Quest persistence bugfixing & continuing NESS spawn conversion

Quest persistence bugfixing & continuing NESS spawn conversion.

Co-Authored-By: Awetizmo <107700980+Awetizmo@users.noreply.github.com>
This commit is contained in:
Jaysyn904 2022-06-21 08:56:20 -04:00
parent e03053bd65
commit 6153db8683
109 changed files with 7633 additions and 53873 deletions
_module
are
dlg
gic
git
invalid_2383.0
itp
ncs
nss
ra_tdog.mod
utc

@ -96,7 +96,7 @@
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@ -96,7 +96,7 @@
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@ -96,7 +96,7 @@
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@ -87,7 +87,7 @@
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@ -87,7 +87,7 @@
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@ -87,7 +87,7 @@
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@ -87,7 +87,7 @@
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@ -14,7 +14,7 @@
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@ -96,7 +96,7 @@
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@ -96,7 +96,7 @@
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@ -2913,7 +2913,7 @@
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@ -96,7 +96,7 @@
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@ -14,7 +14,7 @@
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@ -87,7 +87,7 @@
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@ -14,7 +14,7 @@
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@ -87,7 +87,7 @@
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@ -87,7 +87,7 @@
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@ -14,7 +14,7 @@
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"value": "City of Baleas: School of Bardic Knowledge"
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@ -96,7 +96,7 @@
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@ -96,7 +96,7 @@
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"__data_type": "DLG ",
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"0": "Hello and good <quarterday>! I am Carlito Valdares, instrument crafter and bardic virtuoso. Would you like to see some of our fine merchandise?"
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"0": "No, just passing through Carlito."
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@ -975,27 +975,6 @@
"value": "This is the default waypoint you may place to set a Spawn point for the BESIE PW Spawner tool.\r\n1. Place a PW Spawner tool anywhere in the area.\r\n2. Set all other parameters on the PW Spawner tool according to the instructions found in the comments sections on that tool.\r\n3. Change the tag of this waypoint to match the Will Save number of the tool. ie. if the Will Save of the PW Spawner is 2 then change the tag of this Waypoint to \"PWS02\"\r\n4. Add any special behavior designators to the end of the tag ie. \"PWS02s2s1\". See the following table for behavior designators:\r\n\r\nBehavior designators:\r\ns1 - Do not return to spawn point after chasing an enemy (or moving for any other reason). This should be set if the creature spawned here has waypoints to walk or to POST.\r\ns2 - Random Walk. This creature will randomly walk a small patrol area via the RandomWalk() function.\r\ns3 - Sit. The creature will sit on the ground instead of standing (provided he has a sitting animation).\r\ns4 - No Regeneration. The Creature will not regenerate hitpoints. Note, this does NOT prevent a creature who regenerates naturally or due to some other source from regenerating.\r\ns5 - Only at day. Only spawn this creature during dawn or day.\r\ns6 - Only at night. Only spawn this creature during dusk or night.\r\nb## - Begin Time. Spawn in at this time.\r\ne## - End Time - Spawn out at this time.\r\n(note: do not use e or b with s5 or s6)\r\nt## - Territroy. If the creature goes outside of this territory range it will teleport back to the spawn point when not in combat. NOTE: Can NOT be set below 30 meters. If set below 30 meters it will default to 30."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a Spawn point for the BESIE PW Spawner tool.\r\n1. Place a PW Spawner tool anywhere in the area.\r\n2. Set all other parameters on the PW Spawner tool according to the instructions found in the comments sections on that tool.\r\n3. Change the tag of this waypoint to match the Will Save number of the tool. ie. if the Will Save of the PW Spawner is 2 then change the tag of this Waypoint to \"PWS02\"\r\n4. Add any special behavior designators to the end of the tag ie. \"PWS02s2s1\". See the following table for behavior designators:\r\n\r\nBehavior designators:\r\ns1 - Do not return to spawn point after chasing an enemy (or moving for any other reason). This should be set if the creature spawned here has waypoints to walk or to POST.\r\ns2 - Random Walk. This creature will randomly walk a small patrol area via the RandomWalk() function.\r\ns3 - Sit. The creature will sit on the ground instead of standing (provided he has a sitting animation).\r\ns4 - No Regeneration. The Creature will not regenerate hitpoints. Note, this does NOT prevent a creature who regenerates naturally or due to some other source from regenerating.\r\ns5 - Only at day. Only spawn this creature during dawn or day.\r\ns6 - Only at night. Only spawn this creature during dusk or night.\r\nb## - Begin Time. Spawn in at this time.\r\ne## - End Time - Spawn out at this time.\r\n(note: do not use e or b with s5 or s6)\r\nt## - Territroy. If the creature goes outside of this territory range it will teleport back to the spawn point when not in combat. NOTE: Can NOT be set below 30 meters. If set below 30 meters it will default to 30."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a Spawn point for the BESIE PW Spawner tool.\r\n1. Place a PW Spawner tool anywhere in the area.\r\n2. Set all other parameters on the PW Spawner tool according to the instructions found in the comments sections on that tool.\r\n3. Change the tag of this waypoint to match the Will Save number of the tool. ie. if the Will Save of the PW Spawner is 2 then change the tag of this Waypoint to \"PWS02\"\r\n4. Add any special behavior designators to the end of the tag ie. \"PWS02s2s1\". See the following table for behavior designators:\r\n\r\nBehavior designators:\r\ns1 - Do not return to spawn point after chasing an enemy (or moving for any other reason). This should be set if the creature spawned here has waypoints to walk or to POST.\r\ns2 - Random Walk. This creature will randomly walk a small patrol area via the RandomWalk() function.\r\ns3 - Sit. The creature will sit on the ground instead of standing (provided he has a sitting animation).\r\ns4 - No Regeneration. The Creature will not regenerate hitpoints. Note, this does NOT prevent a creature who regenerates naturally or due to some other source from regenerating.\r\ns5 - Only at day. Only spawn this creature during dawn or day.\r\ns6 - Only at night. Only spawn this creature during dusk or night.\r\nb## - Begin Time. Spawn in at this time.\r\ne## - End Time - Spawn out at this time.\r\n(note: do not use e or b with s5 or s6)\r\nt## - Territroy. If the creature goes outside of this territory range it will teleport back to the spawn point when not in combat. NOTE: Can NOT be set below 30 meters. If set below 30 meters it will default to 30."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a Spawn point for the BESIE PW Spawner tool.\r\n1. Place a PW Spawner tool anywhere in the area.\r\n2. Set all other parameters on the PW Spawner tool according to the instructions found in the comments sections on that tool.\r\n3. Change the tag of this waypoint to match the Will Save number of the tool. ie. if the Will Save of the PW Spawner is 2 then change the tag of this Waypoint to \"PWS02\"\r\n4. Add any special behavior designators to the end of the tag ie. \"PWS02s2s1\". See the following table for behavior designators:\r\n\r\nBehavior designators:\r\ns1 - Do not return to spawn point after chasing an enemy (or moving for any other reason). This should be set if the creature spawned here has waypoints to walk or to POST.\r\ns2 - Random Walk. This creature will randomly walk a small patrol area via the RandomWalk() function.\r\ns3 - Sit. The creature will sit on the ground instead of standing (provided he has a sitting animation).\r\ns4 - No Regeneration. The Creature will not regenerate hitpoints. Note, this does NOT prevent a creature who regenerates naturally or due to some other source from regenerating.\r\ns5 - Only at day. Only spawn this creature during dawn or day.\r\ns6 - Only at night. Only spawn this creature during dusk or night.\r\nb## - Begin Time. Spawn in at this time.\r\ne## - End Time - Spawn out at this time.\r\n(note: do not use e or b with s5 or s6)\r\nt## - Territroy. If the creature goes outside of this territory range it will teleport back to the spawn point when not in combat. NOTE: Can NOT be set below 30 meters. If set below 30 meters it will default to 30."
}
},
{
"__struct_id": 5,
"Comment": {
@ -1093,6 +1072,27 @@
"type": "cexostring",
"value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
}
]
}

@ -2,15 +2,7 @@
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": [
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
"value": []
},
"Door List": {
"type": "list",
@ -78,15 +70,7 @@
},
"StoreList": {
"type": "list",
"value": [
{
"__struct_id": 11,
"Comment": {
"type": "cexostring",
"value": "Chapter 3"
}
}
]
"value": []
},
"TriggerList": {
"type": "list",
@ -94,6 +78,14 @@
},
"WaypointList": {
"type": "list",
"value": []
"value": [
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
}
]
}
}

@ -2,85 +2,7 @@
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": [
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
"value": []
},
"Door List": {
"type": "list",
@ -153,6 +75,20 @@
"type": "cexostring",
"value": "Statue pack for CEP v1.5 by Whalebones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: All Purpose Placeables 1.1 by M.G.Skaggs"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: All Purpose Placeables 1.1 by M.G.Skaggs"
}
}
]
},
@ -171,6 +107,76 @@
"WaypointList": {
"type": "list",
"value": [
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
}
},
{
"__struct_id": 5,
"Comment": {

@ -20545,198 +20545,6 @@
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}
},
{
"__struct_id": 5,
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"type": "byte",
"value": 2
},
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}
},
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},
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},
"LocalizedName": {
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"type": "cexolocstring",
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}
},
"MapNote": {
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},
"MapNoteEnabled": {
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"value": 1
},
"Tag": {
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"value": "PWS02s5t800"
},
"TemplateResRef": {
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"value": "spawnpoint"
},
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}
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"value": "PWS02t800"
},
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"value": "spawnpoint"
},
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"value": 73.00968933105469
},
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},
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"Appearance": {
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"value": 2
},
"Description": {
"type": "cexolocstring",
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"0": ""
}
},
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"type": "byte",
"value": 0
},
"LinkedTo": {
"type": "cexostring",
"value": ""
},
"LocalizedName": {
"id": 14817,
"type": "cexolocstring",
"value": {
"0": "Spawn Point - Waukeenar Paladin"
}
},
"MapNote": {
"type": "cexolocstring",
"value": {}
},
"MapNoteEnabled": {
"type": "byte",
"value": 1
},
"Tag": {
"type": "cexostring",
"value": "PWS02s5t800"
},
"TemplateResRef": {
"type": "resref",
"value": "spawnpoint"
},
"XOrientation": {
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},
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"value": 0.01000607013702393
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{
"__struct_id": 5,
"Appearance": {
@ -22317,6 +22125,192 @@
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"value": -5.006790161132813e-006
}
},
{
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"type": "byte",
"value": 1
},
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"value": {}
},
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"type": "byte",
"value": 0
},
"LinkedTo": {
"type": "cexostring",
"value": ""
},
"LocalizedName": {
"id": 14817,
"type": "cexolocstring",
"value": {
"0": "SP_SN01_SA_SD30_SF_DS2_FC2_RH30"
}
},
"MapNote": {
"type": "cexolocstring",
"value": {}
},
"MapNoteEnabled": {
"type": "byte",
"value": 1
},
"Tag": {
"type": "cexostring",
"value": "NPC_HOLYPALADIN"
},
"TemplateResRef": {
"type": "resref",
"value": "sp_waypoint"
},
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"value": 84.97140502929688
},
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"0": "SP_SN01_SA_SD30_SF_DS2_FC2_RH30"
}
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"type": "cexolocstring",
"value": {}
},
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"type": "byte",
"value": 1
},
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"type": "cexostring",
"value": "NPC_HOLYPALADIN"
},
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"type": "resref",
"value": "sp_waypoint"
},
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"value": 0.0
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"value": 77.41043090820313
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"type": "byte",
"value": 0
},
"LinkedTo": {
"type": "cexostring",
"value": ""
},
"LocalizedName": {
"id": 14817,
"type": "cexolocstring",
"value": {
"0": "SP_SN01_SA_SD30_SF_DS2_FC2_RH30"
}
},
"MapNote": {
"type": "cexolocstring",
"value": {}
},
"MapNoteEnabled": {
"type": "byte",
"value": 1
},
"Tag": {
"type": "cexostring",
"value": "NPC_HOLYPALADIN"
},
"TemplateResRef": {
"type": "resref",
"value": "sp_waypoint"
},
"XOrientation": {
"type": "float",
"value": 0.0
},
"XPosition": {
"type": "float",
"value": 72.54411315917969
},
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"type": "float",
"value": 1.0
},
"YPosition": {
"type": "float",
"value": 82.94884490966797
},
"ZPosition": {
"type": "float",
"value": 0.009992370381951332
}
}
]
}

@ -38359,7 +38359,7 @@
},
"XPosition": {
"type": "float",
"value": 34.99898910522461
"value": 34.9774169921875
},
"YOrientation": {
"type": "float",
@ -38367,7 +38367,7 @@
},
"YPosition": {
"type": "float",
"value": 27.29807281494141
"value": 27.31006813049316
},
"ZPosition": {
"type": "float",

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

0
_module/invalid_2383.0 Normal file

@ -17429,7 +17429,7 @@
"__struct_id": 0,
"CR": {
"type": "float",
"value": 7.0
"value": 9.0
},
"FACTION": {
"type": "cexostring",
@ -17441,7 +17441,7 @@
},
"RESREF": {
"type": "resref",
"value": "carlito"
"value": "npc_carlito"
}
},
{
@ -18705,7 +18705,7 @@
},
"RESREF": {
"type": "resref",
"value": "zep_cleric001"
"value": "npc_renaldo"
}
},
{
@ -18921,7 +18921,7 @@
"__struct_id": 0,
"CR": {
"type": "float",
"value": 20.0
"value": 23.0
},
"FACTION": {
"type": "cexostring",
@ -18933,7 +18933,7 @@
},
"RESREF": {
"type": "resref",
"value": "highpriestesskar"
"value": "npc_karsyla"
}
},
{
@ -18952,7 +18952,7 @@
},
"RESREF": {
"type": "resref",
"value": "holypaladin"
"value": "npc_holypaladin"
}
},
{
@ -19807,7 +19807,7 @@
},
"RESREF": {
"type": "resref",
"value": "holypaladin001"
"value": "npc_jerry"
}
},
{
@ -19943,6 +19943,25 @@
"value": "strangeoldhermit"
}
},
{
"__struct_id": 0,
"CR": {
"type": "float",
"value": 12.0
},
"FACTION": {
"type": "cexostring",
"value": "Defender"
},
"NAME": {
"type": "cexostring",
"value": "Temple Guardian"
},
"RESREF": {
"type": "resref",
"value": "npc_templeguard"
}
},
{
"__struct_id": 0,
"CR": {

@ -2539,6 +2539,17 @@
"value": "noble_f_cloth01"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Templar Breastplate"
},
"RESREF": {
"type": "resref",
"value": "ra_ammdbp_templr"
}
},
{
"__struct_id": 0,
"NAME": {

@ -45,6 +45,17 @@
"value": "store_blank"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Carlito's Baridic Shoppe"
},
"RESREF": {
"type": "resref",
"value": "store_carlito"
}
},
{
"__struct_id": 0,
"NAME": {

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@ -1,14 +1,18 @@
//::///////////////////////////////////////////////
//::
//:: qst_outcst_nope.nss
//:: Copyright (c) 2022 Project RATDOG
//::
//:://////////////////////////////////////////////
/*
Refuses & tracks the "Outcasts" quest
for the vagrants in the woods
*/
//:://////////////////////////////////////////////
//::
//:: Created By: Jaysyn
//:: Created On: 20220618
//::
//:://////////////////////////////////////////////
#include "pqj_inc"

@ -15,6 +15,8 @@
//::
//:://////////////////////////////////////////////
#include "pqj_inc"
void main()
{
//:: Declare major variables

@ -15,6 +15,8 @@
//::
//:://////////////////////////////////////////////
#include "pqj_inc"
void main()
{
//:: Declare major variables

@ -0,0 +1,41 @@
//:://////////////////////////////////////////////
//::
//:: ra_onareaenter.nss
//:: Copyright (c) 2022 Project RATDOG
//::
//:://////////////////////////////////////////////
/*
Default OnAreaEnter script for NESS spawn
functions.
*/
//:://////////////////////////////////////////////
//::
//:: Created By: Jaysyn
//:: Created On: 20220620
//::
//:://////////////////////////////////////////////
#include "spawn_functions"
#include "tgdc_explore_inc"
void main()
{
// Spawn_OnAreaEnter() can take three arguments - the name of the heartbeat
// script to execute, the heartbeat duration, and a delay for the first
// heartbeat. They default to spawn_sample_hb, 6.0, and 0.0 respectively; as
// if it were called like:
// Spawn_OnAreaEnter( "spawn_sample_hb", 6.0, 0.0 );
if ( GetIsAreaAboveGround( OBJECT_SELF ) &&
! GetIsAreaNatural( OBJECT_SELF ) )
{
// Indoors - no delay on the first HB
Spawn_OnAreaEnter( "spawn_sample_hb", 6.0, 0.0 );
}
else
{
// Outdoors or underground - do a 3 second delay on the first HB
Spawn_OnAreaEnter( "spawn_sample_hb", 6.0, 3.0 );
}
}

@ -23,12 +23,12 @@ void main()
! GetIsAreaNatural( OBJECT_SELF ) )
{
// Indoors - no delay on the first HB
Spawn_OnAreaEnter( "spawn_sample_hb", 10.0 );
Spawn_OnAreaEnter( "spawn_sample_hb", 6.0, 0.0 );
}
else
{
// Outdoors or underground - do a 3 second delay on the first HB
Spawn_OnAreaEnter( "spawn_sample_hb", 10.0, 3.0 );
Spawn_OnAreaEnter( "spawn_sample_hb", 6.0, 3.0 );
}
}

Binary file not shown.

@ -1428,6 +1428,36 @@
"type": "cexostring",
"value": "Drusilla"
}
},
{
"__struct_id": 0,
"Name": {
"type": "cexostring",
"value": "RA_KEEPHEAD"
},
"Type": {
"type": "dword",
"value": 1
},
"Value": {
"type": "int",
"value": 1
}
},
{
"__struct_id": 0,
"Name": {
"type": "cexostring",
"value": "RA_KEEPSKIN"
},
"Type": {
"type": "dword",
"value": 1
},
"Value": {
"type": "int",
"value": 1
}
}
]
},

@ -879,6 +879,41 @@
"type": "resref",
"value": "josephtheshield"
},
"VarTable": {
"type": "list",
"value": [
{
"__struct_id": 0,
"Name": {
"type": "cexostring",
"value": "RA_KEEPHEAD"
},
"Type": {
"type": "dword",
"value": 1
},
"Value": {
"type": "int",
"value": 1
}
},
{
"__struct_id": 0,
"Name": {
"type": "cexostring",
"value": "RA_KEEPSKIN"
},
"Type": {
"type": "dword",
"value": 1
},
"Value": {
"type": "int",
"value": 1
}
}
]
},
"WalkRate": {
"type": "int",
"value": 4

Some files were not shown because too many files have changed in this diff Show More