Quest persistence work
Quest persistence work. Added new salamander model.
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96
_module/nss/wererat_onspawn.nss
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96
_module/nss/wererat_onspawn.nss
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//::///////////////////////////////////////////////
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//:: wererat_onspawn.nss
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//:: Copyright (c) 2022 Project RATDOG
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//:://////////////////////////////////////////////
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/*
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OnSpawn event script for wererats.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 20220703
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//:://////////////////////////////////////////////
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const int EVENT_USER_DEFINED_PRESPAWN = 1510;
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const int EVENT_USER_DEFINED_POSTSPAWN = 1511;
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#include "j_inc_spawnin"
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#include "ms_name_inc"
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#include "rnd_commoner_inc"
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void main()
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{
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string sTag;
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object oNPC;
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// User defined OnSpawn event requested?
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int nSpecEvent = GetLocalInt(OBJECT_SELF,"X2_USERDEFINED_ONSPAWN_EVENTS");
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// Pre Spawn Event requested
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if (nSpecEvent == 1 || nSpecEvent == 3 )
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{
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SignalEvent(OBJECT_SELF,EventUserDefined(EVENT_USER_DEFINED_PRESPAWN ));
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}
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SetAIInteger(AI_INTELLIGENCE, 10);
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// This is the intelligence of the creature 1-10. Default to 10
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// Read the file in "Explainations" about this intelligence for more info.
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SetSpawnInCondition(AI_FLAG_FLEEING_FEARLESS, AI_TARGETING_FLEE_MASTER);
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// Fearless
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SetSpawnInCondition(AI_FLAG_OTHER_DONT_RESPOND_TO_EMOTES, AI_OTHER_MASTER);
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// This will ignore ALL chat by ENEMIES who speak in Stars - IE
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// "*Nods*" will be ignored, while "Nods" will not, nor "*Nods"
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SetSpawnInCondition(AI_FLAG_UDE_ATTACK_EVENT, AI_UDE_MASTER);
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// AI Behaviour. DO NOT CHANGE! DO NOT CHANGE!!!
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AI_SetUpEndOfSpawn();
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// This MUST be called. It fires these events:
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// SetUpSpells, SetUpSkillToUse, SetListeningPatterns, SetWeapons, AdvancedAuras.
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// These MUST be called! the AI might fail to work correctly if they don't fire!
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// Example (and default) of user addition:
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// - If we are from an encounter, set mobile (move around) animations.
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if(GetIsEncounterCreature())
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{
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SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS, NW_GENERIC_MASTER);
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}
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// Check for randomizations.
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ms_Nomenclature(OBJECT_SELF);
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int nKeepskin = GetLocalInt(OBJECT_SELF,"RA_KEEPSKIN");
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if (nKeepskin != 1)
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{
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rnd_skin(OBJECT_SELF);
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}
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rnd_skin(OBJECT_SELF);
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int nKeephead = GetLocalInt(OBJECT_SELF,"RA_KEEPHEAD");
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if (nKeephead != 1)
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{
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rnd_head(OBJECT_SELF);
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}
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int nKeeptats = GetLocalInt(OBJECT_SELF,"RA_KEEPTATS");
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if (nKeeptats != 1)
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{
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rnd_tattoo(OBJECT_SELF);
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}
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// Execute default OnSpawn script.
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ExecuteScript("nw_c2_default9", OBJECT_SELF);
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// Execute PRC OnSpawn script.
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ExecuteScript("prc_npc_spawn", OBJECT_SELF);
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// Note: You shouldn't really remove this. Also performs hiding ETC.
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DelayCommand(2.0f, SpawnWalkWayPoints());
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// Delayed walk waypoints, as to not upset instant combat spawning.
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// This will also check if to change to day/night posts during the walking, no heartbeats.
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}
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