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Initial Commit [v1.32PRC8]
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117
_module/nss/nw_c2_herbivore.nss
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117
_module/nss/nw_c2_herbivore.nss
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//::///////////////////////////////////////////////
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//:: Default: On Spawn In
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//:: NW_C2_HERBIVORE
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Determines the course of action to be taken
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after having just been spawned in for Herbivores
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2007-12-31: Deva Winblood
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Modified to look for X3_HORSE_OWNER_TAG and if
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it is defined look for an NPC with that tag
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nearby or in the module (checks near first).
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It will make that NPC this horse's master.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Dec 21, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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#include "NW_O2_CONINCLUDE"
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#include "ms_name_inc"
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#include "knockdown_fix"
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void main()
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{
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string sTag;
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object oNPC;
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// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
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//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
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//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
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// This causes the creature to say a special greeting in their conversation file
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// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
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// greeting in order to designate it. As the creature is actually saying this to
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// himself, don't attach any player responses to the greeting.
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//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
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// This will set the listening pattern on the NPC to attack when allies call
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//SetSpawnInCondition(NW_FLAG_STEALTH);
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// If the NPC has stealth and they are a rogue go into stealth mode
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//SetSpawnInCondition(NW_FLAG_SEARCH);
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// If the NPC has Search go into Search Mode
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//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
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// This will set the NPC to give a warning to non-enemies before attacking
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//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
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//This will play Ambient Animations until the NPC sees an enemy or is cleared.
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//NOTE that these animations will play automatically for Encounter Creatures.
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//SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
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//This will play Ambient Animations until the NPC sees an enemy or is cleared.
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//NOTE that NPCs using this form of ambient animations will not move to other NPCs.
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// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
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//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
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//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
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//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
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// SPECIAL BEHAVIOR SECTION
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/*
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The following section outlines the various special behaviors that can be placed on a creature. To activate one of the special
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behaviors:
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1. Comment in SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL);
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2. Comment in one other special behavior setting (ONLY ONE).
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*/
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SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL);
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//SetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE); //Creature will only attack those that close within 5m and are not friends,
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//Rangers or Druids.
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SetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE);//Creature will flee those that close within 7m if they are not friends,
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//Rangers or Druids.
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// CUSTOM USER DEFINED EVENTS
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/*
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The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
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On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
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events user 1000 - 1010
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*/
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//SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
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//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
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//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
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//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
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//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
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//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
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//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
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//SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
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sTag=GetLocalString(OBJECT_SELF,"X3_HORSE_OWNER_TAG");
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if (GetStringLength(sTag)>0)
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{ // look for master
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oNPC=GetNearestObjectByTag(sTag);
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if (GetIsObjectValid(oNPC)&&GetObjectType(oNPC)==OBJECT_TYPE_CREATURE)
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{ // master found
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AddHenchman(oNPC);
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} // master found
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else
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{ // look in module
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oNPC=GetObjectByTag(sTag);
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if (GetIsObjectValid(oNPC)&&GetObjectType(oNPC)==OBJECT_TYPE_CREATURE)
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{ // master found
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AddHenchman(oNPC);
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} // master found
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else
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{ // master does not exist - remove X3_HORSE_OWNER_TAG
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DeleteLocalString(OBJECT_SELF,"X3_HORSE_OWNER_TAG");
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} // master does not exist - remove X3_HORSE_OWNER_TAG
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} // look in module
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} // look for master
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// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
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SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
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WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
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// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
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// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
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// combat.
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GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
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ExecuteScript("prc_npc_spawn", OBJECT_SELF);
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}
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