Amon_PRC8/_module/nss/towncrierspawn.nss

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2025-04-03 19:00:46 -04:00
//::///////////////////////////////////////////////
//:: 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_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void main()
{
//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.
// 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) *****************************************************************************************
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(1000); //* Use this to create a small amount of treasure on the creature
int nTownCrier = d100(1);
if(nTownCrier <= 5)
{
object oModule = GetModule();
SetLocalInt(oModule, "TownCrier", 1);
location lspawn = GetLocation(GetWaypointByTag("ZA_GnollAttack_Spawn"));
ActionSpeakString("Leistra is under attack.. to arms.. Gnolls from the sewers!", TALKVOLUME_SHOUT);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnoll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagnollleader", lspawn);
}
else if(nTownCrier <= 10)
{
object oModule = GetModule();
SetLocalInt(oModule, "TownCrier", 2);
location lspawn = GetLocation(GetWaypointByTag("ZA_GiantAttack_Spawn"));
ActionSpeakString("Heija is under attack.. to arms.. Giants are marching on the city!", TALKVOLUME_SHOUT);
CreateObject(OBJECT_TYPE_CREATURE, "zagiant", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagiant", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagiant", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagiant", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagiant", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zagiantleader", lspawn);
}
else if(nTownCrier <= 15)
{
object oModule = GetModule();
SetLocalInt(oModule, "TownCrier", 3);
location lspawn = GetLocation(GetWaypointByTag("ZA_TrollAttack_Spawn"));
ActionSpeakString("Amanbrakul is under attack.. to arms.. The trolls are rallying from the mines!", TALKVOLUME_SHOUT);
CreateObject(OBJECT_TYPE_CREATURE, "zatroll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zatroll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zatroll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zatroll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zatroll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zatroll", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zatrollleader", lspawn);
}
else if(nTownCrier <= 20)
{
object oModule = GetModule();
SetLocalInt(oModule, "TownCrier", 4);
location lspawn = GetLocation(GetWaypointByTag("ZA_DrowAttack_Spawn"));
ActionSpeakString("Sallen is under attack.. to arms.. Dark Elves are attacking from the North!", TALKVOLUME_SHOUT);
CreateObject(OBJECT_TYPE_CREATURE, "zadrow", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zadrow", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zadrow", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zadrow", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zadrow", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zadrow", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zadrow", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zadrow", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zadrow", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zadrowleader", lspawn);
}
else if(nTownCrier <= 25)
{
object oModule = GetModule();
SetLocalInt(oModule, "TownCrier", 5);
location lspawn = GetLocation(GetWaypointByTag("ZA_MinoAttack_Spawn"));
ActionSpeakString("A minotaur raiding party has landed near Leistra!", TALKVOLUME_SHOUT);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zamino", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zaminoleader", lspawn);
}
else if(nTownCrier <= 30)
{
object oModule = GetModule();
SetLocalInt(oModule, "TownCrier", 6);
location lspawn = GetLocation(GetWaypointByTag("ZA_RhutAttack_Spawn"));
ActionSpeakString("Rhutishan Orcs are attacking the Hur from Fehn!", TALKVOLUME_SHOUT);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhut", lspawn);
CreateObject(OBJECT_TYPE_CREATURE, "zarhutleader", lspawn);
}
else if(nTownCrier <= 35)
{
object oModule = GetModule();
SetLocalInt(oModule, "TownCrier", 7);
location lspawn1 = GetLocation(GetWaypointByTag("za_halflingleader_spawn"));
location lspawn2 = GetLocation(GetWaypointByTag("za_halfling_spawn1"));
location lspawn3 = GetLocation(GetWaypointByTag("za_halfling_spawn2"));
location lspawn4 = GetLocation(GetWaypointByTag("za_halfling_spawn3"));
location lspawn5 = GetLocation(GetWaypointByTag("za_halfling_spawn4"));
ActionSpeakString("Podor is leading a rebellion of halflings in Gehln. He has declared independence, and the King demands this will not stand!", TALKVOLUME_SHOUT);
CreateObject(OBJECT_TYPE_CREATURE, "zahalflingleader", lspawn1);
CreateObject(OBJECT_TYPE_CREATURE, "zahalflingarcher", lspawn5);
CreateObject(OBJECT_TYPE_CREATURE, "zahalflingarcher", lspawn5);
CreateObject(OBJECT_TYPE_CREATURE, "zahalflingarcher", lspawn2);
CreateObject(OBJECT_TYPE_CREATURE, "zahalflingarcher", lspawn2);
CreateObject(OBJECT_TYPE_CREATURE, "zahalflingarcher", lspawn3);
CreateObject(OBJECT_TYPE_CREATURE, "zahalflingarcher", lspawn3);
CreateObject(OBJECT_TYPE_CREATURE, "zahalflingarcher", lspawn4);
CreateObject(OBJECT_TYPE_CREATURE, "zahalflingarcher", lspawn4);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn5);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn5);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn2);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn2);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn3);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn3);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn4);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn4);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn5);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn2);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn3);
CreateObject(OBJECT_TYPE_CREATURE, "zahalfling", lspawn4);
}
else
{
ActionSpeakString("Hear Ye.. Hear Ye.. All is well.", TALKVOLUME_SHOUT);
DestroyObject(OBJECT_SELF);
}
}