Area ambience, dialog, sound changes

Got NPCs sitting in the pub
added hourly bell tolls
Adjusted many sounds in sarum city main
changed fog clip distance in many areas
This commit is contained in:
EpicValor
2023-08-13 18:26:11 -05:00
parent b439810400
commit 129ffdcf22
228 changed files with 25341 additions and 13948 deletions

View File

@@ -489,6 +489,7 @@ void sp_Spawn(object oNearest, string sTemplate, int iSpawnX)
if (GetLocalInt(oNearest, "IsTreasure") && iValid)
{
oNewObject = CreateObject(OBJECT_TYPE_PLACEABLE, sTemplate, lCurrentWP, TRUE);
oNewObject = CreateObject(OBJECT_TYPE_ITEM, sTemplate, lCurrentWP, TRUE);
SetLocalInt(oNearest, "Spawning", GetLocalInt(oNearest, "Spawning") - 1);
sp_TagObject(oNearest, "Item", oNewObject);
}
@@ -513,9 +514,9 @@ void sp_Spawn(object oNearest, string sTemplate, int iSpawnX)
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eSpawn, lCurrentWP);
}
oNewObject = CreateObject(OBJECT_TYPE_CREATURE, sTemplate, lCurrentWP, FALSE);
CreateObject(OBJECT_TYPE_ITEM, sTemplate, lCurrentWP, FALSE);
SetLocalInt(oNearest, "Spawning", GetLocalInt(oNearest, "Spawning") - 1);
sp_TagObject(oNearest, "Creature", oNewObject);
}
if (GetLocalInt(oNearest, "Camp") && !GetLocalInt(oNearest, "CampExists"))
sp_SpawnCamp(oNearest, lCurrentWP);

View File

@@ -0,0 +1,59 @@
//::///////////////////////////////////////////////
//:: npc_sit_stay
//:://////////////////////////////////////////////
/*Goes on the OnSpawn and OnConversation script of the NPC that you want to stay <span class="highlight">seated</span>*/
#include "NW_I0_GENERIC"
void main()
{
int nMatch = GetListenPatternNumber();
object oShouter = GetLastSpeaker();
object oIntruder;
if (nMatch == -1 && GetCommandable(OBJECT_SELF))
{
ClearAllActions();
}
else
if(nMatch != -1 && GetIsObjectValid(oShouter) && !GetIsPC(oShouter) && GetIsFriend(oShouter))
{
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;
}
}
}
}
RespondToShout(oShouter, nMatch, oIntruder);
}
if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1004));
}
if(GetCommandable(OBJECT_SELF))
{
//{
//BeginConversation();
//}
ClearAllActions();
int nChair = 1;
string sMyTagName = GetTag(OBJECT_SELF);
string sSittableTagName = "CHAIR";
object oChair = GetNearestObjectByTag(sSittableTagName, OBJECT_SELF, nChair);
ActionSit(oChair);
}
}

View File

@@ -12,7 +12,7 @@ void main()
if (nMatch == -1 && GetCommandable(OBJECT_SELF))
{
ClearAllActions();
BeginConversation();
}
else
if(nMatch != -1 && GetIsObjectValid(oShouter) && !GetIsPC(oShouter) && GetIsFriend(oShouter))
@@ -46,9 +46,9 @@ void main()
}
if(GetCommandable(OBJECT_SELF))
{
{
BeginConversation();
}
//{
//BeginConversation();
//}
ClearAllActions();
int nChair = 1;
string sMyTagName = GetTag(OBJECT_SELF);

View File

@@ -0,0 +1,60 @@
//::///////////////////////////////////////////////
//:: npc_sit_stay
//:://////////////////////////////////////////////
/*Goes on the OnSpawn and OnConversation script of the NPC that you want to stay <span class="highlight">seated</span>*/
#include "NW_I0_GENERIC"
void main()
{
int nMatch = GetListenPatternNumber();
object oShouter = GetLastSpeaker();
object oIntruder;
if (nMatch == -1 && GetCommandable(OBJECT_SELF))
{
ClearAllActions();
//BeginConversation();
}
else
if(nMatch != -1 && GetIsObjectValid(oShouter) && !GetIsPC(oShouter) && GetIsFriend(oShouter))
{
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;
}
}
}
}
RespondToShout(oShouter, nMatch, oIntruder);
}
if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1004));
}
if(GetCommandable(OBJECT_SELF))
{
//{
//BeginConversation();
//}
ClearAllActions();
int nChair = 1;
string sMyTagName = GetTag(OBJECT_SELF);
string sSittableTagName = "Woodenbench";
object oChair = GetNearestObjectByTag(sSittableTagName, OBJECT_SELF, nChair);
ActionSit(oChair);
}
}