply the floating 'z's visual effect
// every so often
if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT))
{
effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
if(d10() > 6)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
}
}
}
// If we have the 'constant' waypoints flag set, walk to the next
// waypoint.
else if ( GetWalkCondition(NW_WALK_FLAG_CONSTANT) )
{
WalkWayPoints();
}
// Check to see if we should be playing default animations
// - make sure we don't have any current targets
else if ( !GetIsObjectValid(GetAttemptedAttackTarget())
&& !GetIsObjectValid(GetAttemptedSpellTarget())
// && !GetIsPostOrWalking())
&& !GetIsObjectValid(GetNearestSeenEnemy()))
{
if (GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) || GetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE) ||
GetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE))
{
// This handles special attacking/fleeing behavior
// for omnivores & herbivores.
DetermineSpecialBehavior();
}
else if (!IsInConversation(OBJECT_SELF))
{
if (GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)
|| GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)
|| GetIsEncounterCreature())
{
PlayMobileAmbientAnimations();
}
else if (GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS))
{
PlayImmobileAmbientAnimations();
}
}
}
// Send the user-defined event signal if specified
if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_HEARTBEAT));
}
}

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//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT2
/*
Default OnPerception event handler for NPCs.
Handles behavior when perceiving a creature for the
first time.
*/
//:://////////////////////////////////////////////////
#include "nw_i0_generic"
void main()
{
ExecuteScript("prc_npc_percep", OBJECT_SELF);
// * if not runnning normal or better Ai then exit for performance reasons
// * if not runnning normal or better Ai then exit for performance reasons
if (GetAILevel() == AI_LEVEL_VERY_LOW) return;
object oPercep = GetLastPerceived();
int bSeen = GetLastPerceptionSeen();
int bHeard = GetLastPerceptionHeard();
if (bHeard == FALSE)
{
// Has someone vanished in front of me?
bHeard = GetLastPerceptionVanished();
}
// This will cause the NPC to speak their one-liner
// conversation on perception even if they are already
// in combat.
if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION)
&& GetIsPC(oPercep)
&& bSeen)
{
SpeakOneLinerConversation();
}
// March 5 2003 Brent
// Had to add this section back in, since modifications were not taking this specific
// example into account -- it made invisibility basically useless.
//If the last perception event was hearing based or if someone vanished then go to search mode
if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived()))
{
object oGone = GetLastPerceived();
if((GetAttemptedAttackTarget() == GetLastPerceived() ||
GetAttemptedSpellTarget() == GetLastPerceived() ||
GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF))
{
ClearAllActions();
DetermineCombatRound();
}
}
// This section has been heavily revised while keeping the
// pre-existing behavior:
// - If we're in combat, keep fighting.
// - If not and we've perceived an enemy, start to fight.
// Even if the perception event was a 'vanish', that's
// still what we do anyway, since that will keep us
// fighting any visible targets.
// - If we're not in combat and haven't perceived an enemy,
// see if the perception target is a PC and if we should
// speak our attention-getting one-liner.
if (GetIsInCombat(OBJECT_SELF))
{
// don't do anything else, we're busy
//MyPrintString("GetIsFighting: TRUE");
}
// * BK FEB 2003 Only fight if you can see them. DO NOT RELY ON HEARING FOR ENEMY DETECTION
else if (GetIsEnemy(oPercep) && bSeen)
{ // SpawnScriptDebugger();
//MyPrintString("GetIsEnemy: TRUE");
// We spotted an enemy and we're not already fighting
if(!GetHasEffect(EFFECT_TYPE_SLEEP)) {
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
//MyPrintString("DetermineSpecialBehavior");
DetermineSpecialBehavior();
} else
{
//MyPrintString("DetermineCombatRound");
SetFacingPoint(GetPosition(oPercep));
SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
DetermineCombatRound();
}
}
}
else
{
if (bSeen)
{
//MyPrintString("GetLastPerceptionSeen: TRUE");
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
DetermineSpecialBehavior();
} else if (GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION)
&& GetIsPC(oPercep))
{
// The NPC will speak their one-liner conversation
// This should probably be:
// SpeakOneLinerConversation(oPercep);
// instead, but leaving it as is for now.
ActionStartConversation(OBJECT_SELF);
}
}
else
// * July 14 2003: Some minor reactions based on invisible creatures being nearby
if (bHeard && GetIsEnemy(oPercep))
{
// SpeakString("vanished");
// * don't want creatures wandering too far after noises
if (GetDistanceToObject(oPercep) <= 7.0)
{
// if (GetHasSpell(SPELL_TRUE_SEEING) == TRUE)
if (GetHasSpell(SPELL_TRUE_SEEING))
{
ActionCastSpellAtObject(SPELL_TRUE_SEEING, OBJECT_SELF);
}
else
// if (GetHasSpell(SPELL_SEE_INVISIBILITY) == TRUE)
if (GetHasSpell(SPELL_SEE_INVISIBILITY))
{
ActionCastSpellAtObject(SPELL_SEE_INVISIBILITY, OBJECT_SELF);
}
else
// if (GetHasSpell(SPELL_INVISIBILITY_PURGE) == TRUE)
if (GetHasSpell(SPELL_INVISIBILITY_PURGE))
{
ActionCastSpellAtObject(SPELL_INVISIBILITY_PURGE, OBJECT_SELF);
}
else
{
ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_LEFT, 0.5);
ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_RIGHT, 0.5);
ActionPlayAnimation(ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD, 0.5);
}
}
}
// activate ambient animations or walk waypoints if appropriate
if (!IsInConversation(OBJECT_SELF)) {
if (GetIsPostOrWalking()) {
WalkWayPoints();
} else if (GetIsPC(oPercep) &&
(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)
|| GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)
|| GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)
|| GetIsEncounterCreature()))
{
SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE);
}
}
}
// Send the user-defined event if appropriate
if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen())
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE));
}
}

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//::///////////////////////////////////////////////
//:: Default: End of Combat Round
//:: NW_C2_DEFAULT3
//:: Copyright (c) 2008 Bioware Corp.
//:://////////////////////////////////////////////
/*
Calls the end of combat script every round
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2001
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Modified By: Deva Winblood
//:: Modified On: Feb 16th, 2008
//:: Added Support for Mounted Combat Feat Support
//:://////////////////////////////////////////////
#include "NW_I0_GENERIC"
void main()
{
ExecuteScript("prc_npc_combat", OBJECT_SELF);
if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT"))
{ // set variables on target for mounted combat
DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL");
DeleteLocalInt(OBJECT_SELF,"nX3_HP_BEFORE");
DeleteLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT");
if (GetHasFeat(FEAT_MOUNTED_COMBAT,OBJECT_SELF))
{ // check for AC increase
int nRoll=d20()+GetSkillRank(SKILL_RIDE);
nRoll=nRoll-10;
if (nRoll>4)
{ // ac increase
nRoll=nRoll/5;
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectACIncrease(nRoll),OBJECT_SELF,8.5);
} // ac increase
} // check for AC increase
} // set variables on target for mounted combat
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
{
DetermineSpecialBehavior();
}
else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
{
DetermineCombatRound();
}
if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1003));
}
}

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//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT4
/*
Default OnConversation event handler for NPCs.
*/
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////
#include "nw_i0_generic"
void main()
{
ExecuteScript("prc_npc_conv", OBJECT_SELF);
// * if petrified, jump out
if (GetHasEffect(EFFECT_TYPE_PETRIFY, OBJECT_SELF) == TRUE)
{
return;
}
// * If dead, exit directly.
if (GetIsDead(OBJECT_SELF) == TRUE)
{
return;
}
// See if what we just 'heard' matches any of our
// predefined patterns
int nMatch = GetListenPatternNumber();
object oShouter = GetLastSpeaker();
if (nMatch == -1)
{
// Not a match -- start an ordinary conversation
if (GetCommandable(OBJECT_SELF))
{
ClearActions(CLEAR_NW_C2_DEFAULT4_29);
BeginConversation();
}
else
// * July 31 2004
// * If only charmed then allow conversation
// * so you can have a better chance of convincing
// * people of lowering prices
if (GetHasEffect(EFFECT_TYPE_CHARMED) == TRUE)
{
ClearActions(CLEAR_NW_C2_DEFAULT4_29);
BeginConversation();
}
}
// Respond to shouts from friendly non-PCs only
else if (GetIsObjectValid(oShouter)
&& !GetIsPC(oShouter)
&& GetIsFriend(oShouter))
{
object oIntruder = OBJECT_INVALID;
// Determine the intruder if any
if(nMatch == 4)
{
oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER");
}
else if (nMatch == 5)
{
oIntruder = GetLastHostileActor(oShouter);
if(!GetIsObjectValid(oIntruder))
{
oIntruder = GetAttemptedAttackTarget();
if(!GetIsObjectValid(oIntruder))
{
oIntruder = GetAttemptedSpellTarget();
if(!GetIsObjectValid(oIntruder))
{
oIntruder = OBJECT_INVALID;
}
}
}
}
// Actually respond to the shout
RespondToShout(oShouter, nMatch, oIntruder);
}
// Send the user-defined event if appropriate
if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE));
}
}

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