695 lines
19 KiB
Plaintext
695 lines
19 KiB
Plaintext
//
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//
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// NESS
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// Version 8.1.2
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// Spawn Readme
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//
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//
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// Neshke Narovken (Original Author)
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//
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// Cereborn (Maintainer)
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//
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//*******************************************************************
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//
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//
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// INCLUDES:
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//
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// Do NOT Modify Main Script:
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//
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// Spawn: 'spawn_main'
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//
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// Do NOT Modify Helper Scripts:
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//
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// Information: 'spawn__readme'
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// Functions: 'spawn_functions'
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// Corpse Death: 'spawn_corpse_dth'
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// Corpse Decay: 'spawn_corpse_dcy'
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// Global Defaults: 'spawn_defaults'
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// Flag Parsing: 'spawn_flags'
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// Pseudo-heartbeat 'spawn_pseudohb"
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//
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// Lootable corpse event scripts:
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// Corpse On Open: 'spawn_onopencrp'
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// Corpse On Closed: 'spawn_oncloscrp'
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// Corpse disturbed: 'spawn_dist_corps'
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// Corpse used: 'spawn_used_corps'
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//
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//
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// CONFIGURATION:
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//
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// Modify Configuration Includes if Needed
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// Only where Specified in Each File:
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//
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// Spawn Flags: 'spawn_cfg_flag'
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// Spawn Groups: 'spawn_cfg_group'
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// Loot Tables: 'spawn_cfg_loot'
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// Spawn Camps: 'spawn_cfg_camp'
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// Spawn Effects: 'spawn_cfg_fxsp'
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// Area Effects: 'spawn_cfg_fxae'
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// Object Effects: 'spawn_cfg_fxobj'
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// User Defaults: 'spawn_cfg_global'
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// Custom Flags: 'spawn_cfg_cusflg'
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//
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// Modify Check Includes if Needed
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// Only where Specified in each File:
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//
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// Check PCs: 'spawn_chk_pcs'
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// Custom Check: 'spawn_chk_custom'
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//
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// Modify Scripting Includes if Needed
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// Only where Specified in Each File:
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//
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// Spawn/Despawn: 'spawn_sc_spawn'
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// Heartbeat: 'spawn_sc_hbeat'
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// Death: 'spawn_sc_death'
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// Deactivation: 'spawn_sc_deactiv'
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// Camp Trigger: 'spawn_sc_cmptrig'
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// Patrol Stops: 'spawn_sc_patrol'
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//
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//
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// USAGE:
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//
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// Add Following to Area Heartbeat:
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//
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// Sample Script: 'spawn_sample_hb'
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//
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// #include "spawn_main"
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// Spawn();
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//
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// Add Spawn Waypoints
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// All Switches Optional
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//
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// Waypoint Name:
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// SP_<Spawn Flags>
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//
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// Waypoint Tag:
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// Child Object Tag/ResRef
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// Group Designation
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// Camp Designation
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//
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// Note:
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// For Custom Creatures
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// You must use the ResRef
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//
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// Available Flags:
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// SPnOn_ISnDn_IDn_FTn_SNnMn_SAnMn_SRnMnP_SDnMn_CLnMn
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// _RGnMnCn_RWRn_DYnTn_HRnTn_DOD_NOD_PCnR_SF_SUnIn_FXnDn
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// _PRnTn_PLnTn_EEnRn_EXnRn_SG_CDnTnRnD_LTnAnBnCn_DSnSn_DIn_CMDn
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// _SSnDn_CCn_CPnRn_TRnDn_AEnDn_OEnDn_RSn_FCn
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// _ALnSn_HBn_SLnRnI_RHDn_DTn_HLnE_IT_ST_PT_SM_CF
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// _SXn_NL_SB_ELn
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//
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//
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// Format:
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// Flag|OptionalFlag
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//
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//
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// SPn|On
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// : Designates Spawn Waypoint
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// : SP is Required on all Spawn Waypoints
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// : Performs Spawn processing every SP1 to SP99 heartbeats
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// : Default is SP1 Heartbeat : ~6 Seconds
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// : SP00 Defaults to SP01
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// : Optional Flag: On
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// : Offset processing spawn from first process by n heartbeats.
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// : Used to stagger spawn processing within an area
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//
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// ISn|Dn
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// : Initial State
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// : Type 0 : Inactive
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// : Type 1 : Default : Active
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// : Optional Flag: D000
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// : Delay Initial Spawn D000 Minutes
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//
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// IDn
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// : SpawnID
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// : Sets LocalInt "SpawnID" to SpawnID
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// : On Spawn Waypoint Object
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//
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// FTn
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// : Flag Table
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// : Use Flags from Table FT00
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// : Flags are Defined in 'spawn_cfg_flag'
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//
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//
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// SNn|Mn
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// : Spawn Number
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// : Maintains a Spawn of SN00 to SN99 Children
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// : Despawns Extra Children
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// : Optional Flag: M00
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// : Minimum Children
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// : Will Randomly Spawn between M00 and SN00 Children
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//
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// SA|n|Mn
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// : Spawn All at Once
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// : Default is Spawn One Child per Cycle
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// : Optional Flag: 00
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// : Spawn 00 Children per Cycle
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// : Optional Flag: M00
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// : Spawn Minimum M00 per Cycle
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//
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// SRn|Mn|P
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// : Spawn Radius
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// : Randomly Spawns Children in a
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// : Location SR00 to SR99 Meters from Waypoint
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// : Optional Flag: M00
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// : Minimum Radius, M00 to SR99 Meters
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// : Optional Flag: P
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// : Spawn Center is Near a Random PC in Area
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//
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// SDn|Mn|P
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// : Spawn Delay
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// : Delay SD00 to SD99 Minutes between Spawns
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// : Optional Flag: M00
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// : Minimum Delay, M00 to SD99 Minutes
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// : Optional Flag: P
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// : This flag sets up a spawn period, whereas the default spawn delay
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// : specifies a spacing between spawns.
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// : This is particularly useful with PL3 (keep the times the same on
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// : each) it will cause the placeable to refresh if alive or respawn
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// : if not on a regular schedule. Note that if the P subflag is used,
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// : the M subflag is ignored.
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//
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//
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// CLn|Mn
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// : Child Lifespan
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// : Child will Despawn after CL00 Minutes
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// : Optional Flag: M00
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// : Child will Despawn after M00 to CL00 Minutes
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//
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// DYn|Tn
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// : Spawn Day
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// : Spawn Only on Day DY00 to DY28
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// : Children are Despawned during Invalid Days
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// : Optional Flag: T00
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// : Spawn from Day DY00 to Day T00
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//
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// HRn|Tn
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// : Spawn Hour
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// : Spawn Only during Hour HR00 to HR24
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// : Children are Despawned during Invalid Hours
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// : Optional Flag: T00
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// : Spawn from Hour HR00 to Hour T00
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//
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// DO|D
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// : Day Only
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// : Only Spawns at Day
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// : Optional Flag: D
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// : Despawn Children at Nightfall
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//
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// NO|D
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// : Night Only
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// : Only Spawns at Night
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// : Optional Flag: D
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// : Despawn Children at Daybreak
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//
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// RW|Rn
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// : Random Walk
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// : Children Wander Randomly
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// : Optional Flag: R00
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// : WARNING: This is Resource Intensive!!
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// : Wander Range, R00 to R99 Meters
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//
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// PC|n|R
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// : PC Check
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// : Only Spawn Children if PCs are in Area
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// : Children are Despawned if no PCs in Area
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// : Optional Flag: PC00
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// : Depawn if no PCs in Area for PC00 Minutes
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// : Optional Flag: R
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// : Reset Spawn Point if no PCs are Present
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//
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// RGn|Mn|Cn
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// : Random Gold
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// : Generates Random Amount of Gold on Children
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// : From RG000 to RG999 Gold
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// : Optional Flag: M00
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// : Minimum Gold Amount
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// : Optional Flag: C00
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// : Gold Chance C00% to C99%
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// : Default 100% chance
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//
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// SF
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// : Spawn Facing
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// : Set Facing of Children to Match Waypoint
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// : Default Random Facing
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//
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// SUn|In
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// : Spawn Unseen
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// : Only Spawn if PCs are not within SU00 to SU99 Meters
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// : Optional flag: I00
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// : Use the location of each individual child to determine if that
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// : child can spawn, instead of using to location of the spawn itself.
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// : If using SR or SL|R, I00 to I99 additional random locations will be
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// : attempted
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//
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// FXn|Dn
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// : Spawn Effect
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// : Spawn in with Effect FX001 to FX999
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// : Effects are Defined in 'spawn_cfg_fxsp'
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// : Optional Flag: D000
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// : Despawn with Effect D001 to D999
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//
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// PRn|Tn|C
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// : Patrol Route
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// : Assign Waypoints Route PR00 to PR99
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// : Optional Flag: T0
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// : Route Type
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// : 0 - Sequential
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// : 1 - Circular
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// : 2 - Random
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// : 3 - Walk Once/Despawn
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// : Optional Flag C
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// : Start at closest waypoint. Does not apply to T2 (random)
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// :
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// : Route Name: Variable
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// : Route Tag: PR00_SN00_PS000_RN_FC_DO_NO_SC000
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// :
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// : PR - Route Number 00 to 99
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// : SN - Stop Number 00 to 99
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// : PS - Pause 000 to maxint seconds at Stop
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// : RP - Random additional amount (0 - maxint) added to PS
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// : RN - Run to Stop
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// : RR - Percentage chance a Stop will be visited (skipped otherwise)
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// : SF - Face the Waypoint Direction
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// : DO - Only Stop here during the Day
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// : NO - Only Stop here during the Night
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// : SC - Run script 000 to 999
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// : Scripts are Defined in 'spawn_sc_patrol'
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//
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// EEn|Rn
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// : Entrance/Exit
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// : Enter and Exit at Waypoint EE00
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// : Optional Flag: R
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// : Choose Random Entrance Exit
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// : from R00 to EE00
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// :
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// : Entrance/Exit Name: Variable
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// : Entrance/Exit Tag: EE00
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//
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// EXn|Rn
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// : Exit
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// : Exit at Waypoint EX00
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// : Optional Flag: R
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// : Choose Random Exit
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// : from R00 to EX00
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// :
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// : Exit Name: Variable
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// : Exit Tag: EX00
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//
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// PLn|Tn|Pn
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// : Placeable Object
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// : Spawns a Placeable Object with Behavior
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// : Behavior 0: Default Behavior
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// : Behavior 1: Despawn if Empty
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// : Behavior 2: Refill if Empty (after spawn delay minutes!)
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// : Behavior 3: Refresh (despawn/respawn) every P000 minutes; default
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// : (if no Pn specified) is 60 minutes
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// : Optional Flag: T00
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// : Trap Disabled Chance
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// : 00% to 99% chance of Trap Disabled
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// : Trap must already be part of Placeable's Template
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// : Default 100% Chance Trap is Disabled
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// : Optional Flag: P00
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// : Refresh period (in minutes)
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//
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// SG
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// : Spawn Group
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// : Spawn Children from Group
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// : Waypoint Tag is Defined Group
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// : Groups are Defined in 'spawn_cfg_group'
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//
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// CDn|Tn|Rn|D
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// : Corpse Decay
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// : Decay Corpse after CD000 to CD999 Seconds
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// : Default No Corpse, Standard Loot Bag
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// : Optional Flag: T
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// : Corpse Inventory Type
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// : Type 0: Inventory Items
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// : Type 1: Inventory & Equipped Items
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// : Type 2: Inventory Items, if PC Killed
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// : Type 3: Inventory & Equipped Items, if PC Killed
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// : Optional Flag: R
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// : Remains Type
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// : Type 0: Loot bag
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// : Type 1: Body
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// : Type 2: Bones
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// : Type 3: Potion
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// : Type 4: Pouch
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// : Type 5: Scroll
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// : Type 6: Treasure
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// : Type 7: None (destroy loot on decay)
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// : Optional Flag: D
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// : Drop wielded weapons
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//
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// LTn|An|Bn|Cn
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// : Loot Table
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// : Spawn Loot on Children from Table LT000 to LT999
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// : Loot Tables are Defined in 'spawn_cfg_loot'
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// : LT500 to LT999 currently reserved for merchant-based
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// : loot tables
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// : Optional Flag: A000
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// : When using merchant-based loot tables, the percentage chance that
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// : only 1 item will spawn. Default is 50%. Values over 100% are truncated
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// : to 100%
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// : Optional Flag: B000
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// : When using merchant-based loot tables, the percentage chance that
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// : 2 items will spawn. Default is 15%. Values over 100% are truncated
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// : to 100%
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// : Optional Flag: C000
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// : When using merchant-based loot tables, the percentage chance that
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// : 3 items will spawn. Default is 05%. Values over 100% are truncated
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// : to 100%
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//
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// DSn|Sn
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// : Deactivate Spawn
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// : Deactivate Spawn based on Condition
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// : Type 0: Deactivate if all Children are Dead
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// : Type 1: Deactivate if Spawn Number has been Spawned
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// : Type 2: Deactive Spawn until all Children are Dead
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// : Type 3: Deactivate Spawn after DI00 Children
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// : Type 4: Deactivate Spawn after DI00 Minutes
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// : Type 5: Deactivate Spawn after DI00 Cycles
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// : Type 6: Deactivate when Spawn Count == Spawn Number
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// : Optional Flag: S000
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// : Run Script 000 to 999 when Spawn Deactivated
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// : Scripts are Defined in 'spawn_sc_deactiv'
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// :
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// : Can Reactivate by Manually Calling:
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// : SetLocalInt(oSpawn, "SpawnDeactivated", FALSE);
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//
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// DIn
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// : Deactivation Information
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//
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// CM|Dn
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// : Spawn Camp
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// : Spawns Camp of Creatures and Placeables
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// : Waypoint Tag is Defined Camp
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// : Despawns Camp when all Children Dead
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// : Camps are Defined in 'spawn_cfg_camp'
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// : Optional Flag: D000
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// : Placeables Decay 000 Seconds after Camp Despawn
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// :
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// : Camp Children Flags:
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// :
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// : RW : Random Walk
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// : SF : Spawn Facing Camp
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// : SG : Spawn Group
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// : LT00 : Loot Table
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// : CD000|T0 : Corpse Decay
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// : PL0|T00 : Placeable Type
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// : Placeable Trap Disabled
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//
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// SSn|Dn
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// : Spawn Script
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// : Run Script 001 to 999 on Spawn
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// : Scripts are Defined in 'spawn_sc_spawn'
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// : Optional Flag: D000
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// : Run Script 001 to 999 on Despawn
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//
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// DTn
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// : Death Script
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// : Run Script 001 to 999 on Death
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// : Scripts are Defined in 'spawn_sc_death'
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//
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// CPn|Rn
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// : Spawn Check PCs
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// : Check Custom Code to see if Spawn Proceeds
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// : Custom Code is Defined in 'spawn_chk_pcs'
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// : Optional Flag: R00
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// : Check all PCs in Radius R00
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// : Default Check all PCs in Area
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//
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// CCn
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// : Spawn Check Custom
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// : Check Custom Code to see if Spawn Proceeds
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// : Custom Code is Defined in 'spawn_chk_custom'
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//
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// TRn|Dn
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// : Spawn Trigger
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// : Only Spawns if PC is within 00 Meters
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// : Optional Flag: D00
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// : Despawns if PC is not within D00 Meters
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//
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// AEn|Dn
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// : Spawn Area Effect
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// : Area Effects are Defined in 'spawn_cfg_fxae'
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// : Waypoint Tag can be "AE" to Spawn only Area Effect
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// : Optional Flag: D000
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// : Area Effect Duration of 000 to 999 Seconds
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// : Duration of 000 means Permanent Area Effect
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// : Default Duration is 005 Seconds
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//
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// OEn|Dn
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// : Object Effect
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// : Object Effects are Defined in 'spawn_cfg_fxobj'
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// : Optional Flag: D000
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// : Object Effect Duration of 000 to 999 Seconds
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// : Duration of 000 means Permanent Object Effect
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// : Default Duration is Permanent
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//
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// RSn
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// : Random Spawn
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// : Percentage Chance Spawn will Occur
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// : Default 100% Chance
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//
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// FCn
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// : Spawn Faction
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// : Change Faction of Children:
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// : Faction 0: COMMONER
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// : Faction 1: DEFENDER
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// : Faction 2: MERCHANT
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// : Faction 3: HOSTILE
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// : Faction 4: CUSTOM
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// : Change Faction to Same as Nearest
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// : Object with Tag 'SpawnFaction'
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//
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// ALn|Sn
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// : Spawn Alignment
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// : Shift Alignment of Children
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// : Alignment 0: Neutral
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// : Alignment 1: Law
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// : Alignment 2: Chaos
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// : Alignment 3: Good
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// : Alignment 4: Evil
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// : Alignment 5: All
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// : Optional Flag: S00
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// : Shift Alignment by S00
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// : Default Shift by 10
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//
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// HBn
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// : Heartbeat Script
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// : Children will Run Script HB000 each Cycle
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// : Scripts are Defined in 'spawn_sc_hbeat'
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//
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// SLn|Rn|I
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// : Spawn Location
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// : Spawn Children at Waypoint SL00
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// : Optional Flag: R
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// : Choose Random Location
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// : from R00 to SL00
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// : Optional Flag: I
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// : When spawning multiple children, each child takes the next
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// : waypoint, In order - (first child spawns at SL00, next at SL01, etc.)
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// :
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// : Location Name: Variable
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// : Location Tag: SL00
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//
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// RH|Dn
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// : Return Home
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// : Child will always Return to Home
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// : Optional Flag: D00
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// : Child will Return to Home
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// : Only if further than D00 Meters
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//
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// HL|n|E
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// : Heal Children if Not in Combat
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// : Optional Value: 00
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// : Heal 00% per Cycle
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//
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// IT
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// : Spawn Item
|
|
// : Spawnpoint Tag is Item Template
|
|
//
|
|
// ST
|
|
// : Spawn Sit
|
|
// : Children will Sit in Nearest Unoccupied Sittable
|
|
// : Sittable's Tag must be 'Seat'
|
|
//
|
|
// PT
|
|
// : Spawn Plot
|
|
// : Sets Children as Plot
|
|
//
|
|
// SM
|
|
// : Spawn Merchant
|
|
// : Spawnpoint Tag is Merchant Template
|
|
//
|
|
// CF
|
|
// : Custom Flag
|
|
// : Everything in Spawn Name after CF
|
|
// : Is Stored in LocalString "CustomFlag"
|
|
// : On Each Spawned Child
|
|
//
|
|
//
|
|
//
|
|
//
|
|
|
|
//
|
|
// Functions for external control. Please use these when possible instead
|
|
// of modifying variables directly in NESS.
|
|
//
|
|
// object NESS_GetSpawnByID(int nSpawnID, object oArea)
|
|
// : Returns the spawn waypoint in area oArea with ID nSpawnID
|
|
//
|
|
// void NESS_ActivateSpawnByID(int nSpawnID, object oArea)
|
|
// : Activates the spawn in area oArea with ID nSpawnID
|
|
//
|
|
// void NESS_DeactivateSpawnByID(int nSpawnID, object oArea)
|
|
// : Deactivates the spawn in area oArea with ID nSpawnID
|
|
//
|
|
// void NESS_ActivateSpawn(object oSpawn)
|
|
// : Activates spawn oSpawn
|
|
//
|
|
// void NESS_DeactivateSpawn(object oSpawn)
|
|
// : Deactivates spawn oSpawn
|
|
//
|
|
// void NESS_ForceProcess(object oSpawn)
|
|
// : Force spawn oSpawn to be processed next heartbeat (regardless of
|
|
// : SPxx value)
|
|
//
|
|
// void NESS_TrackModuleSpawns(int nFlag=TRUE)
|
|
// : Enable (nFlag == TRUE) or Disable (nFlag == FALSE) Spawn Tracking
|
|
//
|
|
// int NESS_IsModuleSpawnTracking()
|
|
// : Returns TRUE is spawn tracking is enabled, FALSE otherwise
|
|
//
|
|
//
|
|
// Some Tips and Pointers
|
|
// - with Thanks to Eliha for Creating this Section
|
|
//
|
|
// 1. The .erf script files we import for NWN usually contain .nss and
|
|
// .utp files.
|
|
//
|
|
// 1.1. The .nss files are the Nwn Source Scripts that are in plain text that
|
|
// we manipulate in the script editor.
|
|
//
|
|
// 1.2. The .utp file(s) are objects such as an invisible corpse object that
|
|
// automatically gets put in the right column of the toolset where you select
|
|
// the creatures, doors, placeables, etc. under the custom button.
|
|
//
|
|
// 2. After importing the .erf and ignoring that it couldn't find the .ncs files
|
|
// you'll need to save your module then reopen it for the new scripts to appear
|
|
// in the left column (due to the lack of a refresh button).
|
|
//
|
|
// 3. When working in the various configuration scripts you only need to save
|
|
// them, not compile them. They are just add-ons to the main spawn_sample_hb.nss
|
|
// script and attempts to compile them will result in errors. The spawn_sc_xxxx
|
|
// files will compile but even they should just be saved like all the other
|
|
// spawn_cfg_xxxx scripts.
|
|
//
|
|
// 4. When finished editing and saving the various configuration scripts you
|
|
// will then need to open the spawn_sample_hb script and compile it to integrate
|
|
// your new changes into the system. If you customized your scripts, saved them,
|
|
// saved the module, then loaded the game and find nothings working....chances are
|
|
// you forgot to compile the spawn_sample_hb script after making your changes.
|
|
//
|
|
// 5. You can usually tell which script needs to be compiled by noticing which
|
|
// one needs to be put in an area heartbeat or on an object somewhere, etc.. In
|
|
// this case, we are adding the spawn_sample_hb to the area heartbeat so it is the
|
|
// main file and requires compiling.
|
|
//
|
|
|
|
|
|
//
|
|
// Package Header
|
|
//
|
|
/*
|
|
NESS Version 8.1.1
|
|
|
|
Cereborn
|
|
|
|
See 'spawn__readme' for Instructions
|
|
Ignore all 'Missing Resource' Errors
|
|
See the NWN Forums for More Info
|
|
|
|
Spawn Package:
|
|
|
|
NESS Scripts:
|
|
- spawn__readme
|
|
- spawn__history
|
|
- spawn_cfg_camp
|
|
- spawn_cfg_flag
|
|
- spawn_cfg_fxae
|
|
- spawn_cfg_fxobj
|
|
- spawn_cfg_fxsp
|
|
- spawn_cfg_global
|
|
- spawn_cfg_group
|
|
- spawn_cfg_loot
|
|
- spawn_cfg_cusflg
|
|
- spawn_chk_pcs
|
|
- spawn_chk_custom
|
|
- spawn_corpse_dcy
|
|
- spawn_corpse_dth
|
|
- spawn_defaults
|
|
- spawn_dist_corps
|
|
- spawn_flags
|
|
- spawn_functions
|
|
- spawn_main
|
|
- spawn_onopencrp
|
|
- spawn_oncloscrp
|
|
- spawn_pseudohb
|
|
- spawn_sample_hb
|
|
- spawn_sc_cmptrig
|
|
- spawn_sc_deactiv
|
|
- spawn_sc_death
|
|
- spawn_sc_patrol
|
|
- spawn_sc_spawn
|
|
- spawn_smpl_onent
|
|
- spawn_smpl_onext
|
|
- spawn_timefuncs
|
|
- spawn_used_corps
|
|
|
|
NESS Resources:
|
|
- invis_corpse_obj
|
|
- invis_corpse_bdy
|
|
- invis_corpse_bon
|
|
- invis_corpse_pot
|
|
- invis_corpse_pch
|
|
- invis_corpse_ser
|
|
- invis_corpse_tre
|
|
|
|
Spawn Banner Scripts:
|
|
- spawnb_cc_activ
|
|
- spawnb_cc_dactiv
|
|
- spawnb_cc_dump
|
|
- spawnb_cc_nodump
|
|
- spawnb_cc_notrck
|
|
- spawnb_cc_nsclog
|
|
- spawnb_cc_nsdlog
|
|
- spawnb_cc_sclog
|
|
- spawnb_cc_sdlog
|
|
- spawnb_cc_trck
|
|
- spawnb_main
|
|
- spawnb_sample_ai
|
|
- spawnb_sc_activ
|
|
- spawnb_sc_dactiv
|
|
- spawnb_sc_disp
|
|
- spawnb_sc_dump
|
|
- spawnb_sc_nodump
|
|
- spawnb_sc_notrck
|
|
- spawnb_sc_nsdlog
|
|
- spawnb_sc_sclog
|
|
- spawnb_sc_sdlog
|
|
- spawnb_sc_snclog
|
|
- spawnb_sc_trck
|
|
|
|
Spawn Banner Resources:
|
|
- spawn_ban_rod.uti
|
|
- spawn_banner.dlg
|
|
- spawn_ban_a.utp
|
|
- spawn_ban_d.utp
|
|
|
|
|
|
*/
|