Added watering spots to desert areas

Adjusted some mob attributes/gear/creature items to suit their level.
This commit is contained in:
EpicValor 2023-10-06 01:29:27 -05:00
parent f26b1cff14
commit d79c0759a9
68 changed files with 45868 additions and 10480 deletions

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"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},

View File

@ -96,33 +96,33 @@
"value": "Palm Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Full Wagon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Full Wagon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Empty Wagon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object\r\n\r\nPLACE THIS ON MAP WITH SPAWN CODES"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Campfire - with Spit"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Campfire"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Campfire"
}
}
]
},
@ -246,6 +246,181 @@
"type": "cexostring",
"value": "If you want day and night to have an effect then add a waypoint to your module anywhere with the tag DH2_DAYNIGHT. If this waypoint is present in your module then it will double intensities at night. This makes it safer to travel at night. Remember, the intensity is basically how frequently you get thirsty. So, bigger numbers are better. If the intensity is 30 seconds and you have this waypoint then it will be 60 seconds at night and 30 seconds during the day."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "standard spawn code for 1 mob, every 10 mins."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is a waypoint that can be placed in an interior area to mark it as a tavern. This will affect the animations and behavior of NPCs using the PlayAmbientAnimations functions (see the OnSpawn script nw_c2_default9 and the library x0_i0_anims for details). \r\n\r\nNote that this feature will only work in modules that use the XP1 modified AI. "
}
}
]
}

View File

@ -47,26 +47,26 @@
"TriggerList": {
"type": "list",
"value": [
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": "DESERT HEAT 2.0\r\n================\r\nWater source trigger.\r\n\r\nOn enter the DH2_Water set to TRUE on PC\r\nOn exit it is set to FALSE\r\n\r\nTrigger parses its NAME field to determine any other qualities of the water.\r\n\r\nMart, just paint as a trigger in a water source, thats it.......\r\n\r\nthis is for normal drinking water"
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": "DESERT HEAT 2.0\r\n================\r\nWater source trigger.\r\n\r\nOn enter the DH2_Water set to TRUE on PC\r\nOn exit it is set to FALSE\r\n\r\nTrigger parses its NAME field to determine any other qualities of the water.\r\n\r\nMart, just paint as a trigger in a water source, thats it.......\r\n\r\nthis is for normal drinking water"
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": "DESERT HEAT 2.0\r\n================\r\nWater source trigger.\r\n\r\nOn enter the DH2_Water set to TRUE on PC\r\nOn exit it is set to FALSE\r\n\r\nTrigger parses its NAME field to determine any other qualities of the water.\r\n\r\nMart, just paint as a trigger in a water source, thats it.......\r\n\r\nthis is for normal drinking water"
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": "DESERT HEAT 2.0\r\n================\r\nWater source trigger.\r\n\r\nOn enter the DH2_Water set to TRUE on PC\r\nOn exit it is set to FALSE\r\n\r\nTrigger parses its NAME field to determine any other qualities of the water.\r\n\r\nMart, just paint as a trigger in a water source, thats it.......\r\n\r\nthis is for normal drinking water"
}
}
]
},

View File

@ -135,6 +135,20 @@
"type": "cexostring",
"value": "Invisible Object\r\n\r\nPLACE THIS ON MAP WITH SPAWN CODES"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
@ -282,6 +296,13 @@
"TriggerList": {
"type": "list",
"value": [
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": "DESERT HEAT 2.0\r\n================\r\nWater source trigger.\r\n\r\nOn enter the DH2_Water set to TRUE on PC\r\nOn exit it is set to FALSE\r\n\r\nTrigger parses its NAME field to determine any other qualities of the water.\r\n\r\nMart, just paint as a trigger in a water source, thats it.......\r\n\r\nthis is for normal drinking water"
}
},
{
"__struct_id": 1,
"Comment": {

View File

@ -7,40 +7,40 @@
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "BridgeDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "BridgeDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "WallDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "WallDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "DoubleDoors"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "WallDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "WallDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "BridgeDoor"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "BridgeDoor"
}
}
]
},
@ -124,6 +124,48 @@
"type": "cexostring",
"value": "Invisible Object\r\n\r\nPLACE THIS ON MAP WITH SPAWN CODES"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
@ -216,27 +258,6 @@
"TriggerList": {
"type": "list",
"value": [
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 1,
"Comment": {
@ -264,6 +285,27 @@
"type": "cexostring",
"value": "DESERT HEAT 2.0\r\n================\r\nWater source trigger.\r\n\r\nOn enter the DH2_Water set to TRUE on PC\r\nOn exit it is set to FALSE\r\n\r\nTrigger parses its NAME field to determine any other qualities of the water.\r\n\r\nMart, just paint as a trigger in a water source, thats it.......\r\n\r\nthis is for normal drinking water"
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -1116,7 +1116,7 @@
},
"PointZ": {
"type": "float",
"value": 0.1309331953525543
"value": 0.02719011344015598
}
},
{
@ -1236,7 +1236,7 @@
},
"XPosition": {
"type": "float",
"value": 2.854833841323853
"value": 0.03078317642211914
},
"YOrientation": {
"type": "float",
@ -1244,7 +1244,7 @@
},
"YPosition": {
"type": "float",
"value": 63.08097839355469
"value": 63.72280883789063
},
"ZOrientation": {
"type": "float",
@ -1288,7 +1288,7 @@
},
"PointZ": {
"type": "float",
"value": 0.0321819968521595
"value": 0.01999999955296516
}
},
{
@ -1318,7 +1318,7 @@
},
"PointZ": {
"type": "float",
"value": 0.01999999955296516
"value": 0.1232588440179825
}
},
{
@ -1333,7 +1333,7 @@
},
"PointZ": {
"type": "float",
"value": 0.02500000037252903
"value": 0.1703187823295593
}
},
{
@ -1453,7 +1453,7 @@
},
"XPosition": {
"type": "float",
"value": 87.38286590576172
"value": 87.84999847412109
},
"YOrientation": {
"type": "float",
@ -1461,7 +1461,7 @@
},
"YPosition": {
"type": "float",
"value": 165.6352691650391
"value": 169.7899932861328
},
"ZOrientation": {
"type": "float",
@ -1469,7 +1469,7 @@
},
"ZPosition": {
"type": "float",
"value": 0.0
"value": 0.009999999776482582
}
}
]
@ -1521,7 +1521,7 @@
},
"XPosition": {
"type": "float",
"value": 95.15016174316406
"value": 95.06459045410156
},
"YOrientation": {
"type": "float",
@ -1529,11 +1529,11 @@
},
"YPosition": {
"type": "float",
"value": 160.2142791748047
"value": 163.2519226074219
},
"ZPosition": {
"type": "float",
"value": 0.009981988929212093
"value": 0.01000607013702393
}
},
{
@ -1580,7 +1580,7 @@
},
"XPosition": {
"type": "float",
"value": 6.418851852416992
"value": 5.092403888702393
},
"YOrientation": {
"type": "float",
@ -1588,11 +1588,11 @@
},
"YPosition": {
"type": "float",
"value": 55.85307693481445
"value": 56.36654281616211
},
"ZPosition": {
"type": "float",
"value": 9.5367431640625e-006
"value": -5.7220458984375e-006
}
},
{
@ -2462,7 +2462,7 @@
},
"XPosition": {
"type": "float",
"value": 157.3214569091797
"value": 161.4992218017578
},
"YOrientation": {
"type": "float",
@ -2470,11 +2470,11 @@
},
"YPosition": {
"type": "float",
"value": 15.76918983459473
"value": 13.64890098571777
},
"ZPosition": {
"type": "float",
"value": 0.01000005472451448
"value": 0.006986618041992188
}
},
{

File diff suppressed because it is too large Load Diff

View File

@ -257,11 +257,11 @@
},
"X": {
"type": "float",
"value": 60.83000183105469
"value": 110.8300018310547
},
"Y": {
"type": "float",
"value": 86.06999969482422
"value": 106.0699996948242
},
"Z": {
"type": "float",
@ -523,223 +523,6 @@
"TriggerList": {
"type": "list",
"value": [
{
"__struct_id": 1,
"AutoRemoveKey": {
"type": "byte",
"value": 0
},
"Cursor": {
"type": "byte",
"value": 1
},
"DisarmDC": {
"type": "byte",
"value": 10
},
"Faction": {
"type": "dword",
"value": 1
},
"Geometry": {
"type": "list",
"value": [
{
"__struct_id": 3,
"PointX": {
"type": "float",
"value": -0.03738880157470703
},
"PointY": {
"type": "float",
"value": -0.1495361328125
},
"PointZ": {
"type": "float",
"value": 0.02500000037252903
}
},
{
"__struct_id": 3,
"PointX": {
"type": "float",
"value": -0.03738832473754883
},
"PointY": {
"type": "float",
"value": -8.000732421875
},
"PointZ": {
"type": "float",
"value": 0.02500000037252903
}
},
{
"__struct_id": 3,
"PointX": {
"type": "float",
"value": 1.981489181518555
},
"PointY": {
"type": "float",
"value": -8.000736236572266
},
"PointZ": {
"type": "float",
"value": 0.02500005997717381
}
},
{
"__struct_id": 3,
"PointX": {
"type": "float",
"value": 1.981489419937134
},
"PointY": {
"type": "float",
"value": 0.0
},
"PointZ": {
"type": "float",
"value": 0.02500000037252903
}
},
{
"__struct_id": 3,
"PointX": {
"type": "float",
"value": 0.0
},
"PointY": {
"type": "float",
"value": 0.0
},
"PointZ": {
"type": "float",
"value": 0.02500005997717381
}
}
]
},
"HighlightHeight": {
"type": "float",
"value": 3.0
},
"KeyName": {
"type": "cexostring",
"value": ""
},
"LinkedTo": {
"type": "cexostring",
"value": "WP_visi1_to_visi2"
},
"LinkedToFlags": {
"type": "byte",
"value": 2
},
"LoadScreenID": {
"type": "word",
"value": 76
},
"LocalizedName": {
"type": "cexolocstring",
"value": {
"0": "visi2_to_visi1"
}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnDisarm": {
"type": "resref",
"value": ""
},
"OnTrapTriggered": {
"type": "resref",
"value": ""
},
"PortraitId": {
"type": "word",
"value": 0
},
"ScriptHeartbeat": {
"type": "resref",
"value": ""
},
"ScriptOnEnter": {
"type": "resref",
"value": ""
},
"ScriptOnExit": {
"type": "resref",
"value": ""
},
"ScriptUserDefine": {
"type": "resref",
"value": ""
},
"Tag": {
"type": "cexostring",
"value": "visi2_to_visi1"
},
"TemplateResRef": {
"type": "resref",
"value": "visi2_to_visi1"
},
"TrapDetectable": {
"type": "byte",
"value": 1
},
"TrapDetectDC": {
"type": "byte",
"value": 10
},
"TrapDisarmable": {
"type": "byte",
"value": 1
},
"TrapFlag": {
"type": "byte",
"value": 0
},
"TrapOneShot": {
"type": "byte",
"value": 1
},
"TrapType": {
"type": "byte",
"value": 0
},
"Type": {
"type": "int",
"value": 1
},
"XOrientation": {
"type": "float",
"value": 0.0
},
"XPosition": {
"type": "float",
"value": 0.8898954391479492
},
"YOrientation": {
"type": "float",
"value": 0.0
},
"YPosition": {
"type": "float",
"value": 69.07987213134766
},
"ZOrientation": {
"type": "float",
"value": 0.0
},
"ZPosition": {
"type": "float",
"value": 0.0
}
},
{
"__struct_id": 1,
"AutoRemoveKey": {
@ -1042,11 +825,11 @@
"__struct_id": 3,
"PointX": {
"type": "float",
"value": -1.980197906494141
"value": -9.461311340332031
},
"PointY": {
"type": "float",
"value": -2.168769836425781
"value": -1.80767822265625
},
"PointZ": {
"type": "float",
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"__struct_id": 3,
"PointX": {
"type": "float",
"value": 6.270503997802734
"value": -6.552520751953125
},
"PointY": {
"type": "float",
"value": -8.9107666015625
"value": -4.577613830566406
},
"PointZ": {
"type": "float",
"value": -0.0637873187661171
}
},
{
"__struct_id": 3,
"PointX": {
"type": "float",
"value": -5.457221984863281
},
"PointY": {
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"value": -6.537223815917969
},
"PointZ": {
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"value": -0.03585825115442276
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},
{
"__struct_id": 3,
"PointX": {
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"value": -4.350914001464844
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"PointY": {
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},
"PointZ": {
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"value": -0.04869041591882706
}
},
{
"__struct_id": 3,
"PointX": {
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"value": -1.382034301757813
},
"PointY": {
"type": "float",
"value": -8.717575073242188
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"PointZ": {
"type": "float",
@ -1072,60 +900,15 @@
"__struct_id": 3,
"PointX": {
"type": "float",
"value": 11.59809494018555
"value": 2.806434631347656
},
"PointY": {
"type": "float",
"value": -4.290374755859375
"value": -4.762992858886719
},
"PointZ": {
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"value": 0.02500023879110813
}
},
{
"__struct_id": 3,
"PointX": {
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"value": 9.571212768554688
},
"PointY": {
"type": "float",
"value": -0.2830123901367188
},
"PointZ": {
"type": "float",
"value": 0.02168026007711887
}
},
{
"__struct_id": 3,
"PointX": {
"type": "float",
"value": 2.815704345703125
},
"PointY": {
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"value": 1.411781311035156
},
"PointZ": {
"type": "float",
"value": -1.317006707191467
}
},
{
"__struct_id": 3,
"PointX": {
"type": "float",
"value": 0.42431640625
},
"PointY": {
"type": "float",
"value": 0.0
},
"PointZ": {
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View File

@ -490,7 +490,7 @@
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View File

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View File

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@ -957,6 +957,82 @@
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View File

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@ -0,0 +1,135 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
#include "nw_o2_coninclude"
#include "x0_i0_treasure"
void main()
{
//Behaviour config
AddBehaviour( "+HEALSELF", 100 );
AddBehaviour( "+REGROUP", 80 );
AddBehaviour( "+FLANK", 20 );
AddBehaviour( "+SUMMON", 40 );
AddBehaviour( "+RAISE", 60 );
AddBehaviour( "+GROUPHEAL", 60 );
AddBehaviour( "+HELP", 60 );
AddBehaviour( "+HEAL", 60 );
AddBehaviour( "+VIS", 60 );
AddBehaviour( "+DEFSELF", 40 );
AddBehaviour( "+DEFSING", 40 );
AddBehaviour( "+GROUPENHANCE", 40 );
AddBehaviour( "+ENHANCESING", 40 );
AddBehaviour( "+ENHANCESELF", 40 );
AddBehaviour( "+FEATENHANCE", 40 );
AddBehaviour( "+DISPEL", 40 );
AddBehaviour( "+DISPELAOE", 40 );
AddBehaviour( "+DISMISSAL", 40 );
AddBehaviour( "+TURN", 40 );
AddBehaviour( "+AREA", 40 );
AddBehaviour( "+DIRECT", 40 );
AddBehaviour( "+TOUCH", 40 );
AddBehaviour( "+EVACAOE", 50 );
AddBehaviour( "+ATKMELEE", 100 );
//Other config
//Corpse decay set up and exclusions
SetCorpseDelay();
//Set whether the creature can use EffectDisappearAppear when moving
SetIsFlier();
if ( GetIsObjectValid( GetMaster( OBJECT_SELF ) ) )
{
//I am probably a summoned creature, possibly a henchman
SetAssociateListenPatterns();
}
//set voice chat config
SetVoiceChat( NO_VC_DEFAULT, 10 );
//configure perception ranges
SetPerceptionRanges();
//tell creature it is ready to act
//SetReadyStatus();
//set fastbuffer status, should always be left on
SetIsFastBuffer( TRUE );
//SetLocalInt( OBJECT_SELF, "#FASTBUFFER", 1 );
//SetLocalInt( OBJECT_SELF, "#ACTIVE", 1 );
//log starting location
ExecuteScript( "no_scr_logspnloc", OBJECT_SELF );
//log loaded melee weapons
ExecuteScript( "no_scr_logeq", OBJECT_SELF );
ExecuteScript( "re_common_spawn", 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);
// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
// 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
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.
CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF); //* Use this to create a small amount of treasure on the creature
}

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@ -0,0 +1,137 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
#include "nw_o2_coninclude"
#include "x0_i0_treasure"
void main()
{
//Behaviour config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+AVOIDMELEE", 20 ); //avoid melee
AddBehaviour( "+REGROUP", 40 ); //regroup
AddBehaviour( "+FLANK", 20 ); //flank
AddBehaviour( "+EVACAOE", 50 ); //evac AOEs
AddBehaviour( "+SUMMON", 60 ); //summon spells
AddBehaviour( "+HELP", 40 ); //help
AddBehaviour( "+VIS", 40 ); //vision
AddBehaviour( "+DEFSING", 20 ); //defend single
AddBehaviour( "+DEFSELF", 20 ); //defend self
AddBehaviour( "+GROUPENHANCE", 20 ); //enhance group
AddBehaviour( "+ENHANCESING", 20 ); //enhance single
AddBehaviour( "+ENHANCESELF", 20 ); //enhance self
AddBehaviour( "+FEATENHANCE", 20 ); //enhance self via feats
AddBehaviour( "+DISPEL", 20 ); //dispel single
AddBehaviour( "+DISPELAOE", 20 ); //dispel AOEs
AddBehaviour( "+DISMISSAL", 20 ); //dismiss summons
AddBehaviour( "+BREACH", 20 ); //breach
AddBehaviour( "+TIMESTOP", 20 ); //time stop
AddBehaviour( "+AREA", 20 ); //area attack spells
AddBehaviour( "+BREATH", 40 ); //area attack spells
AddBehaviour( "+DIRECT", 20 ); //direct attack spells
AddBehaviour( "+TOUCH", 20 ); //touch attack spells
AddBehaviour( "+MELEEASSIST", 50 ); //assist allies in melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
//Other config
//Corpse decay set up and exclusions
SetCorpseDelay();
//Set whether the creature can use EffectDisappearAppear when moving
SetIsFlier();
if ( GetIsObjectValid( GetMaster( OBJECT_SELF ) ) )
{
//I am probably a summoned creature, possibly a henchman
SetAssociateListenPatterns();
}
//set voice chat config
SetVoiceChat( NO_VC_DEFAULT, 10 );
//configure perception ranges
SetPerceptionRanges();
//tell creature it is ready to act
//SetReadyStatus();
//set fastbuffer status, should always be left on
SetIsFastBuffer( TRUE );
//SetLocalInt( OBJECT_SELF, "#FASTBUFFER", 1 );
//SetLocalInt( OBJECT_SELF, "#ACTIVE", 1 );
//log starting location
ExecuteScript( "no_scr_logspnloc", OBJECT_SELF );
//log loaded melee weapons
ExecuteScript( "no_scr_logeq", OBJECT_SELF );
ExecuteScript( "re_common_spawn", 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);
// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
// 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
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.
CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF); //* Use this to create a small amount of treasure on the creature
}

View File

@ -0,0 +1,137 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
#include "nw_o2_coninclude"
#include "x0_i0_treasure"
void main()
{
//Behaviour config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+AVOIDMELEE", 80 ); //avoid melee
AddBehaviour( "+REGROUP", 40 ); //regroup
AddBehaviour( "+FLANK", 20 ); //flank
AddBehaviour( "+EVACAOE", 50 ); //evac AOEs
AddBehaviour( "+SUMMON", 60 ); //summon spells
AddBehaviour( "+HELP", 40 ); //help
AddBehaviour( "+VIS", 40 ); //vision
AddBehaviour( "+DEFSING", 20 ); //defend single
AddBehaviour( "+DEFSELF", 20 ); //defend self
AddBehaviour( "+GROUPENHANCE", 20 ); //enhance group
AddBehaviour( "+ENHANCESING", 20 ); //enhance single
AddBehaviour( "+ENHANCESELF", 20 ); //enhance self
AddBehaviour( "+FEATENHANCE", 20 ); //enhance self via feats
AddBehaviour( "+DISPEL", 20 ); //dispel single
AddBehaviour( "+DISPELAOE", 20 ); //dispel AOEs
AddBehaviour( "+DISMISSAL", 20 ); //dismiss summons
AddBehaviour( "+BREACH", 20 ); //breach
AddBehaviour( "+TIMESTOP", 20 ); //time stop
AddBehaviour( "+AREA", 20 ); //area attack spells
AddBehaviour( "+BREATH", 40 ); //area attack spells
AddBehaviour( "+DIRECT", 20 ); //direct attack spells
AddBehaviour( "+TOUCH", 20 ); //touch attack spells
//AddBehaviour( "+MELEEASSIST", 50 ); //assist allies in melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
//Other config
//Corpse decay set up and exclusions
SetCorpseDelay();
//Set whether the creature can use EffectDisappearAppear when moving
SetIsFlier();
if ( GetIsObjectValid( GetMaster( OBJECT_SELF ) ) )
{
//I am probably a summoned creature, possibly a henchman
SetAssociateListenPatterns();
}
//set voice chat config
SetVoiceChat( NO_VC_DEFAULT, 10 );
//configure perception ranges
SetPerceptionRanges();
//tell creature it is ready to act
//SetReadyStatus();
//set fastbuffer status, should always be left on
SetIsFastBuffer( TRUE );
//SetLocalInt( OBJECT_SELF, "#FASTBUFFER", 1 );
//SetLocalInt( OBJECT_SELF, "#ACTIVE", 1 );
//log starting location
ExecuteScript( "no_scr_logspnloc", OBJECT_SELF );
//log loaded melee weapons
ExecuteScript( "no_scr_logeq", OBJECT_SELF );
ExecuteScript( "re_common_spawn", 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);
// SetAnimationCondition(NW_ANIM_FLAG_IS_CIVILIZED);
SetAnimationCondition(NW_ANIM_FLAG_CONSTANT);
// SetAnimationCondition(NW_ANIM_FLAG_CHATTER);
// SetAnimationCondition(NW_ANIM_FLAG_IS_MOBILE_CLOSE_RANGE);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
// 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
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.
CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF); //* Use this to create a small amount of treasure on the creature
}

View File

@ -77,8 +77,11 @@ void rnd_tattoo(object oPC)
void rnd_clothes(object oPC)
{
int nNoble = GetLocalInt(OBJECT_SELF,"NOBLE");
int iKeepclothes = GetLocalInt(OBJECT_SELF,"RA_KEEPCLOTHES");
object oItem;
if (iKeepclothes == 1) return;
if (nNoble != 1)
{
//Randomizes Commoner's Clothing
@ -118,8 +121,8 @@ void rnd_clothes(object oPC)
//DelayCommand(0.5f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
DelayCommand(0.5f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
}
}
}
// Test VOID
//void main(){}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -90,7 +90,7 @@
},
"ChallengeRating": {
"type": "float",
"value": 16.0
"value": 17.0
},
"ClassList": {
"type": "list",
@ -383,6 +383,21 @@
"KnownList5": {
"type": "list",
"value": [
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 2
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -413,6 +428,36 @@
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 369
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 3159
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -427,6 +472,21 @@
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 1788
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
}
]
},
@ -463,6 +523,66 @@
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 121
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 67
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 3134
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 72
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -477,12 +597,72 @@
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 113
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 158
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
}
]
},
"KnownList7": {
"type": "list",
"value": [
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 461
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 39
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -498,6 +678,36 @@
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 1513
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 132
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -642,36 +852,6 @@
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 190
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 193
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
}
]
}
@ -1610,7 +1790,7 @@
},
"Wings_New": {
"type": "dword",
"value": 0
"value": 68
},
"Wis": {
"type": "byte",

View File

@ -90,7 +90,7 @@
},
"ChallengeRating": {
"type": "float",
"value": 16.0
"value": 17.0
},
"ClassList": {
"type": "list",
@ -203,6 +203,21 @@
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 115
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -238,6 +253,21 @@
"KnownList3": {
"type": "list",
"value": [
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 21
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -353,6 +383,21 @@
"KnownList5": {
"type": "list",
"value": [
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 2
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -383,6 +428,36 @@
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 369
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 3159
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -397,6 +472,21 @@
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 1788
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
}
]
},
@ -433,6 +523,66 @@
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 121
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 67
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 3134
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 72
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -447,12 +597,72 @@
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 113
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 158
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
}
]
},
"KnownList7": {
"type": "list",
"value": [
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 461
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
"type": "word",
"value": 39
},
"SpellFlags": {
"type": "byte",
"value": 1
},
"SpellMetaMagic": {
"type": "byte",
"value": 0
}
},
{
"__struct_id": 3,
"Spell": {
@ -472,7 +682,52 @@
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View File

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