Added ambient npcs to 3 environs areas

This commit is contained in:
EpicValor
2023-11-21 23:00:36 -06:00
parent 906db1824e
commit 85d7aed0ea
44 changed files with 19930 additions and 100 deletions

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_module/nss/farmhand.nss Normal file
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#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (360.5, ExecuteScript("farmhand"));
}

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_module/nss/farmhand2.nss Normal file
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#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (360.5, ExecuteScript("farmhand2"));
}
//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2

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_module/nss/farmhand3.nss Normal file
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#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (390.5, ExecuteScript("farmhand3"));
}
//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2

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_module/nss/farmhand4.nss Normal file
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#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable1", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Vegetable2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Cabbage", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("PumpkinPatch", 90.0), FALSE, 3.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Strawberries", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (359.5, ExecuteScript("farmhand4"));
}
//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2

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_module/nss/farmhand5.nss Normal file
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#include "nw_i0_spells"
#include "NW_I0_GENERIC"
#include "x0_i0_anims"
void main()
{
object oActor;
oActor = OBJECT_SELF;
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat1", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat3", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat4", 190.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("ZEP_CE_CAR_003", 190.0), FALSE, 6.0f, 30.0f)));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID, 1.0, 3.0)));
ActionDoCommand (AssignCommand(oActor, ActionForceMoveToObject(GetRandomObjectByTag("Wheat2", 90.0))));
ActionDoCommand (AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0, 60.0)));
DelayCommand (359.5, ExecuteScript("farmhand5"));
}
//Strawberries PumpkinPatch Cabbage Vegetable1 Vegetable2

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//::///////////////////////////////////////////////
//:: 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("farmhand", OBJECT_SELF));
}

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//::///////////////////////////////////////////////
//:: 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(11.0, ExecuteScript("farmhand2", OBJECT_SELF));
}

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//::///////////////////////////////////////////////
//:: 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));
}

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//::///////////////////////////////////////////////
//:: 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));
}

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@@ -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));
}