Removed Skullkeep Forge

Removed Skullkeep Forge system (originally by Winterknight and Asbury)  Full compile.  Updated release archive.
This commit is contained in:
Jaysyn904
2024-11-12 15:25:30 -05:00
parent 80d4b7c4d6
commit 1c5cbbe7ea
465 changed files with 12458 additions and 30265 deletions

View File

@@ -1,40 +0,0 @@
// Trash can script that only destroys items placed in the inventory
// for more than HOURS_TO_DESTROY in-game hours.
const string VAR_ITEM_TIMESTAMP = "TRASH_VINTAGE"; // Variable to store the time an item was placed
const int HOURS_TO_DESTROY = 12; // Hours an item must remain in the container
int GetCurrentGameTimeInSeconds()
{
// Get the current game time in hours, minutes, and seconds
int nHours = GetTimeHour();
int nMinutes = GetTimeMinute();
int nSeconds = GetTimeSecond();
// Convert to total seconds for easy comparison
return (nHours * 3600) + (nMinutes * 60) + nSeconds;
}
void main()
{
object oItem = GetFirstItemInInventory(OBJECT_SELF);
int nCurrentTime = GetCurrentGameTimeInSeconds(); // Current in-game time in seconds
int nTimeThreshold = FloatToInt(HoursToSeconds(HOURS_TO_DESTROY)); // Convert hours to seconds for comparison
while (GetIsObjectValid(oItem))
{
int nItemTime = GetLocalInt(oItem, VAR_ITEM_TIMESTAMP);
// If the item has no timestamp, assign the current time
if (nItemTime == 0)
{
SetLocalInt(oItem, VAR_ITEM_TIMESTAMP, nCurrentTime);
}
else if (nCurrentTime - nItemTime >= nTimeThreshold) // Check if item has been in container for required hours
{
DestroyObject(oItem);
}
oItem = GetNextItemInInventory(OBJECT_SELF);
}
}

View File

@@ -1,19 +0,0 @@
#include "prc_x2_itemprop"
int StartingConditional()
{
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oForge);
int nCount = IPGetNumberOfItemProperties(oItem);
int nProps;
if (nCount > 7)
{
return TRUE;
}
return FALSE;
}

View File

@@ -576,7 +576,10 @@ void main()
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF);
}
//:: Set or Randomize name
ms_Nomenclature(OBJECT_SELF);
//:: Execute OnSpawn script.
int nSpider = GetStringLeft(GetTag(OBJECT_SELF), 12) == "MONST_SPIDER" ? TRUE : FALSE;
if(nSpider)
@@ -594,11 +597,7 @@ void main()
ExecuteScript("prc_pwonspawn", OBJECT_SELF);
//:: Execute PRC OnSpawn script.
ExecuteScript("prc_npc_spawn", OBJECT_SELF);
}
//:: Set or Randomize name
ms_Nomenclature(OBJECT_SELF);
}
//:: Post Spawn event requested
if (nSpecEvent == 2 || nSpecEvent == 3)

View File

@@ -1,14 +0,0 @@
//::///////////////////////////////////////////////
//:: FileName forge_chkpockets
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Script Wizard
//:: Created On: 2/19/2006 1:12:53 AM
//:://////////////////////////////////////////////
int StartingConditional()
{
if((GetLocalInt(OBJECT_SELF, "ItemCost")) <= GetGold(GetPCSpeaker()))
return FALSE;
return TRUE;
}

View File

@@ -1,15 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_combinecheck script - check to make sure items in combine are correct
/////:: Written by Winterknight on 2/17/06
/////:://////////////////////////////////////////////
#include "nw_i0_tool"
int StartingConditional()
{
object oForge = GetNearestObjectByTag("forge_combine",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oForge);
if (!GetIsObjectValid(oItem))
return TRUE;
return FALSE;
}

View File

@@ -1,177 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_custtokens script - set custom tokens for forge conversation
/////:: Written by Winterknight on 2/17/06
/////:: This script also is used to set up the basics for the forge.
/////:: this script as necessary to change the basic type of forge.
/////::
/////:: Updated for Path of Ascension / PRC8 by Jaysyn
/////:://////////////////////////////////////////////
#include "prc_misc_const"
void main()
{
object oForge = GetNearestObjectByTag("forge_custom", OBJECT_SELF, 1);
object oItem = GetFirstItemInInventory(oForge);
// Store the forge name for display
SetCustomToken(101, GetName(oForge)); // Name of Forge
SetLocalString(OBJECT_SELF, "ForgeName", GetName(oForge));
string sTypes = "Unsupported Item Type"; // Default message
int nType = 0;
// Check the base item type of oItem and assign corresponding sTypes and nType
if (oItem != OBJECT_INVALID)
{
int nBaseItemType = GetBaseItemType(oItem);
switch (nBaseItemType)
{
case BASE_ITEM_BOOTS:
case BASE_ITEM_BELT:
sTypes = "Belts and Boots";
nType = 1;
break;
case BASE_ITEM_ARMOR:
case BASE_ITEM_BRACER:
case BASE_ITEM_HELMET:
case BASE_ITEM_LARGESHIELD:
case BASE_ITEM_SMALLSHIELD:
case BASE_ITEM_TOWERSHIELD:
sTypes = "Armor, Helms and Shields";
nType = 2;
break;
case BASE_ITEM_BASTARDSWORD:
case BASE_ITEM_BATTLEAXE:
case BASE_ITEM_CLUB:
case BASE_ITEM_DAGGER:
case BASE_ITEM_DIREMACE:
case BASE_ITEM_DOUBLEAXE:
case BASE_ITEM_DOUBLE_SCIMITAR:
case BASE_ITEM_DWARVENWARAXE:
case BASE_ITEM_EAGLE_CLAW:
case BASE_ITEM_ELVEN_COURTBLADE:
case BASE_ITEM_ELVEN_LIGHTBLADE:
case BASE_ITEM_ELVEN_THINBLADE:
case BASE_ITEM_FALCHION:
case BASE_ITEM_GLOVES:
case BASE_ITEM_GOAD:
case BASE_ITEM_GREATAXE:
case BASE_ITEM_GREATSWORD:
case BASE_ITEM_HALBERD:
case BASE_ITEM_HANDAXE:
case BASE_ITEM_HEAVYFLAIL:
case BASE_ITEM_HEAVY_MACE:
case BASE_ITEM_HEAVY_PICK:
case BASE_ITEM_KAMA:
case BASE_ITEM_KATANA:
case BASE_ITEM_KATAR:
case BASE_ITEM_KUKRI:
case BASE_ITEM_LIGHTFLAIL:
case BASE_ITEM_LIGHTHAMMER:
case BASE_ITEM_LIGHTMACE:
case BASE_ITEM_LIGHT_PICK:
case BASE_ITEM_LONGSWORD:
case BASE_ITEM_MAUL:
case BASE_ITEM_MORNINGSTAR:
case BASE_ITEM_NUNCHAKU:
case BASE_ITEM_QUARTERSTAFF:
case BASE_ITEM_RAPIER:
case BASE_ITEM_SAI:
case BASE_ITEM_SAP:
case BASE_ITEM_SCIMITAR:
case BASE_ITEM_SCYTHE:
case BASE_ITEM_SHORTSPEAR:
case BASE_ITEM_SHORTSWORD:
case BASE_ITEM_SICKLE:
case BASE_ITEM_SLING:
case BASE_ITEM_TRIDENT:
case BASE_ITEM_TWOBLADEDSWORD:
case BASE_ITEM_WARHAMMER:
case BASE_ITEM_WHIP:
sTypes = "Melee Weapons and Gloves";
nType = 3;
break;
case BASE_ITEM_CLOAK:
sTypes = "Cloaks";
nType = 4;
break;
case BASE_ITEM_AMULET:
case BASE_ITEM_RING:
sTypes = "Rings and Amulets";
nType = 5;
break;
case BASE_ITEM_SHORTBOW:
case BASE_ITEM_HEAVYCROSSBOW:
case BASE_ITEM_LIGHTCROSSBOW:
case BASE_ITEM_LONGBOW:
sTypes = "Bows and Crossbows";
nType = 6;
break;
case BASE_ITEM_ARROW:
case BASE_ITEM_BOLT:
case BASE_ITEM_BULLET:
case BASE_ITEM_GRENADE:
case BASE_ITEM_DART:
case BASE_ITEM_SHURIKEN:
case BASE_ITEM_THROWINGAXE:
sTypes = "Thrown Weapons and Ammunition";
nType = 7;
break;
case BASE_ITEM_MISCLARGE:
case BASE_ITEM_MISCMEDIUM:
case BASE_ITEM_MISCSMALL:
case BASE_ITEM_MISCTALL:
case BASE_ITEM_MISCTHIN:
case BASE_ITEM_MISCWIDE:
case BASE_ITEM_MAGICWAND:
case BASE_ITEM_MAGICSTAFF:
case BASE_ITEM_MAGICROD:
case BASE_ITEM_BOOK:
case BASE_ITEM_LARGEBOX:
sTypes = "Miscellaneous Items";
nType = 8;
break;
}
}
// Update tokens and local variables based on selected item type
SetCustomToken(102, sTypes); // Type of item that will work here.
SetLocalInt(OBJECT_SELF, "ItemType", nType);
SetLocalInt(OBJECT_SELF, "ItemCost", 0);
}
/* void main()
{
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oForge);
SetCustomToken(101,GetName(oForge)); // Name of Forge
SetLocalString(OBJECT_SELF, "ForgeName", GetName(oForge));
string sTypes;
int nType;
string sForgeLeft = GetStringLeft(GetName(oForge),6);
if (sForgeLeft == "Cobble") {sTypes = "Belts and Boots"; nType = 1;}
if (sForgeLeft == "Armour") {sTypes = "Armor, Helms and Shields"; nType = 2;}
if (sForgeLeft == "Weapon") {sTypes = "Melee Weapons and Gloves"; nType = 3;}
if (sForgeLeft == "Tailor") {sTypes = "Cloaks"; nType = 4;}
if (sForgeLeft == "Jewele") {sTypes = "Rings and Amulets"; nType = 5;}
if (sForgeLeft == "Bowyer") {sTypes = "Bows and Crossbows"; nType = 6;}
if (sForgeLeft == "Fletch") {sTypes = "Thrown Weapons and Ammunition"; nType = 7;}
if (sForgeLeft == "Common") {sTypes = "Common Items (not equipped)"; nType = 8;}
if (sForgeLeft == "Mystic") {sTypes = "any Magical Items"; nType = 9;}
SetCustomToken(102,sTypes); // Type of item that will work here.
SetLocalInt(OBJECT_SELF, "ItemType", nType);
SetLocalInt(OBJECT_SELF, "ItemCost", 0);
} */

View File

@@ -1,23 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_guildcheck script - check to make sure not splitting a guild item
/////:: Written by Winterknight on 2/17/06
/////:://////////////////////////////////////////////
#include "nw_i0_tool"
int StartingConditional()
{
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oForge);
string sCheck = GetTag(oItem);
if (sCheck == "fulminate" ||
sCheck == "magestaff" ||
sCheck == "innerpath" ||
sCheck == "harmonics" ||
sCheck == "whitegold" ||
sCheck == "vesperbel")
{
return TRUE;
}
return FALSE;
}

View File

@@ -1,23 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_guildcheck script - check to make sure not splitting a guild item
/////:: Written by Winterknight on 2/17/06
/////:://////////////////////////////////////////////
#include "nw_i0_tool"
int StartingConditional()
{
object oForge = GetNearestObjectByTag("forge_combine",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oForge);
string sCheck = GetTag(oItem);
if (sCheck == "fulminate" ||
sCheck == "magestaff" ||
sCheck == "innerpath" ||
sCheck == "harmonics" ||
sCheck == "whitegold" ||
sCheck == "vesperbel")
{
return TRUE;
}
return FALSE;
}

View File

@@ -1,26 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_guildcheck script - check to make sure not splitting a guild item
/////:: Written by Winterknight on 2/17/06
/////:://////////////////////////////////////////////
#include "nw_i0_tool"
int StartingConditional()
{
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oForge);
string sCheck = GetStringLeft(GetTag(oItem), 5);
if (sCheck == "HELM_" ||
sCheck == "ARMR_" ||
sCheck == "SHLD_" ||
sCheck == "ammy_" ||
sCheck == "ring_" ||
sCheck == "WEAP_" ||
sCheck == "BOOT_" ||
sCheck == "BELT_")
{
return TRUE;
}
return FALSE;
}

View File

@@ -1,168 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_costcheck - determine cost of perfect transferance to new item.
/////:: Modified by Winterknight on 2/18/06
/////:: Original scripts by Asbury
/////:://////////////////////////////////////////////
#include "prc_x2_itemprop"
void SafeAddItemProperty(int nDurationType, itemproperty ipProperty, object oItem, float fDuration=0.0f)
{
int nPropType = GetItemPropertyType(ipProperty);
if (!GetItemHasItemProperty(oItem,nPropType)) //already exist
{
AddItemProperty(nDurationType, ipProperty, oItem, fDuration);
return;
}
else if (nPropType==ITEM_PROPERTY_BONUS_SPELL_SLOT_OF_LEVEL_N ||
nPropType==ITEM_PROPERTY_CAST_SPELL)
{
AddItemProperty(nDurationType, ipProperty, oItem, fDuration);
return;
}
else if (nPropType==ITEM_PROPERTY_DAMAGE_BONUS ||
nPropType==ITEM_PROPERTY_DAMAGE_RESISTANCE ||
nPropType==ITEM_PROPERTY_ABILITY_BONUS ||
nPropType==ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE ||
nPropType==ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS ||
nPropType==ITEM_PROPERTY_DAMAGE_VULNERABILITY ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE ||
nPropType==ITEM_PROPERTY_DECREASED_ABILITY_SCORE ||
nPropType==ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE ||
nPropType==ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE)
{
IPSafeAddItemProperty(oItem, ipProperty, 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
}
else if (nPropType==ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT ||
nPropType==ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP ||
nPropType==ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT ||
nPropType==ITEM_PROPERTY_BONUS_FEAT ||
nPropType==ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP ||
nPropType==ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT ||
nPropType==ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP ||
nPropType==ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT ||
nPropType==ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL ||
nPropType==ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL ||
nPropType==ITEM_PROPERTY_ON_HIT_PROPERTIES ||
nPropType==ITEM_PROPERTY_ONHITCASTSPELL ||
nPropType==ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC ||
nPropType==ITEM_PROPERTY_SKILL_BONUS )
{
int nSub1 = GetItemPropertySubType(ipProperty);
if (nSub1 > -1)
{
itemproperty ipCheck = GetFirstItemProperty(oItem);
while (GetIsItemPropertyValid(ipCheck))
{
int nSub2 = GetItemPropertySubType(ipCheck);
if (nSub2 != nSub1)
{
AddItemProperty(nDurationType, ipProperty, oItem, fDuration);
return;
}
ipCheck = GetNextItemProperty(oItem);
}
}
}
}
//******************************************************************************
void main()
{
itemproperty ipFItem;
object oPC = GetPCSpeaker();
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oCombine = GetNearestObjectByTag("forge_combine",OBJECT_SELF,1);
string sCraft;
int nType = GetLocalInt(OBJECT_SELF, "ItemType"); //check for type for crafting
if (nType == 1) sCraft = "craftingbelt"; // belts and boots
if (nType == 2) sCraft = "craftingshield"; // armor, helm, shield
if (nType == 3) sCraft = "craftingdagger"; // melee weapons
if (nType == 4) sCraft = "craftingcloak"; // cloaks
if (nType == 5) sCraft = "craftingring"; // rings and ammys
if (nType == 6) sCraft = "craftingsling"; // bows, x-bows, slings
if (nType == 7) sCraft = "craftingdart"; // thrown and ammo
if (nType == 8) sCraft = "craftingtoken"; // miscellaneous, common
if (!GetIsObjectValid(oForge)) return; //must have Forge
if (!GetIsObjectValid(oCombine)) return; //must have Combining chamber
object oItem = GetFirstItemInInventory(oForge); //get the item on Forge
if (GetIdentified(oItem)==FALSE) SetIdentified (oItem, TRUE);
if (GetPlotFlag(oItem)==TRUE)
{
SetPlotFlag (oItem, FALSE);
SetLocalInt(OBJECT_SELF,"PlotItem",TRUE);
}
object oCraft = GetFirstItemInInventory(oCombine); //get the first item in the combining chamber
object oCopy = CopyItem(oItem, OBJECT_SELF, FALSE);
int nCount = IPGetNumberOfItemProperties(oCopy);
int nProps;
int nTally = nCount;
// First - we add the goodies from the combine to the base item
while (GetIsObjectValid(oCraft))
{
ipFItem = GetFirstItemProperty(oCraft);//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipFItem))
{
nProps++;
if (nCount < 8)
{
SafeAddItemProperty(DURATION_TYPE_PERMANENT,ipFItem,oCopy); //put property on copy
nCount++;
}
ipFItem=GetNextItemProperty(oCraft);
}
oCraft = GetNextItemInInventory(oCombine);
}
nTally = nTally + nProps;
if (nTally > nCount) SendMessageToPC(oPC,"You are attempting to add more than 8 properties to the item. Any additional past the limit will be lost.");
// Then we find the actual cost of the new item. Then we screw them on price.
int nValue2 = GetGoldPieceValue(oItem);
int nValue1 = GetGoldPieceValue(oCopy);
int nDiff = nValue1 - nValue2;
int nIncrease;
string sValue = "";
if (nDiff > 0)
{
nIncrease = nDiff * 2;
sValue = IntToString(nIncrease);
}
else
{
nIncrease = 0;
sValue = "nothing in ";
}
SetCustomToken(103,sValue);
SetLocalInt (OBJECT_SELF,"ItemCost",nIncrease);
// Then we remove destroy the copy
DestroyObject(oCopy,0.5f);
if (GetLocalInt(OBJECT_SELF,"PlotItem")==TRUE) // Reset variables and plot
{
SetPlotFlag (oItem, TRUE);
SetLocalInt(OBJECT_SELF,"PlotItem",FALSE);
}
}

View File

@@ -1,199 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_itemmerge - Forge properties onto item from components.
/////:: Modified by Winterknight on 2/18/06
/////:: Original script written by Asbury
/////:://////////////////////////////////////////////
#include "sd_lootsystem"
#include "prc_x2_itemprop"
void SafeAddItemProperty(int nDurationType, itemproperty ipProperty, object oItem, float fDuration=0.0f)
{
int nPropType = GetItemPropertyType(ipProperty);
if (!GetItemHasItemProperty(oItem,nPropType)) //already exist
{
AddItemProperty(nDurationType, ipProperty, oItem, fDuration);
return;
}
else if (nPropType==ITEM_PROPERTY_BONUS_SPELL_SLOT_OF_LEVEL_N ||
nPropType==ITEM_PROPERTY_CAST_SPELL)
{
AddItemProperty(nDurationType, ipProperty, oItem, fDuration);
return;
}
else if (nPropType==ITEM_PROPERTY_DAMAGE_BONUS ||
nPropType==ITEM_PROPERTY_DAMAGE_RESISTANCE ||
nPropType==ITEM_PROPERTY_ABILITY_BONUS ||
nPropType==ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE ||
nPropType==ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS ||
nPropType==ITEM_PROPERTY_DAMAGE_VULNERABILITY ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE ||
nPropType==ITEM_PROPERTY_DECREASED_ABILITY_SCORE ||
nPropType==ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE ||
nPropType==ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE)
{
IPSafeAddItemProperty(oItem, ipProperty, 0.0f, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
}
else if (nPropType==ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT ||
nPropType==ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP ||
nPropType==ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT ||
nPropType==ITEM_PROPERTY_BONUS_FEAT ||
nPropType==ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP ||
nPropType==ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT ||
nPropType==ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP ||
nPropType==ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP ||
nPropType==ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT ||
nPropType==ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL ||
nPropType==ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL ||
nPropType==ITEM_PROPERTY_ON_HIT_PROPERTIES ||
nPropType==ITEM_PROPERTY_ONHITCASTSPELL ||
nPropType==ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC ||
nPropType==ITEM_PROPERTY_SKILL_BONUS )
{
int nSub1 = GetItemPropertySubType(ipProperty);
if (nSub1 > -1)
{
itemproperty ipCheck = GetFirstItemProperty(oItem);
while (GetIsItemPropertyValid(ipCheck))
{
int nSub2 = GetItemPropertySubType(ipCheck);
if (nSub2 != nSub1)
{
AddItemProperty(nDurationType, ipProperty, oItem, fDuration);
return;
}
ipCheck = GetNextItemProperty(oItem);
}
}
}
}
//******************************************************************************
void main()
{
itemproperty ipFItem;
effect eTel1 = EffectVisualEffect(VFX_IMP_KNOCK,FALSE);
effect eTel2 = EffectVisualEffect(VFX_IMP_PDK_INSPIRE_COURAGE,FALSE);
effect eUtter = EffectVisualEffect(VFX_FNF_MYSTICAL_EXPLOSION,FALSE);
object oPC = GetPCSpeaker();
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oCombine = GetNearestObjectByTag("forge_combine",OBJECT_SELF,1);
location lTrig1 = GetLocation(oForge);
location lTrig2 = GetLocation(oCombine);
if (!GetIsObjectValid(oForge)) return; //must have Forge
if (!GetIsObjectValid(oCombine)) return; //must have Combining chamber
object oArea = GetArea(oForge);
object oItem = GetFirstItemInInventory(oForge); //get the first item on Forge
if (!GetIsObjectValid(oItem))
{
SendMessageToPC(oPC,"You must have a valid item in the Forge.");
return; //must have something there
}
int nLoop = IPGetNumberOfItemProperties(oItem);
object oCraft = GetFirstItemInInventory(oCombine); //get the first item in the combining chamber
int nTally = nLoop;
while (GetIsObjectValid(oCraft))
{
ipFItem = GetFirstItemProperty(oCraft); //Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipFItem))
{
nTally++;
if (nLoop < 8)
{
SafeAddItemProperty(DURATION_TYPE_PERMANENT,ipFItem,oItem); //put property on
nLoop++;
}
if (nTally > 8)
{
SendMessageToPC(oPC,"You have attempted to add more than 8 properties to the item. This can cause errors in transfer. Some item properties have been lost.");
}
RemoveItemProperty(oCraft, ipFItem); //take the magic away from object
ipFItem=GetNextItemProperty(oCraft);
}
DestroyObject(oCraft); //remove the object
oCraft = GetNextItemInInventory(oCombine);
}
int iQual = nTally;
string sName;
string cName;
string sCheck = GetStringLeft(GetTag(oItem), 5);
string oName = GetName(oItem);
switch(iQual)
{
case 1: cName = ColorString("[Enchanted] ", 255, 255, 255); break;
case 2: cName = ColorString("[Enchanted] ", 30, 180, 30); break;
case 3: cName = ColorString("[Enchanted] ", 30, 180, 30); break;
case 4: cName = ColorString("[Bewitched] ", 5, 90, 255); break;
case 5: cName = ColorString("[Bewitched] ", 5, 90, 255); break;
case 6: cName = ColorString("[Spellbound] ", 185, 1, 200); break;
case 7: cName = ColorString("[Archforged] ", 255, 245, 210); break;
case 8: cName = ColorString("[Ancient] ", 180, 180, 80); break;
}
switch(iQual)
{
case 1: sName = ColorString("Reforged Magical "+ RandomName(200),255, 255, 255); break;
case 2: sName = ColorString("Reforged Enchanted "+ RandomName(200), 30, 180, 30); break;
case 3: sName = ColorString("Reforged Enchanted "+ RandomName(200), 30, 180, 30); break;
case 4: sName = ColorString("Reforged Imbued "+ RandomName(200), 5, 90, 255); break;
case 5: sName = ColorString("Reforged Imbued "+ RandomName(200), 5, 90, 255); break;
case 6: sName = ColorString("Reforged Planar "+ RandomName(200), 185, 1, 200); break;
case 7: sName = ColorString("Reforged Divine "+ RandomName(200), 255, 245, 210); break;
case 8: sName = ColorString("Reforged Ancient's "+ RandomName(200), 180, 180, 80); break;
}
switch(iQual)
{
case 1: FloatingTextStringOnCreature("You have reforged a Magical Quality item!", oPC); break;
case 2: FloatingTextStringOnCreature("You have reforged a Enchanted Quality item!", oPC); break;
case 3: FloatingTextStringOnCreature("You have reforged a Enchanted Quality item!", oPC); break;
case 4: FloatingTextStringOnCreature("You have reforged a Imbued Quality item!", oPC); break;
case 5: FloatingTextStringOnCreature("You have reforged a Imbued Quality item!", oPC); break;
case 6: FloatingTextStringOnCreature("You have reforged a Planar Quality item!", oPC); break;
case 7: FloatingTextStringOnCreature("You have reforged a Divine Quality item!", oPC); break;
case 8: FloatingTextStringOnCreature("You have reforged a Ancient Quality item!", oPC); break;
}
if (sCheck == "HELM_" ||
sCheck == "ARMR_" ||
sCheck == "SHLD_" ||
sCheck == "ammy_" ||
sCheck == "ring_" ||
sCheck == "WEAP_" ||
sCheck == "BOOT_" ||
sCheck == "BELT_")
{
SetName (oItem, cName + oName);
}
else
{
SetName(oItem, sName);
}
ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eTel2,lTrig2,0.0);
DelayCommand(0.3,ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eTel1,lTrig1,0.0));
RecomputeStaticLighting(oArea);
int nGold = GetLocalInt (OBJECT_SELF,"ItemCost");
TakeGoldFromCreature(nGold,oPC,TRUE);
}

View File

@@ -1,109 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_itemsplit - Separate into component properties
/////:: Modified by Winterknight on 2/18/06
/////:: Original script written by Asbury
/////:://////////////////////////////////////////////
#include "sd_lootsystem"
void main()
{
//:: Declare major variables.
effect eTel1 = EffectVisualEffect(VFX_IMP_FROST_L,FALSE);
effect eTel2 = EffectVisualEffect(VFX_IMP_ELEMENTAL_PROTECTION,FALSE);
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oCombine = GetNearestObjectByTag("forge_combine",OBJECT_SELF,1);
object oArea = GetArea(oForge);
location lTrig1 = GetLocation(oForge);
location lTrig2 = GetLocation(oCombine);
//:: Get only the first item on forge.
object oItem = GetFirstItemInInventory(oForge);
//:: Must have something in the forge.
if (!GetIsObjectValid(oItem)) return;
//:: Identify item
if (GetIdentified(oItem)==FALSE) SetIdentified (oItem, TRUE);
//:: Check for type for crafting
string sCraft;
int nType = GetLocalInt(OBJECT_SELF, "ItemType");
if (nType == 1) sCraft = "craftingbelt"; // belts and boots
else if (nType == 2) sCraft = "craftingshield"; // armor, helm, shield
else if (nType == 3) sCraft = "craftingdagger"; // melee weapons
else if (nType == 4) sCraft = "craftingcloak"; // cloaks
else if (nType == 5) sCraft = "craftingring"; // rings and ammys
else if (nType == 6) sCraft = "craftingsling"; // bows, x-bows, slings
else if (nType == 7) sCraft = "craftingdirk"; // thrown and ammo
//else if (nType == 8) sCraft = "craftingtoken"; // miscellaneous, common
else sCraft = "craftingtoken"; // anything else
itemproperty ipForgeItemIP;
int nIPDuration, nCheck, nParam1, nIPType;
ipForgeItemIP = GetFirstItemProperty(oItem);
//:: Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipForgeItemIP))
{
nCheck = 0;
//:: Check for temporary itemprops
nIPDuration = GetItemPropertyDurationType(ipForgeItemIP);
//:: Check to see if we can prevent the unique mithril powers from being removed.
nParam1 = GetItemPropertySubType(ipForgeItemIP);
nIPType = GetItemPropertyType(ipForgeItemIP);
if (nIPType == ITEM_PROPERTY_ONHITCASTSPELL)
{
if (nParam1 == 125)
nCheck = 1;
}
if (nIPType == ITEM_PROPERTY_CAST_SPELL)
{
if (nParam1 == 329 ||
nParam1 == 335 ||
nParam1 == 359 ||
nParam1 == 537 ||
nParam1 == 513)
nCheck = 1;
}
if (Random(100) != 1 & nIPDuration == DURATION_TYPE_PERMANENT & nCheck != 1)
{
//:: Create receptacle item on Combine
object oCraft = CreateItemOnObject(sCraft, oCombine);
if (GetIsObjectValid(oCraft))
{
//:: Remove itemprop from item
RemoveItemProperty(oItem, ipForgeItemIP);
//:: Add property to crafting item
AddItemProperty(DURATION_TYPE_PERMANENT, ipForgeItemIP, oCraft);
}
}
else
{
if (nCheck == 1)
{
SendMessageToPC(GetPCSpeaker(),"Unique powers not removed.");
}
else
{
SendMessageToPC(GetPCSpeaker(),"An item property was lost during the separation.");
RemoveItemProperty(oItem, ipForgeItemIP);
}
}
//:: Next itemproperty on the item
ipForgeItemIP = GetNextItemProperty(oItem);
}
string sName;
sName = ColorString("Disenchanted Item" ,80, 80, 80);
SetName(oItem, sName);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eTel1,lTrig1,0.0);
DelayCommand(0.3,ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eTel2, lTrig2, 0.0));
RecomputeStaticLighting(oArea);
}

View File

@@ -1,74 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_guildcheck script - check to make sure not splitting a guild item
/////:: Written by Winterknight on 2/17/06
/////:://////////////////////////////////////////////
#include "nw_i0_tool"
int StartingConditional()
{
object oCombine = GetNearestObjectByTag("forge_combine",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oCombine);
string sMerge = GetTag(oItem);
int nType = GetLocalInt(OBJECT_SELF, "ItemType");
/*while (GetIsObjectValid(oItem))
{
if (nType == 1) // Belts and Boots
{
if (sMerge == "craftingbelt" ||
sMerge == "craftingtoken" )
return FALSE;
}
if (nType == 2) // Armor, Helms, Shields
{
if (sMerge == "craftingshield" ||
sMerge == "craftingtoken" )
return FALSE;
}
if (nType == 3) // Melee Weapons
{
if (sMerge == "craftingdagger" ||
sMerge == "craftingtoken" )
return FALSE;
}
if (nType == 4) // Cloaks
{
if (sMerge == "craftingcloak" ||
sMerge == "craftingtoken" )
return FALSE;
}
if (nType == 5) // Rings and Amulets
{
if (sMerge == "craftingring" ||
sMerge == "craftingtoken" )
return FALSE;
}
if (nType == 6) // Bows and Crossbows/slings
{
if (sMerge == "craftingsling" ||
sMerge == "craftingtoken" )
return FALSE;
}
if (nType == 7) // Thrown weapons and ammunition
{
if (sMerge == "craftingdirk" ||
sMerge == "craftingtoken" )
return FALSE;
}
if (nType == 8) // Common items (miscellaneous or not already covered)
{
if (sMerge == "craftingtoken" )
return FALSE;
}
oItem = GetNextItemInInventory(oCombine);
}
return TRUE; */
return FALSE;
}

View File

@@ -1,19 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_guildcheck script - check to make sure not splitting a guild item
/////:: Written by Winterknight on 2/17/06
/////:://////////////////////////////////////////////
#include "nw_i0_tool"
int StartingConditional()
{
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oForge);
string sCheck = GetStringLowerCase(GetStringLeft(GetResRef(oItem), 2));
if (sCheck == "sd" || sCheck == "nw" || sCheck == "x2")
{
return TRUE;
}
return FALSE;
}

View File

@@ -1,22 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_spititout script - check to make sure no more than one item in forge.
/////:: Written by Winterknight on 2/20/06
/////:://////////////////////////////////////////////
void main()
{
object oFifo2 = GetFirstItemInInventory(OBJECT_SELF);
if (GetInventoryDisturbType() == INVENTORY_DISTURB_TYPE_ADDED)
{
oFifo2 = GetNextItemInInventory(OBJECT_SELF);
if (GetIsObjectValid(oFifo2))
{
location lDrop = GetLocation(GetNearestObjectByTag("forge_spitpoint", OBJECT_SELF,1));
object oCopy = CopyObject(oFifo2, lDrop, OBJECT_INVALID, "");
DestroyObject(oFifo2,0.3);
effect eEff1 = EffectVisualEffect(VFX_FNF_SMOKE_PUFF, FALSE);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eEff1, lDrop, 0.0);
}
}
}

View File

@@ -1,183 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_guildcheck script - check to make sure not splitting a guild item
/////:: Written by Winterknight on 2/17/06
/////:://////////////////////////////////////////////
#include "nw_i0_tool"
#include "prc_misc_const"
int StartingConditional()
{
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oForge);
int nBase = GetBaseItemType (oItem);
int nType = GetLocalInt(OBJECT_SELF, "ItemType");
return FALSE;
if (nType == 1) // Belts and Boots
{
if (nBase == BASE_ITEM_BOOTS ||
nBase == BASE_ITEM_MISCLARGE ||
nBase == BASE_ITEM_MISCMEDIUM||
nBase == BASE_ITEM_MISCSMALL ||
nBase == BASE_ITEM_MISCTALL ||
nBase == BASE_ITEM_MISCTHIN ||
nBase == BASE_ITEM_MISCWIDE ||
nBase == BASE_ITEM_BELT)
return FALSE;
}
if (nType == 2) // Armor, Helms, Shields
{
if (nBase == BASE_ITEM_TOWERSHIELD ||
nBase == BASE_ITEM_MISCLARGE ||
nBase == BASE_ITEM_MISCMEDIUM||
nBase == BASE_ITEM_MISCSMALL ||
nBase == BASE_ITEM_MISCTALL ||
nBase == BASE_ITEM_MISCTHIN ||
nBase == BASE_ITEM_MISCWIDE ||
nBase == BASE_ITEM_SMALLSHIELD ||
nBase == BASE_ITEM_HELMET ||
nBase == BASE_ITEM_ARMOR ||
nBase == BASE_ITEM_BRACER ||
nBase == BASE_ITEM_LARGESHIELD)
return FALSE;
}
if (nType == 3) // Melee Weapons
{
if (nBase == BASE_ITEM_BASTARDSWORD ||
nBase == BASE_ITEM_BATTLEAXE ||
nBase == BASE_ITEM_CLUB ||
nBase == BASE_ITEM_DAGGER ||
nBase == BASE_ITEM_DIREMACE ||
nBase == BASE_ITEM_DOUBLEAXE ||
nBase == BASE_ITEM_DOUBLE_SCIMITAR ||
nBase == BASE_ITEM_DWARVENWARAXE ||
nBase == BASE_ITEM_EAGLE_CLAW ||
nBase == BASE_ITEM_ELVEN_COURTBLADE ||
nBase == BASE_ITEM_ELVEN_LIGHTBLADE ||
nBase == BASE_ITEM_ELVEN_THINBLADE ||
nBase == BASE_ITEM_FALCHION ||
nBase == BASE_ITEM_GLOVES ||
nBase == BASE_ITEM_GOAD ||
nBase == BASE_ITEM_GREATAXE ||
nBase == BASE_ITEM_GREATSWORD ||
nBase == BASE_ITEM_HALBERD ||
nBase == BASE_ITEM_HANDAXE ||
nBase == BASE_ITEM_HEAVYCROSSBOW ||
nBase == BASE_ITEM_HEAVYFLAIL ||
nBase == BASE_ITEM_HEAVY_MACE ||
nBase == BASE_ITEM_HEAVY_PICK ||
nBase == BASE_ITEM_KAMA ||
nBase == BASE_ITEM_KATANA ||
nBase == BASE_ITEM_KATAR ||
nBase == BASE_ITEM_KUKRI ||
nBase == BASE_ITEM_LIGHTFLAIL ||
nBase == BASE_ITEM_LIGHTHAMMER ||
nBase == BASE_ITEM_LIGHTMACE ||
nBase == BASE_ITEM_LIGHT_PICK ||
nBase == BASE_ITEM_LONGSWORD ||
nBase == BASE_ITEM_MAUL ||
nBase == BASE_ITEM_MISCLARGE ||
nBase == BASE_ITEM_MISCMEDIUM||
nBase == BASE_ITEM_MISCSMALL ||
nBase == BASE_ITEM_MISCTALL ||
nBase == BASE_ITEM_MISCTHIN ||
nBase == BASE_ITEM_MISCWIDE ||
nBase == BASE_ITEM_MORNINGSTAR ||
nBase == BASE_ITEM_NUNCHAKU ||
nBase == BASE_ITEM_QUARTERSTAFF ||
nBase == BASE_ITEM_RAPIER ||
nBase == BASE_ITEM_SAI ||
nBase == BASE_ITEM_SAP ||
nBase == BASE_ITEM_SCIMITAR ||
nBase == BASE_ITEM_SCYTHE ||
nBase == BASE_ITEM_SHORTSPEAR ||
nBase == BASE_ITEM_SHORTSWORD ||
nBase == BASE_ITEM_SICKLE ||
nBase == BASE_ITEM_SLING ||
nBase == BASE_ITEM_TRIDENT ||
nBase == BASE_ITEM_TWOBLADEDSWORD ||
nBase == BASE_ITEM_WARHAMMER ||
nBase == BASE_ITEM_WHIP)
return FALSE;
}
if (nType == 4) // Cloaks
{
if (nBase == BASE_ITEM_CLOAK ||
nBase == BASE_ITEM_MISCLARGE ||
nBase == BASE_ITEM_MISCMEDIUM||
nBase == BASE_ITEM_MISCSMALL ||
nBase == BASE_ITEM_MISCTALL ||
nBase == BASE_ITEM_MISCTHIN ||
nBase == BASE_ITEM_MISCWIDE )
return FALSE;
}
if (nType == 5) // Rings and Amulets
{
if (nBase == BASE_ITEM_RING ||
nBase == BASE_ITEM_MISCLARGE ||
nBase == BASE_ITEM_MISCMEDIUM||
nBase == BASE_ITEM_MISCSMALL ||
nBase == BASE_ITEM_MISCTALL ||
nBase == BASE_ITEM_MISCTHIN ||
nBase == BASE_ITEM_MISCWIDE ||
nBase == BASE_ITEM_AMULET)
return FALSE;
}
if (nType == 6) // Bows and Crossbows/slings
{
if (nBase == BASE_ITEM_LONGBOW ||
nBase == BASE_ITEM_MISCLARGE ||
nBase == BASE_ITEM_MISCMEDIUM||
nBase == BASE_ITEM_MISCSMALL ||
nBase == BASE_ITEM_MISCTALL ||
nBase == BASE_ITEM_MISCTHIN ||
nBase == BASE_ITEM_MISCWIDE ||
nBase == BASE_ITEM_LIGHTCROSSBOW ||
nBase == BASE_ITEM_HEAVYCROSSBOW||
nBase == BASE_ITEM_SHORTBOW ||
nBase == BASE_ITEM_SLING )
return FALSE;
}
if (nType == 7) // Thrown weapons and ammunition
{
if (nBase == BASE_ITEM_ARROW ||
nBase == BASE_ITEM_MISCLARGE ||
nBase == BASE_ITEM_MISCMEDIUM||
nBase == BASE_ITEM_MISCSMALL ||
nBase == BASE_ITEM_MISCTALL ||
nBase == BASE_ITEM_MISCTHIN ||
nBase == BASE_ITEM_MISCWIDE ||
nBase == BASE_ITEM_BOLT ||
nBase == BASE_ITEM_BULLET||
nBase == BASE_ITEM_DART ||
nBase == BASE_ITEM_GRENADE ||
nBase == BASE_ITEM_SHURIKEN ||
nBase == BASE_ITEM_THROWINGAXE )
return FALSE;
}
if (nType == 8) // Common items (miscellaneous or not already covered)
{
if (nBase == BASE_ITEM_BOOK ||
nBase == BASE_ITEM_MISCLARGE ||
nBase == BASE_ITEM_MISCMEDIUM||
nBase == BASE_ITEM_MISCSMALL ||
nBase == BASE_ITEM_MISCTALL ||
nBase == BASE_ITEM_MISCTHIN ||
nBase == BASE_ITEM_MISCWIDE ||
nBase == BASE_ITEM_MAGICROD||
nBase == BASE_ITEM_LARGEBOX ||
nBase == BASE_ITEM_MAGICSTAFF ||
nBase == BASE_ITEM_MAGICWAND )
return FALSE;
}
return TRUE;
}

View File

@@ -1,15 +0,0 @@
/////::///////////////////////////////////////////////
/////:: forge_guildcheck script - check to make sure not splitting a guild item
/////:: Written by Winterknight on 2/17/06
/////:://////////////////////////////////////////////
#include "nw_i0_tool"
int StartingConditional()
{
object oForge = GetNearestObjectByTag("forge_custom",OBJECT_SELF,1);
object oItem = GetFirstItemInInventory(oForge);
if (!GetIsObjectValid(oItem))
return TRUE;
return FALSE;
}

View File

@@ -0,0 +1,175 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+DEFSING", 90 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 90 ); //enhancing spells [single allies]
AddBehaviour( "+DEFSELF", 50); //defensive [self]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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
ExecuteScript ("cd_helper_func", OBJECT_SELF);
}

View File

@@ -0,0 +1,181 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//// SetThreatLevel(OBJECT_SELF);
//Wizard config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+EVACAOE", 100); //evac AOEs
AddBehaviour( "+HEAL", 80 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 85 ); //heal self
AddBehaviour( "+GROUPHEAL", 90 ); //AOE heal [Allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+ENHANCESING", 80 ); //enhancing spells [single allies]
AddBehaviour( "+DEFSELF", 90 ); //defensive [self]
AddBehaviour( "+DIRECT", 90 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 50 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 80 ); //AOEs
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<80)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,177 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//AOE Mage config
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+AREA", 100); //AOE
AddBehaviour( "+DIRECT", 95 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 90 ); //touch attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,175 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Pally config
AddBehaviour( "+EVACAOE", 80); //evac AOEs
AddBehaviour( "+FEATENHANCE", 60 ); //feat enhance [self]
AddBehaviour( "+AREA", 30 ); //AOEs
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
// Opening Taunt to player
object oTaunt = GetObjectByTag("sd_bknight_taunt");
SoundObjectPlay(oTaunt);
}

174
_module/nss/no_spn_barb.nss Normal file
View File

@@ -0,0 +1,174 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
// SetThreatLevel(OBJECT_SELF);
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+MELEEASSIST", 80 ); //assist allies in melee
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (GetTag(OBJECT_SELF)=="sd_laby_boss3")iDice=51;
if (GetLocalInt(OBJECT_SELF, "BOSS")==1)iDice=51;
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

178
_module/nss/no_spn_bard.nss Normal file
View File

@@ -0,0 +1,178 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+DEFSING", 90 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 90 ); //enhancing spells [single allies]
AddBehaviour( "+DEFSELF", 50); //defensive [self]
AddBehaviour( "+AREA", 20); //AOE
AddBehaviour( "+DIRECT", 20 ); // attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,183 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+DEFSING", 90 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 90 ); //enhancing spells [single allies]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+DEFSELF", 80); //defensive [self]
AddBehaviour( "+AREA", 95); //AOE
AddBehaviour( "+DIRECT", 60 ); // attack spells [single enemy]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (GetTag(OBJECT_SELF)=="sd_laby_boss3")iDice=51;
if (GetLocalInt(OBJECT_SELF, "BOSS")==1)iDice=51;
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,170 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+MELEEASSIST", 70 ); //assist allies in melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+FLANK", 100 ); //flank
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

168
_module/nss/no_spn_bow.nss Normal file
View File

@@ -0,0 +1,168 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
//AddBehaviour( "+AVOIDENEMY", 80 ); //Keep away from enemies
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+FLANK", 100 ); //flank
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,207 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void SF_SPECBUFF()
{
ClearAllActions();
ActionCastSpellAtObject(VFX_IMP_MAGIC_PROTECTION, OBJECT_SELF,
METAMAGIC_NONE, TRUE);
SetLocalInt(OBJECT_SELF, "sr_buffed", 1);
}
void main()
{
// SetThreatLevel(OBJECT_SELF);
object oPC = GetFirstPC();
object oH1 = GetHenchman(oPC);
object oH2 = GetHenchman(oPC, 2);
object oH3 = GetHenchman(oPC, 3);
object oH4 = GetHenchman(oPC, 4);
// if any mages in player's party (or player is a mage): buff spell res
// Flag set to only do this once
if ((GetIsCaster(oPC)||GetIsCaster(oH1)>3||GetIsCaster(oH2)>3||
GetIsCaster(oH3)>3||GetIsCaster(oH4)>3)&&
GetLocalInt(OBJECT_SELF, "sr_buffed")==0) SF_SPECBUFF();
//Cleric config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+EVACAOE", 100); //evac AOEs
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+DEFSELF", 80 ); //defensive [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+ENHANCESELF", 70 ); //enhancing spells [self]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (GetTag(OBJECT_SELF)=="sd_laby_boss3")iDice=51;
if (GetLocalInt(OBJECT_SELF, "BOSS")==1)iDice=51;
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,171 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//BOSS: Juggernaut config
AddBehaviour( "+EVACAOE", 80); //evac AOEs
AddBehaviour( "+ENHANCESELF", 85 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 60 ); //feat enhance [self]
AddBehaviour( "+DIRECT", 30 ); // attack spells [single enemy]
AddBehaviour( "+AREA", 35 ); //AOEs
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
}

View File

@@ -0,0 +1,176 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Wizard config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+SUMMON", 100 ); //Summon allies
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+DIRECT", 80 ); // attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+TOUCH", 70 ); //touch attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<70)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,179 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Dragoon config
AddBehaviour( "+EVACAOE", 80); //evac AOEs
AddBehaviour( "+FEATENHANCE", 90 ); //feat enhance [self]
AddBehaviour( "+HEAL", 80 ); //heal [self/allies]
AddBehaviour( "+BREATH", 50 ); //breath weapons
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
// Set Flaming eyes
effect eGlow = EffectVisualEffect(VFX_EYES_RED_FLAME_HUMAN_MALE);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGlow, OBJECT_SELF);
ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,180 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Pally config
AddBehaviour( "+EVACAOE", 80); //evac AOEs
AddBehaviour( "+FEATENHANCE", 90 ); //feat enhance [self]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+HEAL", 80 ); //heal [self/allies]
AddBehaviour( "+ENHANCESELF", 80 ); //enhancing spells [self]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
// Set Flaming eyes
effect eGlow = EffectVisualEffect(VFX_EYES_RED_FLAME_HUMAN_MALE);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGlow, OBJECT_SELF);
ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -13,7 +13,7 @@
void main()
{
SetThreatLevel(OBJECT_SELF);
// SetThreatLevel(OBJECT_SELF);
//Dragon config

View File

@@ -0,0 +1,188 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+DEFSING", 30 ); //defensive [single allies]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 40 ); //Dispel [enemies]
AddBehaviour( "+HEAL", 90 ); //heal [self/allies]
AddBehaviour( "+GROUPHEAL", 90 ); //AOE heal [Allies]
AddBehaviour( "+DEFSELF", 50); //defensive [self]
AddBehaviour( "+AREA", 80); //AOE
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<60)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,190 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+DEFSING", 70 ); //defensive [single allies]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 40 ); //Dispel [enemies]
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
AddBehaviour( "+DEFSELF", 80); //defensive [self]
AddBehaviour( "+AREA", 95); //AOE
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (GetTag(OBJECT_SELF)=="sd_laby_boss3")iDice=51;
if (GetLocalInt(OBJECT_SELF, "BOSS")==1)iDice=51;
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,202 @@
//::///////////////////////////////////////////////
//:: 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"
#include "prc_inc_racial"
void main()
{
if (GetLocalInt(GetModule(),"NoAI") == 1)
SetLocalInt(OBJECT_SELF,"NoAI",1);
if (GetLocalInt(GetModule(),"NoAI") == 2 && Random(2) == 0)
SetLocalInt(OBJECT_SELF,"NoAI",1);
if (GetLocalInt(OBJECT_SELF,"NoAI") == 1)
{
ExecuteScript("en3_boss_spawn",OBJECT_SELF);
} else {
//Behaviour config
if (MyPRCGetRacialType(OBJECT_SELF) != RACIAL_TYPE_UNDEAD)
AddBehaviour( "+HEALSELF", 100 );
else
AddBehaviour( "+UNDEADHEALSELF", 100 );
AddBehaviour( "+REGROUP", 80 );
AddBehaviour( "+FLANK", 20 );
AddBehaviour( "+SUMMON", 30 + Random(40));
if (GetLevelByClass(CLASS_TYPE_CLERIC, OBJECT_SELF) >= 1)
AddBehaviour( "+RAISE", 60 );
if (GetLevelByClass(CLASS_TYPE_BARD, OBJECT_SELF) >= 1)
AddBehaviour( "+EN4DMGSHIELD", 50 );
if (Random(3)==0)
{
AddBehaviour( "+DEFSELF", 20 + Random(40));
AddBehaviour( "+ENHANCESELF", 20 + Random(40));
AddBehaviour( "+TURN", 50 );
AddBehaviour( "+AREA", 20 + Random(40) );
AddBehaviour( "+DIRECT", 20 + Random(40) );
AddBehaviour( "+TOUCH", 20 + Random(40) );
AddBehaviour( "+DISPEL", 25 );
AddBehaviour( "+DISPELAOE", 25 );
AddBehaviour( "+DISMISSAL", 25 );
if (MyPRCGetRacialType(OBJECT_SELF) != RACIAL_TYPE_UNDEAD)
AddBehaviour( "+HEAL", 50 + Random(40) );
else
AddBehaviour( "+UNDEADHEAL", 50 + Random(40) );
AddBehaviour( "+VIS", 50 );
AddBehaviour( "+DEFSING", 40 );
AddBehaviour( "+GROUPENHANCE", 40 );
AddBehaviour( "+ENHANCESING", 40 );
AddBehaviour( "+FEATENHANCE", 40 );
AddBehaviour( "+HELP", 60 );
if (MyPRCGetRacialType(OBJECT_SELF) != RACIAL_TYPE_UNDEAD)
AddBehaviour( "+GROUPHEAL", 60 );
} else {
if (MyPRCGetRacialType(OBJECT_SELF) != RACIAL_TYPE_UNDEAD)
{
AddBehaviour( "+GROUPHEAL", 40 + Random(40));
AddBehaviour( "+HEAL", 40 + Random(40) );
} else {
AddBehaviour( "+UNDEADHEAL", 50 + Random(40) );
}
AddBehaviour( "+HELP", 40 + Random(40) );
AddBehaviour( "+VIS", 40 + Random(40) );
AddBehaviour( "+DEFSELF", 40 + Random(40) );
AddBehaviour( "+DEFSING", 40 + Random(40) );
AddBehaviour( "+GROUPENHANCE", 40 + Random(40) );
AddBehaviour( "+ENHANCESING", 40 + Random(40) );
AddBehaviour( "+ENHANCESELF", 40 + Random(40) );
AddBehaviour( "+FEATENHANCE", 40 + Random(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
DelayCommand(3.0f,ExecuteScript( "no_scr_logeq", 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);
if (Random(3)==0)
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.
int iRandom;
iRandom = Random(100)+1;
if (iRandom<94)
DelayCommand(1.0f,CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF));
else if (iRandom<97)
DelayCommand(1.0f,CTG_GenerateNPCTreasure(TREASURE_TYPE_MED, OBJECT_SELF));
else if (iRandom<100)
DelayCommand(1.0f,CTG_GenerateNPCTreasure(TREASURE_TYPE_HIGH, OBJECT_SELF));
else
DelayCommand(1.0f,CTG_GenerateNPCTreasure(TREASURE_TYPE_UNIQUE, OBJECT_SELF));
}
}

View File

@@ -0,0 +1,159 @@
//::///////////////////////////////////////////////
//:: 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()
{
if (GetLocalInt(GetModule(),"NoAI") == 1)
SetLocalInt(OBJECT_SELF,"NoAI",1);
if (GetLocalInt(GetModule(),"NoAI") == 2 && Random(3) > 0)
SetLocalInt(OBJECT_SELF,"NoAI",1);
if (GetLocalInt(OBJECT_SELF,"NoAI") == 1)
{
SetSpawnInCondition(NW_FLAG_STEALTH);
ExecuteScript("en3_boss_spawn",OBJECT_SELF);
} else {
//Behaviour config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+FEATENHANCE", 80 ); //enhance self via feats
AddBehaviour( "+REGROUP", 60 ); //regroup
AddBehaviour( "+FLANK", 60 ); //flank
AddBehaviour( "+AREA", 60 ); //area attack spells
AddBehaviour( "+EVACAOE", 50 ); //evac AOEs
AddBehaviour( "+EN4INVIS", 50 );
if (GetLevelByClass(CLASS_TYPE_RANGER, OBJECT_SELF) >= 1)
{
AddBehaviour( "+ENHANCESELF", 25 + Random(25) );
AddBehaviour( "+SUMMON", 50 );
AddBehaviour( "+DIRECT", 25 );
AddBehaviour( "+HELP", 30 );
AddBehaviour( "+HEAL", 30 );
AddBehaviour( "+MELEEASSIST", 25 ); //assist allies in melee
} else {
AddBehaviour( "+MELEEASSIST", 100 ); //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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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
DelayCommand(3.0f,ExecuteScript( "no_scr_logeq", 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
if (Random(2)==0)
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.
int iRandom;
iRandom = Random(100)+1;
if (iRandom<94)
DelayCommand(1.0f,CTG_GenerateNPCTreasure(TREASURE_TYPE_MONSTER, OBJECT_SELF));
else if (iRandom<97)
DelayCommand(1.0f,CTG_GenerateNPCTreasure(TREASURE_TYPE_MED, OBJECT_SELF));
else if (iRandom<100)
DelayCommand(1.0f,CTG_GenerateNPCTreasure(TREASURE_TYPE_HIGH, OBJECT_SELF));
else
DelayCommand(1.0f,CTG_GenerateNPCTreasure(TREASURE_TYPE_UNIQUE, OBJECT_SELF));
}
}

182
_module/nss/no_spn_heal.nss Normal file
View File

@@ -0,0 +1,182 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+GROUPHEAL", 90 ); //AOE heal [Allies]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+AREA", 80 ); //AOEs
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+FLANK", 100 ); //flank
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,176 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+AREA", 80); //AOE
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<60)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,178 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
// SetThreatLevel(OBJECT_SELF);
AddBehaviour( "+SUMMON", 100 ); //Summon allies
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+AREA", 90); //AOE
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+FLANK", 100 ); //flank
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,177 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Wizard config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+AREA", 60 ); //AOEs
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
effect eGlow = EffectVisualEffect(VFX_EYES_RED_FLAME_HALFORC_MALE);
DelayCommand(0.3, ApplyEffectToObject
(DURATION_TYPE_PERMANENT, eGlow, OBJECT_SELF));
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
//ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

178
_module/nss/no_spn_mage.nss Normal file
View File

@@ -0,0 +1,178 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Wizard config
AddBehaviour( "+EVACAOE", 100); //evac AOEs
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+SUMMON", 60 ); //Summon allies
AddBehaviour( "+DEFSELF", 90 ); //defensive [self]
AddBehaviour( "+DIRECT", 95 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 80 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<80)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

171
_module/nss/no_spn_mino.nss Normal file
View File

@@ -0,0 +1,171 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//BOSS: Mino config
AddBehaviour( "+EVACAOE", 100); //evac AOEs
AddBehaviour( "+AREA", 65 ); //AOEs
AddBehaviour( "+BREATH", 80 ); //breath weapons
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
}

View File

@@ -0,0 +1,172 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//BOSS: Mino mage config
AddBehaviour( "+EVACAOE", 100); //evac AOEs
AddBehaviour( "+AVOIDENEMY", 20 ); //Keep away from enemies
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 80 ); //enhancing spells [self]
AddBehaviour( "+AREA", 90 ); //AOEs
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+DISPEL", 90 ); //Dispel [enemies]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
}

View File

@@ -0,0 +1,180 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Wizard config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+EVACAOE", 100); //evac AOEs
AddBehaviour( "+HEAL", 80 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 85 ); //heal self
AddBehaviour( "+GROUPHEAL", 90 ); //AOE heal [Allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+ENHANCESING", 80 ); //enhancing spells [single allies]
AddBehaviour( "+DEFSELF", 90 ); //defensive [self]
AddBehaviour( "+DIRECT", 80 ); // attack spells [single enemy]
AddBehaviour( "+AREA", 90 ); //AOEs
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<80)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,173 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+EVACAOE", 50 ); //evac AOEs
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+AREA", 50); //AOE
AddBehaviour( "+DIRECT", 20 ); // attack spells [single enemy]
AddBehaviour( "+BREATH", 30 ); //breath weapons
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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 +1,204 @@
//::///////////////////////////////////////////////
//:: 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 "x2_inc_switches"
#include "sd_lootsystem"
void SF_SPECBUFF()
{
ClearAllActions();
ActionCastSpellAtObject(VFX_IMP_MAGIC_PROTECTION, OBJECT_SELF,
METAMAGIC_NONE, TRUE);
SetLocalInt(OBJECT_SELF, "sr_buffed", 1);
}
void main()
{
// SetThreatLevel(OBJECT_SELF);
object oPC = GetFirstPC();
object oH1 = GetHenchman(oPC);
object oH2 = GetHenchman(oPC, 2);
object oH3 = GetHenchman(oPC, 3);
object oH4 = GetHenchman(oPC, 4);
// if any mages in player's party (or player is a mage): buff spell res
// Flag set to only do this once
if ((GetIsCaster(oPC)||GetIsCaster(oH1)>3||GetIsCaster(oH2)>3||
GetIsCaster(oH3)>3||GetIsCaster(oH4)>3)&&
GetLocalInt(OBJECT_SELF, "sr_buffed")==0) SF_SPECBUFF();
//Necromancer config
AddBehaviour( "+SUMMON", 100 ); //Summon allies
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+EVACAOE", 100); //evac AOEs
AddBehaviour( "+DISPEL", 80 ); //Dispel [enemies]
AddBehaviour( "+DIRECT", 80 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 30 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 60 ); //AOEs
AddBehaviour( "+HEAL", 90 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 );
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
//int iDice = d100();
//if (iDice<40)ExecuteScript ("cd_helper_func", OBJECT_SELF);
////InvClr(OBJECT_SELF);
SetEyes(VFX_EYES_GREEN_HUMAN_MALE, OBJECT_SELF);
}

View File

@@ -0,0 +1,178 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Wizard config
AddBehaviour( "+EVACAOE", 100); //evac AOEs
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+SUMMON", 60 ); //Summon allies
AddBehaviour( "+DEFSELF", 90 ); //defensive [self]
AddBehaviour( "+DIRECT", 90 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<80)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,202 @@
//::///////////////////////////////////////////////
//:: 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 "x2_inc_switches"
#include "sd_lootsystem"
void SF_SPECBUFF()
{
ClearAllActions();
ActionCastSpellAtObject(VFX_IMP_MAGIC_PROTECTION, OBJECT_SELF,
METAMAGIC_NONE, TRUE);
SetLocalInt(OBJECT_SELF, "sr_buffed", 1);
}
void main()
{
// SetThreatLevel(OBJECT_SELF);
object oPC = GetFirstPC();
object oH1 = GetHenchman(oPC);
object oH2 = GetHenchman(oPC, 2);
object oH3 = GetHenchman(oPC, 3);
object oH4 = GetHenchman(oPC, 4);
// if any mages in player's party (or player is a mage): buff spell res
// Flag set to only do this once
if ((GetIsCaster(oPC)||GetIsCaster(oH1)>3||GetIsCaster(oH2)>3||
GetIsCaster(oH3)>3||GetIsCaster(oH4)>3)&&
GetLocalInt(OBJECT_SELF, "sr_buffed")==0) SF_SPECBUFF();
//Necromancer config
AddBehaviour( "+SUMMON", 100 ); //Summon allies
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+EVACAOE", 100); //evac AOEs
AddBehaviour( "+TOUCH", 30 ); //touch attack spells [single enemy]
AddBehaviour( "+GROUPENHANCE", 90 ); //enhancing spells [AOE]
AddBehaviour( "+DEFSELF", 80 ); //defensive [self]
AddBehaviour( "+DEFSING", 90 ); //defensive [single allies]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<40)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
SetEyes(VFX_EYES_RED_FLAME_HUMAN_MALE, OBJECT_SELF);
}

View File

@@ -0,0 +1,175 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Wizard config
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+AREA", 70 ); //AOEs
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
AddBehaviour( "+DIRECT", 90 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 80 ); // touch attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<90)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,178 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Pally config
AddBehaviour( "+EVACAOE", 80); //evac AOEs
AddBehaviour( "+FEATENHANCE", 90 ); //feat enhance [self]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+HEAL", 80 ); //heal [self/allies]
AddBehaviour( "+ENHANCESELF", 80 ); //enhancing spells [self]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,183 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Pally config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+EVACAOE", 80); //evac AOEs
AddBehaviour( "+FEATENHANCE", 90 ); //feat enhance [self]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+ENHANCESELF", 80 ); //enhancing spells [self]
AddBehaviour( "+MELEEASSIST", 80 ); //Melee Assist [allies]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (GetTag(OBJECT_SELF)=="sd_laby_boss3")iDice=51;
if (GetLocalInt(OBJECT_SELF, "BOSS")==1)iDice=51;
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,140 @@
//::///////////////////////////////////////////////
//:: 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( "+AVOIDMELEE", 50 ); //avoid melee
AddBehaviour( "+EVACAOE", 80 ); //evac AOEs
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+REGROUP", 20 ); //regroup
AddBehaviour( "+FEATENHANCE", 10 ); //enhance self via feats
AddBehaviour( "+CENTRALEYE", 10 ); //beholder antimagic cone
AddBehaviour( "+EYERAYS", 50 );
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( "+EYERAYS", 100 ); //beholder eye rays
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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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 +1,174 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+DEFSELF", 80); //defensive [self]
AddBehaviour( "+AREA", 40); //AOE
AddBehaviour( "+DIRECT", 90 ); // attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 70 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<40)ExecuteScript ("cd_helper_func", OBJECT_SELF);
}

View File

@@ -0,0 +1,176 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+FLANK", 100 ); //flank
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,172 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
object oPC = GetFirstPC();
// SetThreatLevel(OBJECT_SELF);
//Blank config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+MELEEASSIST", 90 ); //assist allies in melee
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+REGROUP", 40 ); //regroup
DelayCommand(3.0, ActionAttack(oPC));
/*
// Movement
AddBehaviour( "+REGROUP", 20 ); //regroup
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (GetTag(OBJECT_SELF)=="sd_laby_boss3")iDice=51;
if (GetLocalInt(OBJECT_SELF, "BOSS")==1)iDice=51;
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,174 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+FLANK", 100 ); //flank
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
//AddBehaviour( "+AVOIDENEMY", 80 ); //Keep away from enemies
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+FLANK", 100 ); //flank
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,171 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Pally config
AddBehaviour( "+EVACAOE", 80); //evac AOEs
AddBehaviour( "+FEATENHANCE", 60 ); //feat enhance [self]
AddBehaviour( "+AREA", 30 ); //AOEs
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
}

View File

@@ -0,0 +1,179 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+ENHANCESELF", 60 ); //enhancing spells [self]
AddBehaviour( "+DIRECT", 95 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 70 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 90 ); //AOEs
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+FLANK", 100 ); //flank
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,180 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+DEFSELF", 80); //defensive [self]
AddBehaviour( "+AREA", 95); //AOE
AddBehaviour( "+DIRECT", 80 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 80 ); //touch attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

168
_module/nss/no_spn_sbss.nss Normal file
View File

@@ -0,0 +1,168 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

180
_module/nss/no_spn_sham.nss Normal file
View File

@@ -0,0 +1,180 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Bard (buffer) config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+DEFSING", 30 ); //defensive [single allies]
AddBehaviour( "+HEAL", 90 ); //heal [self/allies]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
AddBehaviour( "+DEFSELF", 100); //defensive [self]
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 80 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<60)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,178 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Bard (buffer) config
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+DEFSELF", 50); //defensive [self]
AddBehaviour( "+AREA", 30); //AOE
AddBehaviour( "+DIRECT", 30 ); // attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,175 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
AddBehaviour( "+HEALSELF", 60 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+FLANK", 90 ); //flank
AddBehaviour( "+MELEEASSIST", 70 ); //assist allies in melee
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+AREA", 50 ); //AOEs
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+REGROUP", 80 ); //regroup
AddBehaviour( "+FLANK", 20 ); //flank
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,177 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
// SetThreatLevel(OBJECT_SELF);
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+FLANK", 100 ); //flank
AddBehaviour( "+AREA", 80 ); //AOEs
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+MELEEASSIST", 80 ); //assist allies in melee
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+REGROUP", 80 ); //regroup
AddBehaviour( "+FLANK", 20 ); //flank
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (GetTag(OBJECT_SELF)=="sd_laby_boss3")iDice=51;
if (GetLocalInt(OBJECT_SELF, "BOSS")==1)iDice=51;
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,120 @@
//::///////////////////////////////////////////////
//:: 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( "+FEATENHANCE", 100 ); //enhance self via feats
AddBehaviour( "+REGROUP", 80 ); //regroup
AddBehaviour( "+FLANK", 90 ); //flank
AddBehaviour( "+EVACAOE", 70 ); //evac AOEs
AddBehaviour( "+MELEEASSIST", 75 ); //assist allies in melee
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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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
}

176
_module/nss/no_spn_sorc.nss Normal file
View File

@@ -0,0 +1,176 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Blank config
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+SUMMON", 90 );
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+AREA", 90 ); //AOEs
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+FLANK", 100 ); //flank
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (GetTag(OBJECT_SELF)=="sd_laby_boss3")iDice=51;
if (GetLocalInt(OBJECT_SELF, "BOSS")==1)iDice=51;
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

170
_module/nss/no_spn_tank.nss Normal file
View File

@@ -0,0 +1,170 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
// SetThreatLevel(OBJECT_SELF);
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+MELEEASSIST", 100 ); //assist allies in melee
AddBehaviour( "+TOUCH", 80 ); //touch attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
object oPC = GetFirstPC();
AssignCommand(OBJECT_SELF, ActionAttack(oPC));
/*
// Movement
AddBehaviour( "+FLANK", 100 ); //flank
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,171 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
object oPC = GetFirstPC();
// SetThreatLevel(OBJECT_SELF);
//Blank config
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+MELEEASSIST", 90 ); //assist allies in melee
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
AddBehaviour( "+REGROUP", 40 ); //regroup
DelayCommand(3.0, ActionAttack(oPC));
/*
// Movement
AddBehaviour( "+REGROUP", 20 ); //regroup
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,171 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
// SetThreatLevel(OBJECT_SELF);
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+MELEEASSIST", 100 ); //assist allies in melee
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
object oPC = GetFirstPC();
AssignCommand(OBJECT_SELF, ActionAttack(oPC));
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -0,0 +1,170 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
//Blank config
// SetThreatLevel(OBJECT_SELF);
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+EVACAOE", 100 ); //evac AOEs
AddBehaviour( "+MELEEASSIST", 100 ); //assist allies in melee
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<50)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

173
_module/nss/no_spn_wiz2.nss Normal file
View File

@@ -0,0 +1,173 @@
//::///////////////////////////////////////////////
//:: On Spawn In
//::
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
#include "no_lib_data"
#include "no_inc"
void main()
{
// SetThreatLevel(OBJECT_SELF);
//Wizard config
AddBehaviour( "+SUMMON", 100 ); //Summon allies
AddBehaviour( "+HEALSELF", 100 ); //heal self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 80 ); //touch attack spells [single enemy]
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
/*
// Movement
AddBehaviour( "+AVOIDENEMY", 100 ); //Keep away from enemies
AddBehaviour( "+AVOIDMELEE", 100 ); //Flee
//Melee
AddBehaviour( "+MELEEASSIST", 100 ); //Melee Assist [allies]
AddBehaviour( "+ATKRANGED", 100 ); //ranged attack
AddBehaviour( "+ATKMELEE", 100 ); //melee attack
// Buffs self
AddBehaviour( "+DEFSELF", 100 ); //defensive [self]
AddBehaviour( "+ENHANCESELF", 100 ); //enhancing spells [self]
AddBehaviour( "+FEATENHANCE", 100 ); //feat enhance [self]
// Buffs party
AddBehaviour( "+DEFSING", 100 ); //defensive [single allies]
AddBehaviour( "+ENHANCESING", 100 ); //enhancing spells [single allies]
AddBehaviour( "+VIS", 100 ); //visual aid spells [self/allies]
AddBehaviour( "+GROUPENHANCE", 100 ); //enhancing spells [AOE]
// Curing
AddBehaviour( "+HELP", 100 ); //Restore debuffs [self/allies]
AddBehaviour( "+RAISE", 100 ); //Ressurect [allies]
// Healing
AddBehaviour( "+HEAL", 100 ); //heal [self/allies]
AddBehaviour( "+HEALSELF", 100 ); //Use pots/spec abil [heal self]
AddBehaviour( "+GROUPHEAL", 100 ); //AOE heal [Allies]
// Off casting
AddBehaviour( "+DIRECT", 100 ); // attack spells [single enemy]
AddBehaviour( "+TOUCH", 100 ); //touch attack spells [single enemy]
AddBehaviour( "+AREA", 100 ); //AOEs
AddBehaviour( "+SUMMON", 100 ); //Summon allies
//Def casting
AddBehaviour( "+COUNTERSPELL", 100 ); //Counterspell [enemy]
AddBehaviour( "+DISPELAOE", 100 ); //Dispel AOEs
AddBehaviour( "+DISPEL", 100 ); //Dispel [enemies]
AddBehaviour( "+DISMISSAL", 100 ); //Dismiss [summoned enemies]
AddBehaviour( "+BREACH", 100 ); //Spell Breach [enemy]
// Special
AddBehaviour( "+TIMESTOP", 100 ); //Cast Time Stop
AddBehaviour( "+BREATH", 100 ); //breath weapons
AddBehaviour( "+TURN", 100 ); //Turn Undead
AddBehaviour( "+EYERAYS", 100 ); //Specific behaviour for: Beholders
AddBehaviour( "+CENTRALEYE", 100 ); //Specific behaviour for: Beholders
*/
//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();
//set response range for fighting broadcast
SetResponseRange( BC_FIGHTING, 50.0 );
//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 );
// 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.
int iDice = d100();
if (iDice<90)ExecuteScript ("cd_helper_func", OBJECT_SELF);
//InvClr(OBJECT_SELF);
}

View File

@@ -13,6 +13,7 @@
#include "inc_debug"
#include "prc_inc_racial"
#include "sd_lootsystem"
#include "prc_inc_spells"
void ReallyEquipItemInSlot(object oNPC, object oItem, int nSlot);
@@ -35,7 +36,9 @@ void main()
int nTotalPCLevel;
int nAveragePCLevel;
int iRacial = GetRacialType(OBJECT_SELF);
int nCommoner = GetLevelByClass(CLASS_TYPE_COMMONER, OBJECT_SELF);
int nCommoner = GetLevelByClass(CLASS_TYPE_COMMONER, OBJECT_SELF);
int nInt = GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE);
int nGhost = GetIsIncorporeal(OBJECT_SELF);
string sCurrentDate = SQLite_GetSystemDate();
string sMonthDay = GetSubString(sCurrentDate, 0, 5);
@@ -43,20 +46,36 @@ void main()
object oArea = GetArea(OBJECT_SELF);
object oSkelly;
object oPC = GetFirstObjectInArea(oArea);
//:: Set threatlevel name text
SetThreatLevel(OBJECT_SELF);
//:: Testing OnSpawn loot system.
//:: Check if the creature is an animal, beast, construct, or ooze, which should never carry treasure
if (iRacial == RACIAL_TYPE_ANIMAL ||
iRacial == RACIAL_TYPE_BEAST ||
iRacial == RACIAL_TYPE_CONSTRUCT ||
iRacial == RACIAL_TYPE_OOZE ||
iRacial == RACIAL_TYPE_PLANT ||
iRacial == RACIAL_TYPE_VERMIN)
iRacial == RACIAL_TYPE_OOZE)
{
if(DEBUG) {FloatingTextStringOnCreature("Creature doesn't carry treasure", GetFirstPC(), FALSE);}
if (DEBUG) { FloatingTextStringOnCreature("Creature doesn't carry treasure", GetFirstPC(), FALSE); }
}
else if ((iRacial == RACIAL_TYPE_UNDEAD ||
iRacial == RACIAL_TYPE_PLANT ||
iRacial == RACIAL_TYPE_VERMIN) &&
nInt <= 4)
{
//:: If the creature is undead, plant, or vermin with intelligence 4 or less, it does not carry treasure
if (DEBUG) { FloatingTextStringOnCreature("Creature is not intelligent enough to carry treasure", GetFirstPC(), FALSE); }
}
else if(nGhost)
{
//:: If the creature is undead, plant, or vermin with intelligence 4 or less, it does not carry treasure
if (DEBUG) { FloatingTextStringOnCreature("Creature is incorporeal and can't carry treasure", GetFirstPC(), FALSE); }
}
else
{
sd_droploot(OBJECT_SELF, OBJECT_SELF);
//:: All other creatures, including undead, plants, and vermin with intelligence > 4, will drop loot
sd_droploot(OBJECT_SELF, OBJECT_SELF);
}
//:: Get average PC level for area
@@ -93,55 +112,54 @@ void main()
(sMonthDay == "10/30") ||
(sMonthDay == "10/31") ||
(sMonthDay == "11/01"))
{
//: Don't spawn skeletons from skeletons or commoners
if (GetResRef(OBJECT_SELF) == "pa_skeleton" || GetResRef(OBJECT_SELF) == "nw_skeleton" || nCommoner > 0)
return;
{
//: Don't spawn skeletons from skeletons or commoners
if (GetResRef(OBJECT_SELF) == "pa_skeleton" || GetResRef(OBJECT_SELF) == "nw_skeleton" || nCommoner > 0)
return;
//:: 33% chance to spawn
if ( Random(100) < 33 )
{
//:: Spawn Skeleton.
eVFX = EffectVisualEffect(VFX_IMP_EVIL_HELP);
oSkelly = CreateObject(OBJECT_TYPE_CREATURE, "nw_skeleton", GetLocation(OBJECT_SELF));
DelayCommand(0.0, ActionDoLevelUp(oSkelly, nAveragePCLevel));
//:: 33% chance to spawn
if ( Random(100) < 33 )
{
//:: Spawn Skeleton.
eVFX = EffectVisualEffect(VFX_IMP_EVIL_HELP);
oSkelly = CreateObject(OBJECT_TYPE_CREATURE, "nw_skeleton", GetLocation(OBJECT_SELF));
DelayCommand(0.0, ActionDoLevelUp(oSkelly, nAveragePCLevel));
//:: Assign Weapon
int nResult = d6(1);
int nStackSize = 1; // Create 1 items;
string sItem;
int nResult = d6(1);
int nStackSize = 1; // Create 1 items;
string sItem;
if (nResult == 1)
{
sItem = "nw_wplhb001"; //:: Halberd
}
else if(nResult == 2)
{
sItem = "nw_wplsc001"; //:: Scythe
}
else if(nResult == 3)
{
sItem = "nw_wplss001"; //:: Spear
}
else if(nResult ==4)
{
sItem = "nw_wblfh001"; //:: Heavy Flail
}
else if(nResult == 5)
{
sItem = "nw_wswgs001"; //:: Greatsword
}
else
sItem = "nw_waxgr001"; //:: Greataxe
object oWeapon = CreateItemOnObject(sItem, oSkelly, nStackSize);
ReallyEquipItemInSlot(oSkelly, oWeapon, INVENTORY_SLOT_RIGHTHAND);
//:: Apply VFX & Attack
AssignCommand(oSkelly, DetermineCombatRound(OBJECT_SELF));
DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSkelly));
if (nResult == 1)
{
sItem = "nw_wplhb001"; //:: Halberd
}
}
else if(nResult == 2)
{
sItem = "nw_wplsc001"; //:: Scythe
}
else if(nResult == 3)
{
sItem = "nw_wplss001"; //:: Spear
}
else if(nResult ==4)
{
sItem = "nw_wblfh001"; //:: Heavy Flail
}
else if(nResult == 5)
{
sItem = "nw_wswgs001"; //:: Greatsword
}
else
sItem = "nw_waxgr001"; //:: Greataxe
object oWeapon = CreateItemOnObject(sItem, oSkelly, nStackSize);
ReallyEquipItemInSlot(oSkelly, oWeapon, INVENTORY_SLOT_RIGHTHAND);
//:: Apply VFX & Attack
AssignCommand(oSkelly, DetermineCombatRound(OBJECT_SELF));
DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSkelly));
}
}
}

View File

@@ -195,6 +195,7 @@ void InvClear (object oMob)
oItem = GetNextItemInInventory(oMob);
}
}
void LootClear (object oMob)
{
object oItem = GetFirstItemInInventory(oMob);

View File

@@ -11,7 +11,7 @@
#include "prc_x2_itemprop"
#include "prc_inc_newip"
#include "nw_i0_generic"
//#include "nw_i0_generic"
#include "inc_itm_appear"
#include "inc_epicspells"
@@ -217,26 +217,42 @@ void SetThreatLevel(object oMob)
string sName;
string cName = GetName(oMob);
if (iHD>0&&iHD<11) iRange=1; // lvl 1-10
if (iHD>10&&iHD<19) iRange=2; // lvl 11-18
if (iHD>18&&iHD<28) iRange=3; // lvl 19-27
if (iHD>27&&iHD<36) iRange=4; // lvl 28-35
if (iHD>35/* &&iHD<61 */) iRange=5; // lvl 36+
//:: Define new ranges for each threat level
if (iHD > 0 && iHD <= 10) iRange = 1; // lvl 1-10
if (iHD > 10 && iHD <= 20) iRange = 2; // lvl 11-20
if (iHD > 20 && iHD <= 30) iRange = 3; // lvl 21-30
if (iHD > 30 && iHD <= 40) iRange = 4; // lvl 31-40
if (iHD > 40 && iHD <= 50) iRange = 5; // lvl 41-50
if (iHD > 50 && iHD <= 60) iRange = 6; // lvl 51-60
if (iHD > 60 && iHD <= 70) iRange = 7; // lvl 61-70
if (iHD > 70 /* && iHD <= 80 */) iRange = 8; // lvl 71-80+
//:: Assign colors for each tier
switch(iRange)
{
case 1: sName = ColorString(cName,255, 255, 255); break;
case 2: sName = ColorString(cName,189, 183, 107); break;
case 3: sName = ColorString(cName,218, 165, 32); break;
case 4: sName = ColorString(cName,210, 105, 30); break;
case 5: sName = ColorString(cName,255, 0, 0); break;
case 1: sName = ColorString(cName, 255, 255, 255); break; // White - Low threat
case 2: sName = ColorString(cName, 255, 255, 0); break; // Yellow - Slightly higher threat
case 3: sName = ColorString(cName, 255, 165, 0); break; // Orange - Moderate threat
case 4: sName = ColorString(cName, 255, 100, 0); break; // Deep Orange - Medium threat
case 5: sName = ColorString(cName, 255, 69, 69); break; // Light Red - Higher medium threat
case 6: sName = ColorString(cName, 255, 0, 255); break; // Magenta - High threat
case 7: sName = ColorString(cName, 180, 0, 255); break; // Purple - Very high threat
case 8: sName = ColorString(cName, 153, 0, 153); break; // Bright Purple - Highest regular threat
}
if (GetLocalInt(OBJECT_SELF, "BOSS")==1)sName = ColorString(cName,255, 255, 0);
//:: Boss enemies use red regardless of HD
if (GetLocalInt(OBJECT_SELF, "BOSS") == 1)
sName = ColorString(cName, 255, 0, 0); // Red - Boss
SetName(oMob, sName);
}
void SetEyes(int iType, object oMob)
{
effect eVis = EffectVisualEffect(iType);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis, oMob);
}
void NameSack(object oSack)
{
string sName = GetName(OBJECT_SELF);

View File

@@ -1,9 +0,0 @@
int StartingConditional()
{
int skullkeep =GetCampaignInt("SK_Factions", "Skullkeep", GetPCSpeaker());
if (skullkeep < -5001)
return TRUE;
return FALSE;
}