2021-09-25 14:13:00 -04:00
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// Sparky predefined encounters include
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// Created By: The Amethyst Dragon
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// Add encounter variables to oArea based on the number entered as nTable.
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// 0 = blank
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void LoadEncounterVariables(object oArea, int nTable);
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void LoadEncounterVariables(object oArea, int nTable)
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{
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if (nTable < 1) { return; }
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if (GetIsObjectValid(oArea) != TRUE) { return; }
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// Check for existing encounter variables (maximum of 10 encounters on an area)
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int nCheckNum = GetLocalInt(oArea, "NumEnc");
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if (nCheckNum < 1) nCheckNum = 0;
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if (nCheckNum >= 10) return;
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nCheckNum = nCheckNum + 1;
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string sEncNum = "encounter_";
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if (nCheckNum < 10) sEncNum = "encounter_0";
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sEncNum = sEncNum + IntToString(nCheckNum); // encounter numbers need to be incremented for the Spawner to read them correctly
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SetLocalInt(oArea, "NumEnc", nCheckNum);
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// In this section is where you would record your predefined encounter variables.
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// The script adds them to areas as it is called on.
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//
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// For further information on how to format this information, you can check in
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// your NWN/docs/cep/sparky_spawner folder for the Aenea_Sparky_Docs.pdf file.
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//
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// A helpful Excel file is also included in that folder to aid in speeding up the
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// variable creation.
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switch (nTable)
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{
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case 1: // Brigand Scout
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SetLocalString(oArea, sEncNum, "v2, day, 50, creature, ra_brigand001, 1, random, 1.0, 1, 1");
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break;
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case 2: // Bandits
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SetLocalString(oArea, sEncNum, "v2, day, 50, creature, NW_BANDIT001, 2-4, random, 1.0, 1, 1");
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case 3: // Brigands
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SetLocalString(oArea, sEncNum, "v2, day, 12.5, group, brigands");
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SetLocalString(oArea, "group_brigands_01", "creature, ra_brigand002, 1, wp: brigands, 1.0, 1, 1");
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SetLocalString(oArea, "group_brigands_02", "creature, ra_brigand001, 2-8, last, 5.0, 1, 1");
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break;
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case 4: // Worgs & Wolves
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SetLocalString(oArea, sEncNum, "v2, night, 12.5, group, worgs");
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SetLocalString(oArea, "group_worgs_01", "creature, NW_WORG, 1-3, wp: worgs, 1.0, 1, 1");
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SetLocalString(oArea, "group_worgs_02", "creature, NW_WOLF, 1-12, last, 5.0, 1, 1");
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break;
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case 5: // Shadows
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SetLocalString(oArea, sEncNum, "v2, night, 7, creature, RA_SHADOW001, 2-12, random, 1.0, 1, 1");
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break;
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case 6: // Orge & Bugbears
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SetLocalString(oArea, sEncNum, "v2, day, 7, group, ogrebugs");
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SetLocalString(oArea, "group_ogrebugs_01", "creature, NW_OGRE01, 1, wp: ogrebugs, 1.0, 1, 1");
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SetLocalString(oArea, "group_ogrebugs_02", "creature, NW_BUGBEARA, 1-2, last, 5.0, 1, 1");
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SetLocalString(oArea, "group_ogrebugs_03", "creature, NW_BUGBEARB, 1-2, last, 5.0, 1, 1");
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break;
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Dragonmarsh Lowlands cleanup
Dragonmarsh Lowlands cleanup, this area now spawns per PnP. Made new, dire wolf, monstrous spider, troll, patrol sheriff, patrol footman, patrol knight, displacer beast, dire boat, dire rat & outlaw creatures. Added several new ProjectQ & CEP models for the above creatures. Initial pass on Level 9: Displacer Beast Lair. Added missing portraits to portraits.2da.
2022-01-16 01:28:18 -05:00
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case 7: // Sheriff's Patrol
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SetLocalString(oArea, sEncNum, "v2, day, 6, group, sheriff_patrol");
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SetLocalString(oArea, "group_sheriff_patrol_01", "creature, ra_m_sheriff001, 1, random, 30.0, 1, 1");
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SetLocalString(oArea, "group_sheriff_patrol_02", "creature, ra_m_knight001, 2, last, 0, 1, 1");
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SetLocalString(oArea, "group_sheriff_patrol_03", "creature, ra_m_footmn001, 6, last, 0, 1, 1");
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SetLocalString(oArea, "group_sheriff_patrol_04", "creature, ra_f_footmn001, 2, last, 0, 1, 1");
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2021-09-25 14:13:00 -04:00
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}
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}
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//void main(){}
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