Bugged queen fix
and xp changes
This commit is contained in:
parent
2bd3813a23
commit
8f372ec5a1
@ -4891,7 +4891,7 @@
|
||||
},
|
||||
"Version": {
|
||||
"type": "dword",
|
||||
"value": 152
|
||||
"value": 153
|
||||
},
|
||||
"Width": {
|
||||
"type": "int",
|
||||
|
@ -2913,7 +2913,7 @@
|
||||
},
|
||||
"Version": {
|
||||
"type": "dword",
|
||||
"value": 27
|
||||
"value": 28
|
||||
},
|
||||
"Width": {
|
||||
"type": "int",
|
||||
|
@ -2014,7 +2014,7 @@
|
||||
},
|
||||
"ScriptDialogue": {
|
||||
"type": "resref",
|
||||
"value": "npc_sit_stay"
|
||||
"value": "nw_c2_default4"
|
||||
},
|
||||
"ScriptDisturbed": {
|
||||
"type": "resref",
|
||||
@ -2042,7 +2042,7 @@
|
||||
},
|
||||
"ScriptSpawn": {
|
||||
"type": "resref",
|
||||
"value": "npc_sit_stay"
|
||||
"value": "nw_c2_default9si"
|
||||
},
|
||||
"ScriptSpellAt": {
|
||||
"type": "resref",
|
||||
|
@ -4679,7 +4679,7 @@
|
||||
},
|
||||
"Mod_XPScale": {
|
||||
"type": "byte",
|
||||
"value": 10
|
||||
"value": 100
|
||||
},
|
||||
"VarTable": {
|
||||
"type": "list",
|
||||
@ -5463,6 +5463,96 @@
|
||||
"type": "int",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"__struct_id": 0,
|
||||
"Name": {
|
||||
"type": "cexostring",
|
||||
"value": "CustomXP"
|
||||
},
|
||||
"Type": {
|
||||
"type": "dword",
|
||||
"value": 1
|
||||
},
|
||||
"Value": {
|
||||
"type": "int",
|
||||
"value": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"__struct_id": 0,
|
||||
"Name": {
|
||||
"type": "cexostring",
|
||||
"value": "CustomXPSlider"
|
||||
},
|
||||
"Type": {
|
||||
"type": "dword",
|
||||
"value": 1
|
||||
},
|
||||
"Value": {
|
||||
"type": "int",
|
||||
"value": 20
|
||||
}
|
||||
},
|
||||
{
|
||||
"__struct_id": 0,
|
||||
"Name": {
|
||||
"type": "cexostring",
|
||||
"value": "CustomXPMaxGroupBonus"
|
||||
},
|
||||
"Type": {
|
||||
"type": "dword",
|
||||
"value": 1
|
||||
},
|
||||
"Value": {
|
||||
"type": "int",
|
||||
"value": 100
|
||||
}
|
||||
},
|
||||
{
|
||||
"__struct_id": 0,
|
||||
"Name": {
|
||||
"type": "cexostring",
|
||||
"value": "CustomXPMaxXP"
|
||||
},
|
||||
"Type": {
|
||||
"type": "dword",
|
||||
"value": 1
|
||||
},
|
||||
"Value": {
|
||||
"type": "int",
|
||||
"value": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
"__struct_id": 0,
|
||||
"Name": {
|
||||
"type": "cexostring",
|
||||
"value": "CustomXpRadius"
|
||||
},
|
||||
"Type": {
|
||||
"type": "dword",
|
||||
"value": 1
|
||||
},
|
||||
"Value": {
|
||||
"type": "int",
|
||||
"value": 60
|
||||
}
|
||||
},
|
||||
{
|
||||
"__struct_id": 0,
|
||||
"Name": {
|
||||
"type": "cexostring",
|
||||
"value": "CustomXPDiffPen"
|
||||
},
|
||||
"Type": {
|
||||
"type": "dword",
|
||||
"value": 1
|
||||
},
|
||||
"Value": {
|
||||
"type": "int",
|
||||
"value": 0
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
|
@ -14224,7 +14224,7 @@
|
||||
"__struct_id": 0,
|
||||
"CR": {
|
||||
"type": "float",
|
||||
"value": 22.0
|
||||
"value": 0.125
|
||||
},
|
||||
"FACTION": {
|
||||
"type": "cexostring",
|
||||
@ -14243,7 +14243,7 @@
|
||||
"__struct_id": 0,
|
||||
"CR": {
|
||||
"type": "float",
|
||||
"value": 4.0
|
||||
"value": 0.125
|
||||
},
|
||||
"FACTION": {
|
||||
"type": "cexostring",
|
||||
@ -14262,7 +14262,7 @@
|
||||
"__struct_id": 0,
|
||||
"CR": {
|
||||
"type": "float",
|
||||
"value": 9.0
|
||||
"value": 0.125
|
||||
},
|
||||
"FACTION": {
|
||||
"type": "cexostring",
|
||||
|
BIN
_module/ncs/nw_c2_default9.ncs
Normal file
BIN
_module/ncs/nw_c2_default9.ncs
Normal file
Binary file not shown.
BIN
_module/ncs/nw_c2_default9si.ncs
Normal file
BIN
_module/ncs/nw_c2_default9si.ncs
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -9,10 +9,10 @@ int iDouble_EXP = FALSE; // Set to TRUE enables seeing first the PW
|
||||
// experience followed by Bioware experience.
|
||||
// This is useful to compare values.
|
||||
|
||||
float Experience_Slider = 0.06;// This is the percentage that can be adjusted.
|
||||
float Experience_Slider = 0.20;// This is the percentage that can be adjusted.
|
||||
// This value matches the Bioware slider.
|
||||
|
||||
float Exp_Level_Cap = 10.0; // This is the basic CR cap.
|
||||
float Exp_Level_Cap = 20.0; // This is the basic CR cap.
|
||||
|
||||
int iBoss_Cap_Method = 2; // These are mode sets for how bosses are handled
|
||||
// Mode 1: The CR of the boss is modified.
|
||||
@ -22,13 +22,13 @@ int iBoss_Cap_Method = 2; // These are mode sets for how bosses are handle
|
||||
// Mode 3: The CR of the boss is modified.
|
||||
// The exp cap is raised by the mod.
|
||||
|
||||
float Lower_Exponent = 1.15; // This is the exponent that defines how exp
|
||||
float Lower_Exponent = 0.50; // This is the exponent that defines how exp
|
||||
// drops off when the CR is lower than player.
|
||||
|
||||
float Higher_Exponent = 1.15; // This is the exponent that defines how exp
|
||||
float Higher_Exponent = 0.50; // This is the exponent that defines how exp
|
||||
// increases whent he CR is higher than player.
|
||||
|
||||
float Party_Proximity = 15.0; // The distance a party member must be to get a
|
||||
float Party_Proximity = 60.0; // The distance a party member must be to get a
|
||||
// share of the experience.
|
||||
|
||||
float Leveling_Exponent = 1.08;// This exponent defines how fast the exponent is
|
||||
@ -39,10 +39,10 @@ float Leveling_Exponent = 1.08;// This exponent defines how fast the exponent is
|
||||
// 1.20 at 10 levels difference = 6.19 shares
|
||||
// 1.30 at 10 levels difference = 13.79 shares
|
||||
|
||||
float Familiar_Split = 0.10; // The ratio of shares that a familiar or animal
|
||||
float Familiar_Split = 0.00; // The ratio of shares that a familiar or animal
|
||||
// companion receives.
|
||||
|
||||
float Henchman_Split = 0.25; // The ratio of shares that a henchman or
|
||||
float Henchman_Split = 0.00; // The ratio of shares that a henchman or
|
||||
// summoned creature receives.
|
||||
|
||||
|
||||
|
328
_module/nss/nw_c2_default9.nss
Normal file
328
_module/nss/nw_c2_default9.nss
Normal file
@ -0,0 +1,328 @@
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: NW_C2_DEFAULT9
|
||||
/*
|
||||
* Default OnSpawn handler with XP1 revisions.
|
||||
* This corresponds to and produces the same results
|
||||
* as the default OnSpawn handler in the OC.
|
||||
*
|
||||
* This can be used to customize creature behavior in three main ways:
|
||||
*
|
||||
* - Uncomment the existing lines of code to activate certain
|
||||
* common desired behaviors from the moment when the creature
|
||||
* spawns in.
|
||||
*
|
||||
* - Uncomment the user-defined event signals to cause the
|
||||
* creature to fire events that you can then handle with
|
||||
* a custom OnUserDefined event handler script.
|
||||
*
|
||||
* - Add new code _at the end_ to alter the initial
|
||||
* behavior in a more customized way.
|
||||
*/
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Copyright (c) 2002 Floodgate Entertainment
|
||||
//:: Created By: Naomi Novik
|
||||
//:: Created On: 12/11/2002
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Updated 2003-08-20 Georg Zoeller: Added check for variables to active spawn in conditions without changing the spawnscript
|
||||
|
||||
|
||||
#include "x0_i0_anims"
|
||||
// #include "x0_i0_walkway" - in x0_i0_anims
|
||||
#include "x0_i0_treasure"
|
||||
|
||||
#include "x2_inc_switches"
|
||||
|
||||
void main()
|
||||
{
|
||||
// ***** Spawn-In Conditions ***** //
|
||||
|
||||
// * REMOVE COMMENTS (// ) before the "Set..." functions to activate
|
||||
// * them. Do NOT touch lines commented out with // *, those are
|
||||
// * real comments for information.
|
||||
|
||||
// * This causes the creature to say a one-line greeting in their
|
||||
// * conversation file upon perceiving the player. Put [NW_D2_GenCheck]
|
||||
// * in the "Text Seen When" field of the greeting in the conversation
|
||||
// * file. Don't attach any player responses.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
|
||||
|
||||
// * Same as above, but for hostile creatures to make them say
|
||||
// * a line before attacking.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
|
||||
|
||||
// * This NPC will attack when its allies call for help
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
|
||||
|
||||
// * If the NPC has the Hide skill they will go into stealth mode
|
||||
// * while doing WalkWayPoints().
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_STEALTH);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Enable stealth mode by setting a variable on the creature
|
||||
// Great for ambushes
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_STEALTH) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_STEALTH);
|
||||
}
|
||||
// * Same, but for Search mode
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SEARCH);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Make creature enter search mode after spawning by setting a variable
|
||||
// Great for guards, etc
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_SEARCH) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_SEARCH);
|
||||
}
|
||||
// * This will set the NPC to give a warning to non-enemies
|
||||
// * before attacking.
|
||||
// * NN -- no clue what this really does yet
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
|
||||
|
||||
// * Separate the NPC's waypoints into day & night.
|
||||
// * See comment on WalkWayPoints() for use.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
|
||||
|
||||
// * If this is set, the NPC will appear using the "EffectAppear"
|
||||
// * animation instead of fading in, *IF* SetListeningPatterns()
|
||||
// * is called below.
|
||||
// *
|
||||
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
|
||||
|
||||
// * This will cause an NPC to use common animations it possesses,
|
||||
// * and use social ones to any other nearby friendly NPCs.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Enable immobile ambient animations by setting a variable
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT_IMMOBILE) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
}
|
||||
// * Same as above, except NPC will wander randomly around the
|
||||
// * area.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Enable mobile ambient animations by setting a variable
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
}
|
||||
// **** Animation Conditions **** //
|
||||
// * These are extra conditions you can put on creatures with ambient
|
||||
// * animations.
|
||||
|
||||
// * Civilized creatures interact with placeables in
|
||||
// * their area that have the tag "NW_INTERACTIVE"
|
||||
// * and "talk" to each other.
|
||||
// *
|
||||
// * Humanoid races are civilized by default, so only
|
||||
// * set this flag for monster races that you want to
|
||||
// * behave the same way.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
|
||||
|
||||
// * If this flag is set, this creature will constantly
|
||||
// * be acting. Otherwise, creatures will only start
|
||||
// * performing their ambient animations when they
|
||||
// * first perceive a player, and they will stop when
|
||||
// * the player moves away.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
|
||||
|
||||
// * Civilized creatures with this flag set will
|
||||
// * randomly use a few voicechats. It's a good
|
||||
// * idea to avoid putting this on multiple
|
||||
// * creatures using the same voiceset.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
|
||||
|
||||
// * Creatures with _immobile_ ambient animations
|
||||
// * can have this flag set to make them mobile in a
|
||||
// * close range. They will never leave their immediate
|
||||
// * area, but will move around in it, frequently
|
||||
// * returning to their starting point.
|
||||
// *
|
||||
// * Note that creatures spawned inside interior areas
|
||||
// * that contain a waypoint with one of the tags
|
||||
// * "NW_HOME", "NW_TAVERN", "NW_SHOP" will automatically
|
||||
// * have this condition set.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
|
||||
|
||||
|
||||
// **** Special Combat Tactics *****//
|
||||
// * These are special flags that can be set on creatures to
|
||||
// * make them follow certain specialized combat tactics.
|
||||
// * NOTE: ONLY ONE OF THESE SHOULD BE SET ON A SINGLE CREATURE.
|
||||
|
||||
// * Ranged attacker
|
||||
// * Will attempt to stay at ranged distance from their
|
||||
// * target.
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_RANGED);
|
||||
|
||||
// * Defensive attacker
|
||||
// * Will use defensive combat feats and parry
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_DEFENSIVE);
|
||||
|
||||
// * Ambusher
|
||||
// * Will go stealthy/invisible and attack, then
|
||||
// * run away and try to go stealthy again before
|
||||
// * attacking anew.
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_AMBUSHER);
|
||||
|
||||
// * Cowardly
|
||||
// * Cowardly creatures will attempt to flee
|
||||
// * attackers.
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_COWARDLY);
|
||||
|
||||
|
||||
// **** Escape Commands ***** //
|
||||
// * NOTE: ONLY ONE OF THE FOLLOWING SHOULD EVER BE SET AT ONE TIME.
|
||||
// * NOTE2: Not clear that these actually work. -- NN
|
||||
|
||||
// * Flee to a way point and return a short time later.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);
|
||||
|
||||
// * Flee to a way point and do not return.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);
|
||||
|
||||
// * Teleport to safety and do not return.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);
|
||||
|
||||
// * Teleport to safety and return a short time later.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);
|
||||
|
||||
|
||||
|
||||
// ***** CUSTOM USER DEFINED EVENTS ***** /
|
||||
|
||||
|
||||
/*
|
||||
If you uncomment any of these conditions, the creature will fire
|
||||
a specific user-defined event number on each event. That will then
|
||||
allow you to write custom code in the "OnUserDefinedEvent" handler
|
||||
script to go on top of the default NPC behaviors for that event.
|
||||
|
||||
Example: I want to add some custom behavior to my NPC when they
|
||||
are damaged. I uncomment the "NW_FLAG_DAMAGED_EVENT", then create
|
||||
a new user-defined script that has something like this in it:
|
||||
|
||||
if (GetUserDefinedEventNumber() == 1006) {
|
||||
// Custom code for my NPC to execute when it's damaged
|
||||
}
|
||||
|
||||
These user-defined events are in the range 1001-1007.
|
||||
*/
|
||||
|
||||
// * Fire User Defined Event 1001 in the OnHeartbeat
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1002
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1005
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ATTACK_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1006
|
||||
// *
|
||||
SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1008
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1003
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1004
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);
|
||||
|
||||
|
||||
|
||||
// ***** DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** //
|
||||
|
||||
// * Goes through and sets up which shouts the NPC will listen to.
|
||||
// *
|
||||
SetListeningPatterns();
|
||||
|
||||
// * Walk among a set of waypoints.
|
||||
// * 1. Find waypoints with the tag "WP_" + NPC TAG + "_##" and walk
|
||||
// * among them in order.
|
||||
// * 2. If the tag of the Way Point is "POST_" + NPC TAG, stay there
|
||||
// * and return to it after combat.
|
||||
//
|
||||
// * Optional Parameters:
|
||||
// * void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
|
||||
//
|
||||
// * If "NW_FLAG_DAY_NIGHT_POSTING" is set above, you can also
|
||||
// * create waypoints with the tags "WN_" + NPC Tag + "_##"
|
||||
// * and those will be walked at night. (The standard waypoints
|
||||
// * will be walked during the day.)
|
||||
// * The night "posting" waypoint tag is simply "NIGHT_" + NPC tag.
|
||||
WalkWayPoints();
|
||||
|
||||
//* Create a small amount of treasure on the creature
|
||||
if ((GetLocalInt(GetModule(), "X2_L_NOTREASURE") == FALSE) &&
|
||||
(GetLocalInt(OBJECT_SELF, "X2_L_NOTREASURE") == FALSE) )
|
||||
{
|
||||
CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF);
|
||||
}
|
||||
|
||||
|
||||
// ***** ADD ANY SPECIAL ON-SPAWN CODE HERE ***** //
|
||||
|
||||
// * If Incorporeal, apply changes
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) == TRUE)
|
||||
{
|
||||
effect eConceal = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
|
||||
eConceal = ExtraordinaryEffect(eConceal);
|
||||
effect eGhost = EffectCutsceneGhost();
|
||||
eGhost = ExtraordinaryEffect(eGhost);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
|
||||
|
||||
}
|
||||
|
||||
// * Give the create a random name.
|
||||
// * If you create a script named x3_name_gen in your module, you can
|
||||
// * set the value of the variable X3_S_RANDOM_NAME on OBJECT_SELF inside
|
||||
// * the script to override the creature's default name.
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_RANDOMIZE_NAME) == TRUE)
|
||||
{
|
||||
ExecuteScript("x3_name_gen",OBJECT_SELF);
|
||||
string sName = GetLocalString(OBJECT_SELF,"X3_S_RANDOM_NAME");
|
||||
if ( sName == "" )
|
||||
{
|
||||
sName = RandomName();
|
||||
}
|
||||
SetName(OBJECT_SELF,sName);
|
||||
}
|
||||
|
||||
ExecuteScript("prc_pwonspawn", OBJECT_SELF);
|
||||
//DelayCommand(10.5, ExecuteScript("npc_sit_stay", OBJECT_SELF));
|
||||
}
|
328
_module/nss/nw_c2_default9si.nss
Normal file
328
_module/nss/nw_c2_default9si.nss
Normal file
@ -0,0 +1,328 @@
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: NW_C2_DEFAULT9
|
||||
/*
|
||||
* Default OnSpawn handler with XP1 revisions.
|
||||
* This corresponds to and produces the same results
|
||||
* as the default OnSpawn handler in the OC.
|
||||
*
|
||||
* This can be used to customize creature behavior in three main ways:
|
||||
*
|
||||
* - Uncomment the existing lines of code to activate certain
|
||||
* common desired behaviors from the moment when the creature
|
||||
* spawns in.
|
||||
*
|
||||
* - Uncomment the user-defined event signals to cause the
|
||||
* creature to fire events that you can then handle with
|
||||
* a custom OnUserDefined event handler script.
|
||||
*
|
||||
* - Add new code _at the end_ to alter the initial
|
||||
* behavior in a more customized way.
|
||||
*/
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Copyright (c) 2002 Floodgate Entertainment
|
||||
//:: Created By: Naomi Novik
|
||||
//:: Created On: 12/11/2002
|
||||
//:://////////////////////////////////////////////////
|
||||
//:: Updated 2003-08-20 Georg Zoeller: Added check for variables to active spawn in conditions without changing the spawnscript
|
||||
|
||||
|
||||
#include "x0_i0_anims"
|
||||
// #include "x0_i0_walkway" - in x0_i0_anims
|
||||
#include "x0_i0_treasure"
|
||||
|
||||
#include "x2_inc_switches"
|
||||
|
||||
void main()
|
||||
{
|
||||
// ***** Spawn-In Conditions ***** //
|
||||
|
||||
// * REMOVE COMMENTS (// ) before the "Set..." functions to activate
|
||||
// * them. Do NOT touch lines commented out with // *, those are
|
||||
// * real comments for information.
|
||||
|
||||
// * This causes the creature to say a one-line greeting in their
|
||||
// * conversation file upon perceiving the player. Put [NW_D2_GenCheck]
|
||||
// * in the "Text Seen When" field of the greeting in the conversation
|
||||
// * file. Don't attach any player responses.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
|
||||
|
||||
// * Same as above, but for hostile creatures to make them say
|
||||
// * a line before attacking.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
|
||||
|
||||
// * This NPC will attack when its allies call for help
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
|
||||
|
||||
// * If the NPC has the Hide skill they will go into stealth mode
|
||||
// * while doing WalkWayPoints().
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_STEALTH);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Enable stealth mode by setting a variable on the creature
|
||||
// Great for ambushes
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_STEALTH) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_STEALTH);
|
||||
}
|
||||
// * Same, but for Search mode
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SEARCH);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Make creature enter search mode after spawning by setting a variable
|
||||
// Great for guards, etc
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_SEARCH) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_SEARCH);
|
||||
}
|
||||
// * This will set the NPC to give a warning to non-enemies
|
||||
// * before attacking.
|
||||
// * NN -- no clue what this really does yet
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
|
||||
|
||||
// * Separate the NPC's waypoints into day & night.
|
||||
// * See comment on WalkWayPoints() for use.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
|
||||
|
||||
// * If this is set, the NPC will appear using the "EffectAppear"
|
||||
// * animation instead of fading in, *IF* SetListeningPatterns()
|
||||
// * is called below.
|
||||
// *
|
||||
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
|
||||
|
||||
// * This will cause an NPC to use common animations it possesses,
|
||||
// * and use social ones to any other nearby friendly NPCs.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Enable immobile ambient animations by setting a variable
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT_IMMOBILE) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
|
||||
}
|
||||
// * Same as above, except NPC will wander randomly around the
|
||||
// * area.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Enable mobile ambient animations by setting a variable
|
||||
// See x2_inc_switches for more information about this
|
||||
//--------------------------------------------------------------------------
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_USE_SPAWN_AMBIENT) == TRUE)
|
||||
{
|
||||
SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
|
||||
}
|
||||
// **** Animation Conditions **** //
|
||||
// * These are extra conditions you can put on creatures with ambient
|
||||
// * animations.
|
||||
|
||||
// * Civilized creatures interact with placeables in
|
||||
// * their area that have the tag "NW_INTERACTIVE"
|
||||
// * and "talk" to each other.
|
||||
// *
|
||||
// * Humanoid races are civilized by default, so only
|
||||
// * set this flag for monster races that you want to
|
||||
// * behave the same way.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
|
||||
|
||||
// * If this flag is set, this creature will constantly
|
||||
// * be acting. Otherwise, creatures will only start
|
||||
// * performing their ambient animations when they
|
||||
// * first perceive a player, and they will stop when
|
||||
// * the player moves away.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
|
||||
|
||||
// * Civilized creatures with this flag set will
|
||||
// * randomly use a few voicechats. It's a good
|
||||
// * idea to avoid putting this on multiple
|
||||
// * creatures using the same voiceset.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
|
||||
|
||||
// * Creatures with _immobile_ ambient animations
|
||||
// * can have this flag set to make them mobile in a
|
||||
// * close range. They will never leave their immediate
|
||||
// * area, but will move around in it, frequently
|
||||
// * returning to their starting point.
|
||||
// *
|
||||
// * Note that creatures spawned inside interior areas
|
||||
// * that contain a waypoint with one of the tags
|
||||
// * "NW_HOME", "NW_TAVERN", "NW_SHOP" will automatically
|
||||
// * have this condition set.
|
||||
// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
|
||||
|
||||
|
||||
// **** Special Combat Tactics *****//
|
||||
// * These are special flags that can be set on creatures to
|
||||
// * make them follow certain specialized combat tactics.
|
||||
// * NOTE: ONLY ONE OF THESE SHOULD BE SET ON A SINGLE CREATURE.
|
||||
|
||||
// * Ranged attacker
|
||||
// * Will attempt to stay at ranged distance from their
|
||||
// * target.
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_RANGED);
|
||||
|
||||
// * Defensive attacker
|
||||
// * Will use defensive combat feats and parry
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_DEFENSIVE);
|
||||
|
||||
// * Ambusher
|
||||
// * Will go stealthy/invisible and attack, then
|
||||
// * run away and try to go stealthy again before
|
||||
// * attacking anew.
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_AMBUSHER);
|
||||
|
||||
// * Cowardly
|
||||
// * Cowardly creatures will attempt to flee
|
||||
// * attackers.
|
||||
// SetCombatCondition(X0_COMBAT_FLAG_COWARDLY);
|
||||
|
||||
|
||||
// **** Escape Commands ***** //
|
||||
// * NOTE: ONLY ONE OF THE FOLLOWING SHOULD EVER BE SET AT ONE TIME.
|
||||
// * NOTE2: Not clear that these actually work. -- NN
|
||||
|
||||
// * Flee to a way point and return a short time later.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN);
|
||||
|
||||
// * Flee to a way point and do not return.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE);
|
||||
|
||||
// * Teleport to safety and do not return.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE);
|
||||
|
||||
// * Teleport to safety and return a short time later.
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN);
|
||||
|
||||
|
||||
|
||||
// ***** CUSTOM USER DEFINED EVENTS ***** /
|
||||
|
||||
|
||||
/*
|
||||
If you uncomment any of these conditions, the creature will fire
|
||||
a specific user-defined event number on each event. That will then
|
||||
allow you to write custom code in the "OnUserDefinedEvent" handler
|
||||
script to go on top of the default NPC behaviors for that event.
|
||||
|
||||
Example: I want to add some custom behavior to my NPC when they
|
||||
are damaged. I uncomment the "NW_FLAG_DAMAGED_EVENT", then create
|
||||
a new user-defined script that has something like this in it:
|
||||
|
||||
if (GetUserDefinedEventNumber() == 1006) {
|
||||
// Custom code for my NPC to execute when it's damaged
|
||||
}
|
||||
|
||||
These user-defined events are in the range 1001-1007.
|
||||
*/
|
||||
|
||||
// * Fire User Defined Event 1001 in the OnHeartbeat
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1002
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1005
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ATTACK_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1006
|
||||
// *
|
||||
SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1008
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1003
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT);
|
||||
|
||||
// * Fire User Defined Event 1004
|
||||
// *
|
||||
// SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT);
|
||||
|
||||
|
||||
|
||||
// ***** DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***** //
|
||||
|
||||
// * Goes through and sets up which shouts the NPC will listen to.
|
||||
// *
|
||||
SetListeningPatterns();
|
||||
|
||||
// * Walk among a set of waypoints.
|
||||
// * 1. Find waypoints with the tag "WP_" + NPC TAG + "_##" and walk
|
||||
// * among them in order.
|
||||
// * 2. If the tag of the Way Point is "POST_" + NPC TAG, stay there
|
||||
// * and return to it after combat.
|
||||
//
|
||||
// * Optional Parameters:
|
||||
// * void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
|
||||
//
|
||||
// * If "NW_FLAG_DAY_NIGHT_POSTING" is set above, you can also
|
||||
// * create waypoints with the tags "WN_" + NPC Tag + "_##"
|
||||
// * and those will be walked at night. (The standard waypoints
|
||||
// * will be walked during the day.)
|
||||
// * The night "posting" waypoint tag is simply "NIGHT_" + NPC tag.
|
||||
WalkWayPoints();
|
||||
|
||||
//* Create a small amount of treasure on the creature
|
||||
if ((GetLocalInt(GetModule(), "X2_L_NOTREASURE") == FALSE) &&
|
||||
(GetLocalInt(OBJECT_SELF, "X2_L_NOTREASURE") == FALSE) )
|
||||
{
|
||||
CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF);
|
||||
}
|
||||
|
||||
|
||||
// ***** ADD ANY SPECIAL ON-SPAWN CODE HERE ***** //
|
||||
|
||||
// * If Incorporeal, apply changes
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) == TRUE)
|
||||
{
|
||||
effect eConceal = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL);
|
||||
eConceal = ExtraordinaryEffect(eConceal);
|
||||
effect eGhost = EffectCutsceneGhost();
|
||||
eGhost = ExtraordinaryEffect(eGhost);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
|
||||
|
||||
}
|
||||
|
||||
// * Give the create a random name.
|
||||
// * If you create a script named x3_name_gen in your module, you can
|
||||
// * set the value of the variable X3_S_RANDOM_NAME on OBJECT_SELF inside
|
||||
// * the script to override the creature's default name.
|
||||
if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_RANDOMIZE_NAME) == TRUE)
|
||||
{
|
||||
ExecuteScript("x3_name_gen",OBJECT_SELF);
|
||||
string sName = GetLocalString(OBJECT_SELF,"X3_S_RANDOM_NAME");
|
||||
if ( sName == "" )
|
||||
{
|
||||
sName = RandomName();
|
||||
}
|
||||
SetName(OBJECT_SELF,sName);
|
||||
}
|
||||
|
||||
ExecuteScript("prc_pwonspawn", OBJECT_SELF);
|
||||
DelayCommand(10.5, ExecuteScript("npc_sit_stay", OBJECT_SELF));
|
||||
}
|
@ -61,5 +61,5 @@ void main()
|
||||
}
|
||||
CheckNewSpellbooks(oSelf);
|
||||
}
|
||||
DelayCommand(30.5, ExecuteScript("_golemeqgear", OBJECT_SELF));
|
||||
DelayCommand(30.5, ExecuteScript("_golemstats", OBJECT_SELF));
|
||||
}
|
||||
|
@ -14,7 +14,7 @@
|
||||
},
|
||||
"ChallengeRating": {
|
||||
"type": "float",
|
||||
"value": 22.0
|
||||
"value": 0.125
|
||||
},
|
||||
"ClassList": {
|
||||
"type": "list",
|
||||
@ -726,7 +726,7 @@
|
||||
},
|
||||
"CRAdjust": {
|
||||
"type": "int",
|
||||
"value": 0
|
||||
"value": -37
|
||||
},
|
||||
"CurrentHitPoints": {
|
||||
"type": "short",
|
||||
|
@ -14,7 +14,7 @@
|
||||
},
|
||||
"ChallengeRating": {
|
||||
"type": "float",
|
||||
"value": 4.0
|
||||
"value": 0.125
|
||||
},
|
||||
"ClassList": {
|
||||
"type": "list",
|
||||
@ -46,7 +46,7 @@
|
||||
},
|
||||
"CRAdjust": {
|
||||
"type": "int",
|
||||
"value": 0
|
||||
"value": -40
|
||||
},
|
||||
"CurrentHitPoints": {
|
||||
"type": "short",
|
||||
|
@ -14,7 +14,7 @@
|
||||
},
|
||||
"ChallengeRating": {
|
||||
"type": "float",
|
||||
"value": 9.0
|
||||
"value": 0.125
|
||||
},
|
||||
"ClassList": {
|
||||
"type": "list",
|
||||
@ -46,7 +46,7 @@
|
||||
},
|
||||
"CRAdjust": {
|
||||
"type": "int",
|
||||
"value": 0
|
||||
"value": -40
|
||||
},
|
||||
"CurrentHitPoints": {
|
||||
"type": "short",
|
||||
|
Loading…
x
Reference in New Issue
Block a user