Added ambient npcs to 3 environs areas
This commit is contained in:
21
_module/nss/farmhand.nss
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21
_module/nss/farmhand.nss
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@@ -0,0 +1,21 @@
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#include "nw_i0_spells"
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#include "NW_I0_GENERIC"
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#include "x0_i0_anims"
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void main()
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{
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object oActor;
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oActor = OBJECT_SELF;
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 190.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 190.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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DelayCommand (360.5, ExecuteScript("farmhand"));
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}
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23
_module/nss/farmhand2.nss
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23
_module/nss/farmhand2.nss
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@@ -0,0 +1,23 @@
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#include "nw_i0_spells"
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#include "NW_I0_GENERIC"
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#include "x0_i0_anims"
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void main()
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{
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object oActor;
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oActor = OBJECT_SELF;
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 190.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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DelayCommand (360.5, ExecuteScript("farmhand2"));
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}
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//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2
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23
_module/nss/farmhand3.nss
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23
_module/nss/farmhand3.nss
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@@ -0,0 +1,23 @@
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#include "nw_i0_spells"
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#include "NW_I0_GENERIC"
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#include "x0_i0_anims"
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void main()
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{
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object oActor;
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oActor = OBJECT_SELF;
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 190.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 190.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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DelayCommand (390.5, ExecuteScript("farmhand3"));
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}
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//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2
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21
_module/nss/farmhand4.nss
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21
_module/nss/farmhand4.nss
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@@ -0,0 +1,21 @@
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#include "nw_i0_spells"
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#include "NW_I0_GENERIC"
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#include "x0_i0_anims"
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void main()
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{
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object oActor;
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oActor = OBJECT_SELF;
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 190.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 190.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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DelayCommand (359.5, ExecuteScript("farmhand4"));
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}
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//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2
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21
_module/nss/farmhand5.nss
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21
_module/nss/farmhand5.nss
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@@ -0,0 +1,21 @@
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#include "nw_i0_spells"
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#include "NW_I0_GENERIC"
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#include "x0_i0_anims"
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void main()
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{
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object oActor;
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oActor = OBJECT_SELF;
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat1", 190.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat3", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat4", 190.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("ZEP_CE_CAR_003", 190.0), FALSE, 6.0f, 30.0f)));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID, 1.0, 3.0)));
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ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat2", 90.0))));
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ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
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DelayCommand (359.5, ExecuteScript("farmhand5"));
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}
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//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2
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117
_module/nss/re_comspawnfarm1.nss
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117
_module/nss/re_comspawnfarm1.nss
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@@ -0,0 +1,117 @@
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//::///////////////////////////////////////////////
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//:: Default: On Spawn In
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//:: NW_C2_DEFAULT9
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Determines the course of action to be taken
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after having just been spawned in
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 25, 2001
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//:://////////////////////////////////////////////
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#include "nw_i0_spells"
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#include "ms_name_inc"
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#include "rnd_commoner_inc"
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#include "NW_O2_CONINCLUDE"
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#include "NW_I0_GENERIC"
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void main()
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{
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// Randomize Skin Tone
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rnd_skin(OBJECT_SELF);
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// Randomize Head & Hair color
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rnd_head(OBJECT_SELF);
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// Randomize Tattoos
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rnd_tattoo(OBJECT_SELF);
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// Randomize Clothing
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rnd_clothes(OBJECT_SELF);
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// Randomize Last Name Usage
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int bNameChance = d100() > 33;
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SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
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int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
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if (nOneName = 1)
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{
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SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
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}
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//Calls the Random Name Generator
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ms_Nomenclature(OBJECT_SELF);
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// OPTIONAL BEHAVIORS (Comment In or Out to Activate )****************************************************************************
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//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
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//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
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// This causes the creature to say a special greeting in their conversation file
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// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
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// greeting in order to designate it. As the creature is actually saying this to
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// himself, don't attach any player responses to the greeting.
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//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
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// This will set the listening pattern on the NPC to attack when allies call
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//SetSpawnInCondition(NW_FLAG_STEALTH);
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// If the NPC has stealth and they are a rogue go into stealth mode
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//SetSpawnInCondition(NW_FLAG_SEARCH);
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// If the NPC has Search go into Search Mode
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//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
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// This will set the NPC to give a warning to non-enemies before attacking
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//SetSpawnInCondition(NW_FLAG_SLEEP);
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//Creatures that spawn in during the night will be asleep.
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//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
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//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
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//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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//This will play Ambient Animations until the NPC sees an enemy or is cleared.
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//NOTE that these animations will play automatically for Encounter Creatures.
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//SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
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// Interacts with placeables + More civilized actions. See Readme.
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//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
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// Will use random voicechats during animations, if Civilized
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// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
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//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
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//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
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// CUSTOM USER DEFINED EVENTS
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/*
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The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
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On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
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events user 1000 - 1010
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*/
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//SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
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//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
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//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
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//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
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//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
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//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
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//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
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//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
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// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
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SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
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SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
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SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
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//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
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// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
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// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
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// combat.
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GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
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DelayCommand(12.0, ExecuteScript("farmhand", OBJECT_SELF));
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}
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117
_module/nss/re_comspawnfarm2.nss
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117
_module/nss/re_comspawnfarm2.nss
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@@ -0,0 +1,117 @@
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//::///////////////////////////////////////////////
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//:: Default: On Spawn In
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//:: NW_C2_DEFAULT9
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//:: Copyright (c) 2001 Bioware Corp.
|
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//:://////////////////////////////////////////////
|
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/*
|
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Determines the course of action to be taken
|
||||
after having just been spawned in
|
||||
*/
|
||||
//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 25, 2001
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//:://////////////////////////////////////////////
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#include "nw_i0_spells"
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#include "ms_name_inc"
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#include "rnd_commoner_inc"
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#include "NW_O2_CONINCLUDE"
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#include "NW_I0_GENERIC"
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void main()
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{
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// Randomize Skin Tone
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rnd_skin(OBJECT_SELF);
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// Randomize Head & Hair color
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rnd_head(OBJECT_SELF);
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// Randomize Tattoos
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rnd_tattoo(OBJECT_SELF);
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// Randomize Clothing
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rnd_clothes(OBJECT_SELF);
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// Randomize Last Name Usage
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int bNameChance = d100() > 33;
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SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
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int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
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if (nOneName = 1)
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{
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SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
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}
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//Calls the Random Name Generator
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ms_Nomenclature(OBJECT_SELF);
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// OPTIONAL BEHAVIORS (Comment In or Out to Activate )****************************************************************************
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//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
|
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//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
|
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// 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
|
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// himself, don't attach any player responses to the greeting.
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
|
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// This will set the listening pattern on the NPC to attack when allies call
|
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//SetSpawnInCondition(NW_FLAG_STEALTH);
|
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// If the NPC has stealth and they are a rogue go into stealth mode
|
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//SetSpawnInCondition(NW_FLAG_SEARCH);
|
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// If the NPC has Search go into Search Mode
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//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
|
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// This will set the NPC to give a warning to non-enemies before attacking
|
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|
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//SetSpawnInCondition(NW_FLAG_SLEEP);
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//Creatures that spawn in during the night will be asleep.
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//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
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//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
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//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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//This will play Ambient Animations until the NPC sees an enemy or is cleared.
|
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//NOTE that these animations will play automatically for Encounter Creatures.
|
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|
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//SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
|
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// Interacts with placeables + More civilized actions. See Readme.
|
||||
|
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//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
|
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// Will use random voicechats during animations, if Civilized
|
||||
|
||||
// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
|
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//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
|
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//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
|
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//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
|
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//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
|
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//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
|
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//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
|
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//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
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//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) *****************************************************************************************
|
||||
|
||||
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
|
||||
|
||||
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
|
||||
|
||||
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
|
||||
//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
|
||||
// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
|
||||
// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
|
||||
// combat.
|
||||
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
|
||||
|
||||
DelayCommand(11.0, ExecuteScript("farmhand2", OBJECT_SELF));
|
||||
}
|
||||
|
||||
|
117
_module/nss/re_comspawnfarm3.nss
Normal file
117
_module/nss/re_comspawnfarm3.nss
Normal file
@@ -0,0 +1,117 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Default: On Spawn In
|
||||
//:: NW_C2_DEFAULT9
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
Determines the course of action to be taken
|
||||
after having just been spawned in
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Oct 25, 2001
|
||||
//:://////////////////////////////////////////////
|
||||
#include "nw_i0_spells"
|
||||
#include "ms_name_inc"
|
||||
#include "rnd_commoner_inc"
|
||||
#include "NW_O2_CONINCLUDE"
|
||||
#include "NW_I0_GENERIC"
|
||||
|
||||
void main()
|
||||
{
|
||||
// Randomize Skin Tone
|
||||
rnd_skin(OBJECT_SELF);
|
||||
|
||||
// Randomize Head & Hair color
|
||||
rnd_head(OBJECT_SELF);
|
||||
|
||||
// Randomize Tattoos
|
||||
rnd_tattoo(OBJECT_SELF);
|
||||
|
||||
// Randomize Clothing
|
||||
rnd_clothes(OBJECT_SELF);
|
||||
|
||||
// Randomize Last Name Usage
|
||||
int bNameChance = d100() > 33;
|
||||
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
|
||||
|
||||
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
|
||||
if (nOneName = 1)
|
||||
{
|
||||
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
|
||||
}
|
||||
|
||||
//Calls the Random Name Generator
|
||||
ms_Nomenclature(OBJECT_SELF);
|
||||
|
||||
// OPTIONAL BEHAVIORS (Comment In or Out to Activate )****************************************************************************
|
||||
//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
|
||||
//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
|
||||
// This causes the creature to say a special greeting in their conversation file
|
||||
// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
|
||||
// greeting in order to designate it. As the creature is actually saying this to
|
||||
// himself, don't attach any player responses to the greeting.
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
|
||||
// This will set the listening pattern on the NPC to attack when allies call
|
||||
//SetSpawnInCondition(NW_FLAG_STEALTH);
|
||||
// If the NPC has stealth and they are a rogue go into stealth mode
|
||||
//SetSpawnInCondition(NW_FLAG_SEARCH);
|
||||
// If the NPC has Search go into Search Mode
|
||||
//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
|
||||
// This will set the NPC to give a warning to non-enemies before attacking
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_SLEEP);
|
||||
//Creatures that spawn in during the night will be asleep.
|
||||
//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
|
||||
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
|
||||
//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
|
||||
//NOTE that these animations will play automatically for Encounter Creatures.
|
||||
|
||||
//SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
|
||||
// Interacts with placeables + More civilized actions. See Readme.
|
||||
|
||||
//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
|
||||
// Will use random voicechats during animations, if Civilized
|
||||
|
||||
// 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) *****************************************************************************************
|
||||
|
||||
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
|
||||
|
||||
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
|
||||
|
||||
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
|
||||
//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
|
||||
// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
|
||||
// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
|
||||
// combat.
|
||||
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
|
||||
|
||||
DelayCommand(10.5, ExecuteScript("farmhand3", OBJECT_SELF));
|
||||
}
|
||||
|
||||
|
117
_module/nss/re_comspawnfarm4.nss
Normal file
117
_module/nss/re_comspawnfarm4.nss
Normal file
@@ -0,0 +1,117 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Default: On Spawn In
|
||||
//:: NW_C2_DEFAULT9
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
Determines the course of action to be taken
|
||||
after having just been spawned in
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Oct 25, 2001
|
||||
//:://////////////////////////////////////////////
|
||||
#include "nw_i0_spells"
|
||||
#include "ms_name_inc"
|
||||
#include "rnd_commoner_inc"
|
||||
#include "NW_O2_CONINCLUDE"
|
||||
#include "NW_I0_GENERIC"
|
||||
|
||||
void main()
|
||||
{
|
||||
// Randomize Skin Tone
|
||||
rnd_skin(OBJECT_SELF);
|
||||
|
||||
// Randomize Head & Hair color
|
||||
rnd_head(OBJECT_SELF);
|
||||
|
||||
// Randomize Tattoos
|
||||
rnd_tattoo(OBJECT_SELF);
|
||||
|
||||
// Randomize Clothing
|
||||
rnd_clothes(OBJECT_SELF);
|
||||
|
||||
// Randomize Last Name Usage
|
||||
int bNameChance = d100() > 33;
|
||||
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
|
||||
|
||||
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
|
||||
if (nOneName = 1)
|
||||
{
|
||||
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
|
||||
}
|
||||
|
||||
//Calls the Random Name Generator
|
||||
ms_Nomenclature(OBJECT_SELF);
|
||||
|
||||
// OPTIONAL BEHAVIORS (Comment In or Out to Activate )****************************************************************************
|
||||
//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
|
||||
//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
|
||||
// This causes the creature to say a special greeting in their conversation file
|
||||
// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
|
||||
// greeting in order to designate it. As the creature is actually saying this to
|
||||
// himself, don't attach any player responses to the greeting.
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
|
||||
// This will set the listening pattern on the NPC to attack when allies call
|
||||
//SetSpawnInCondition(NW_FLAG_STEALTH);
|
||||
// If the NPC has stealth and they are a rogue go into stealth mode
|
||||
//SetSpawnInCondition(NW_FLAG_SEARCH);
|
||||
// If the NPC has Search go into Search Mode
|
||||
//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
|
||||
// This will set the NPC to give a warning to non-enemies before attacking
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_SLEEP);
|
||||
//Creatures that spawn in during the night will be asleep.
|
||||
//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
|
||||
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
|
||||
//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
|
||||
//NOTE that these animations will play automatically for Encounter Creatures.
|
||||
|
||||
//SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
|
||||
// Interacts with placeables + More civilized actions. See Readme.
|
||||
|
||||
//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
|
||||
// Will use random voicechats during animations, if Civilized
|
||||
|
||||
// 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) *****************************************************************************************
|
||||
|
||||
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
|
||||
|
||||
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
|
||||
|
||||
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
|
||||
//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
|
||||
// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
|
||||
// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
|
||||
// combat.
|
||||
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
|
||||
|
||||
DelayCommand(10.0, ExecuteScript("farmhand4", OBJECT_SELF));
|
||||
}
|
||||
|
||||
|
117
_module/nss/re_comspawnfarm5.nss
Normal file
117
_module/nss/re_comspawnfarm5.nss
Normal file
@@ -0,0 +1,117 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Default: On Spawn In
|
||||
//:: NW_C2_DEFAULT9
|
||||
//:: Copyright (c) 2001 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
Determines the course of action to be taken
|
||||
after having just been spawned in
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Oct 25, 2001
|
||||
//:://////////////////////////////////////////////
|
||||
#include "nw_i0_spells"
|
||||
#include "ms_name_inc"
|
||||
#include "rnd_commoner_inc"
|
||||
#include "NW_O2_CONINCLUDE"
|
||||
#include "NW_I0_GENERIC"
|
||||
|
||||
void main()
|
||||
{
|
||||
// Randomize Skin Tone
|
||||
rnd_skin(OBJECT_SELF);
|
||||
|
||||
// Randomize Head & Hair color
|
||||
rnd_head(OBJECT_SELF);
|
||||
|
||||
// Randomize Tattoos
|
||||
rnd_tattoo(OBJECT_SELF);
|
||||
|
||||
// Randomize Clothing
|
||||
rnd_clothes(OBJECT_SELF);
|
||||
|
||||
// Randomize Last Name Usage
|
||||
int bNameChance = d100() > 33;
|
||||
SetLocalInt(OBJECT_SELF, "NAME_TYPE", bNameChance);
|
||||
|
||||
int nOneName = GetLocalInt(OBJECT_SELF,"SINGLE_NAME");
|
||||
if (nOneName = 1)
|
||||
{
|
||||
SetLocalInt(OBJECT_SELF, "NAME_TYPE", 0);
|
||||
}
|
||||
|
||||
//Calls the Random Name Generator
|
||||
ms_Nomenclature(OBJECT_SELF);
|
||||
|
||||
// OPTIONAL BEHAVIORS (Comment In or Out to Activate )****************************************************************************
|
||||
//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
|
||||
//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
|
||||
// This causes the creature to say a special greeting in their conversation file
|
||||
// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
|
||||
// greeting in order to designate it. As the creature is actually saying this to
|
||||
// himself, don't attach any player responses to the greeting.
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
|
||||
// This will set the listening pattern on the NPC to attack when allies call
|
||||
//SetSpawnInCondition(NW_FLAG_STEALTH);
|
||||
// If the NPC has stealth and they are a rogue go into stealth mode
|
||||
//SetSpawnInCondition(NW_FLAG_SEARCH);
|
||||
// If the NPC has Search go into Search Mode
|
||||
//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
|
||||
// This will set the NPC to give a warning to non-enemies before attacking
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_SLEEP);
|
||||
//Creatures that spawn in during the night will be asleep.
|
||||
//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
|
||||
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
|
||||
//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
|
||||
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
|
||||
//NOTE that these animations will play automatically for Encounter Creatures.
|
||||
|
||||
//SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
|
||||
// Interacts with placeables + More civilized actions. See Readme.
|
||||
|
||||
//SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
|
||||
// Will use random voicechats during animations, if Civilized
|
||||
|
||||
// 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) *****************************************************************************************
|
||||
|
||||
SetLocalInt(OBJECT_SELF, "iDialogue", Random(10) + 1);
|
||||
|
||||
SetLocalInt(OBJECT_SELF, "iRumor", Random(13) + 1);
|
||||
|
||||
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
|
||||
//WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
|
||||
// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
|
||||
// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
|
||||
// combat.
|
||||
GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
|
||||
|
||||
DelayCommand(12.0, ExecuteScript("farmhand5", OBJECT_SELF));
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user