diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..3669515 --- /dev/null +++ b/.gitignore @@ -0,0 +1,4 @@ + +_module/The Horde Orcs \[PRC\].mod +*.mod +*.mod diff --git a/_module/Module.Packer.deps.json b/_module/Module.Packer.deps.json new file mode 100644 index 0000000..03ac992 --- /dev/null +++ b/_module/Module.Packer.deps.json @@ -0,0 +1,23 @@ +{ + "runtimeTarget": { + "name": ".NETCoreApp,Version=v3.1", + "signature": "" + }, + "compilationOptions": {}, + "targets": { + ".NETCoreApp,Version=v3.1": { + "Module.Packer/1.0.0": { + "runtime": { + "Module.Packer.dll": {} + } + } + } + }, + "libraries": { + "Module.Packer/1.0.0": { + "type": "project", + "serviceable": false, + "sha512": "" + } + } +} \ No newline at end of file diff --git a/_module/Module.Packer.dll b/_module/Module.Packer.dll new file mode 100644 index 0000000..e896006 Binary files /dev/null and b/_module/Module.Packer.dll differ diff --git a/_module/Module.Packer.exe b/_module/Module.Packer.exe new file mode 100644 index 0000000..0980ce6 Binary files /dev/null and b/_module/Module.Packer.exe differ diff --git a/_module/Module.Packer.pdb b/_module/Module.Packer.pdb new file mode 100644 index 0000000..d5dc1e1 Binary files /dev/null and b/_module/Module.Packer.pdb differ diff --git a/_module/Module.Packer.runtimeconfig.dev.json b/_module/Module.Packer.runtimeconfig.dev.json new file mode 100644 index 0000000..389d567 --- /dev/null +++ b/_module/Module.Packer.runtimeconfig.dev.json @@ -0,0 +1,9 @@ +{ + "runtimeOptions": { + "additionalProbingPaths": [ + "C:\\Users\\Tyler\\.dotnet\\store\\|arch|\\|tfm|", + "C:\\Users\\Tyler\\.nuget\\packages", + "C:\\Program Files\\dotnet\\sdk\\NuGetFallbackFolder" + ] + } +} \ No newline at end of file diff --git a/_module/Module.Packer.runtimeconfig.json b/_module/Module.Packer.runtimeconfig.json new file mode 100644 index 0000000..bc456d7 --- /dev/null +++ b/_module/Module.Packer.runtimeconfig.json @@ -0,0 +1,9 @@ +{ + "runtimeOptions": { + "tfm": "netcoreapp3.1", + "framework": { + "name": "Microsoft.NETCore.App", + "version": "3.1.0" + } + } +} \ No newline at end of file diff --git a/_module/PackModule.cmd b/_module/PackModule.cmd new file mode 100644 index 0000000..af028dc --- /dev/null +++ b/_module/PackModule.cmd @@ -0,0 +1 @@ +Module.Packer.exe "The Horde Orcs [PRC].mod" p \ No newline at end of file diff --git a/_module/UnpackModule.cmd b/_module/UnpackModule.cmd new file mode 100644 index 0000000..9fdf077 --- /dev/null +++ b/_module/UnpackModule.cmd @@ -0,0 +1 @@ +Module.Packer.exe "The Horde Orcs [PRC].mod" u \ No newline at end of file diff --git a/_module/are/area001.are.json b/_module/are/area001.are.json new file mode 100644 index 0000000..6d5ad24 --- /dev/null +++ b/_module/are/area001.are.json @@ -0,0 +1,22182 @@ +{ + "__data_type": "ARE ", + "ChanceLightning": { + "type": "int", + "value": 0 + }, + "ChanceRain": { + "type": "int", + "value": 0 + }, + "ChanceSnow": { + "type": "int", + "value": 0 + }, + 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"value": { + "0": "Helmsfield" + } + }, + "NoRest": { + "type": "byte", + "value": 0 + }, + "OnEnter": { + "type": "resref", + "value": "" + }, + "OnExit": { + "type": "resref", + "value": "" + }, + "OnHeartbeat": { + "type": "resref", + "value": "" + }, + "OnUserDefined": { + "type": "resref", + "value": "" + }, + "PlayerVsPlayer": { + "type": "byte", + "value": 3 + }, + "ResRef": { + "type": "resref", + "value": "area001" + }, + "ShadowOpacity": { + "type": "byte", + "value": 50 + }, + "SunAmbientColor": { + "type": "dword", + "value": 6566450 + }, + "SunDiffuseColor": { + "type": "dword", + "value": 16777215 + }, + "SunFogAmount": { + "type": "byte", + "value": 0 + }, + "SunFogColor": { + "type": "dword", + "value": 10658466 + }, + "SunShadows": { + "type": "byte", + "value": 1 + }, + "Tag": { + "type": "cexostring", + "value": "Area001" + }, + "Tile_List": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Tile_AnimLoop1": { + "type": "byte", + "value": 1 + }, + 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'Tis heavily laced with silver so it's nearly useless for metalwork and nowhere near the value I know you're thinkin'." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "You want the regular stuff or the more exotic?" + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "altaris1" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 7 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Haha well done, I knew you'd have the courage to win the day! 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If Henrick has indeed fallen, we'd best make plans to leave at once." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 199 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Nothing more." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Tell me about your previous adventures." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Interesting tale. Thanks for sharing it." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What is the altar in the Temple of Helm constructed of?" + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I'd like to see your wares." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "openmagicstore" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Show me your more \"interesting\" wares." + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "opengeneralstore" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Regular." + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No none for the moment." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 5 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "warlorddead" + }, + "Index": { + "type": "dword", + "value": 4 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/children.dlg.json b/_module/dlg/children.dlg.json new file mode 100644 index 0000000..3317d02 --- /dev/null +++ b/_module/dlg/children.dlg.json @@ -0,0 +1,205 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "We have to stay here until the orcs go." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "We can go outside and play now." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What is happening? Where will I live now?" + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 24 + }, + "ReplyList": { + "type": "list", + "value": [] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 2 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "levelfinished" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/dili.dlg.json b/_module/dlg/dili.dlg.json new file mode 100644 index 0000000..7e765d6 --- /dev/null +++ b/_module/dlg/dili.dlg.json @@ -0,0 +1,205 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "There is not much you can do in here to help. You'd be best holding them off at the town gates. Don't let those scum in here!" + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thanks to ye for our village." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "All is lost. We'll be lucky to escape with our lives." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 44 + }, + "ReplyList": { + "type": "list", + "value": [] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 2 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "levelfinished" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/elfscout.dlg.json b/_module/dlg/elfscout.dlg.json new file mode 100644 index 0000000..efefca1 --- /dev/null +++ b/_module/dlg/elfscout.dlg.json @@ -0,0 +1,205 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 30 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "hs0" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Shhh, quieten down... 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Thanks to you we'll have our homes to return to." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 38 + }, + "ReplyList": { + "type": "list", + "value": [] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "levelfinished" + }, + "Index": { + "type": "dword", + "value": 2 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/freehenchman.dlg.json b/_module/dlg/freehenchman.dlg.json new file mode 100644 index 0000000..3f3999a --- /dev/null +++ b/_module/dlg/freehenchman.dlg.json @@ -0,0 +1,3011 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 0 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Orcs are on the move around these parts lately so you'd best be on your guard. You know I'd be happy to accompany you and lend a hand. What you say?" + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "fhenchman_joins" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Oh thank you . It will be such a relief to get away from Loric's constant nagging... \"Williande do this, Williande to that\". Blah, tis enough to drive the crickets mad I tell ye." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "This starting condition should only come up if the henchman is working for a player and it is NOT that player who is trying to talk to him (the script NW_CH_JOIN_NOT only checks to see if the henchman is working for ANY player, including the one he is currently serving). " + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "vs_favhen3m_061" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I'm in the service of another another master now. 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That my job. I feed them. I keep them strong. 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So maybe we don't go now?" + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 14 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 13 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Oh yes good z. 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I'm killing you now." + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yes, I have gathered that you feed the \"horsies\" and you keep them strong. But what are you going to do with the \"horsies\"?" + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "goblinattack" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Right!! That's it. You've pushed my patience too far. Die you moron!" + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What do \"horsies\" do?" + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "goblinattack" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thank you, that's all I needed to know and now I'm going to have to kill you." + } + } + }, + { + "__struct_id": 11, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thank you, that's all I needed to know. You can go now." + } + } + }, + { + "__struct_id": 12, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I don't believe it! A sensible answer from your pea sized intellect?" + } + } + }, + { + "__struct_id": 13, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "But not clever enough to outwit my weapon eh?" + } + } + }, + { + "__struct_id": 14, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 7 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Where were you going with the wagon and the \"horsies\"?" + } + } + }, + { + "__struct_id": 15, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "goblinattack" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Oh no you're not. You're not going anywhere goblin scum. Prepare to die!" + } + } + }, + { + "__struct_id": 16, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "goblinattack" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thank you for the information however you are a goblin, so I'm sorry but I'm going to have to kill you." + } + } + }, + { + "__struct_id": 17, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "spokentogob2" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Alright, you can go now." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/henchman.dlg.json b/_module/dlg/henchman.dlg.json new file mode 100644 index 0000000..35bb8ac --- /dev/null +++ b/_module/dlg/henchman.dlg.json @@ -0,0 +1,554 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "affordhench" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Need an extra blade by your side? I'll accompany you for the mere price of 150 gold." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "henchjoin" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "A wise decision." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Sorry, I am currently employed by another." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yes ?" + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "henchleave" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "As you wish. I'll be here if you need me again." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 63 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No thanks." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "payforhench" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Certainly, I could use all the help I can get." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I no longer require your services." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Keep up the good work." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "nw_ch_tactics2" + }, + "Index": { + "type": "dword", + "value": 3 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "nw_ch_tactics" + }, + "Index": { + "type": "dword", + "value": 2 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/henchman_dialog.dlg.json b/_module/dlg/henchman_dialog.dlg.json new file mode 100644 index 0000000..b84a50c --- /dev/null +++ b/_module/dlg/henchman_dialog.dlg.json @@ -0,0 +1,3011 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 0 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "can_pay100" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "For a mere 100 gold pieces, I'll accompany you and guard your back. What you say?" + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "henchman_joins" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thanks. 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[slap the orc harder]" + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "goblinattack" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "[slap the orc permanently] " + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Well, what would you like to tell me?" + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What stone?" + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "To take it where?" + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "goblinattack" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Great. Now you die..." + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "orcfree1" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Go then and never show your face in these parts again." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/mage.dlg.json b/_module/dlg/mage.dlg.json new file mode 100644 index 0000000..3e7ac56 --- /dev/null +++ b/_module/dlg/mage.dlg.json @@ -0,0 +1,2126 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 29 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Hiya. 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What would you like to know about?" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Death comes to us all... eventually. Upon dying you are able to be returned to the land of the living by respawning at the resurrection shrine located to the north of this temple. You will lose some experience and a little gold when returning from the dead. If you attack good aligned creatures (intentionally or unintentionally) your reputation will be adjusted towards neutral upon respawning." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Some NPCs like myself, provide special services. If we are killed in combat, those services are no longer available. This is especially true for Henrick, Belonor, Lomiolas and myself." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 8 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Healing is available for free at a healing shrine located to the north of this temple as well as from spells and potions carried on one's self. 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Also Henrick, town guards and even myself can be healed with spells or healing kits." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 10 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "In the hills to the east lie several dangerous regions. 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Her scouts scour the region, from Shining Creek to the river Surbin watching for orc activities. She can provide you with up to the moment information on the progress of the battle and will also notify you of attacks on the town gates." + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 14 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "A Helm Banner can be found at houses or captured orc encampments. If you click on this banner, it opens a shop for that outpost. But if you ask me, Belonor gives better prices all round and his selection is a collector's dream." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 16 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Outposts lie to the east of the hamlet. There are two types, houses and encampments. To capture an enemy outpost destroy the orcs Blood Moon Banner using spells or by bashing it. Once captured a Helm Banner will appear to show that it has been captured. Capturing outposts weakens the Horde while losing outposts strengthens it. Outposts can be re-captured, so you will need to continually defend them." + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 18 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Magic items can be purchased from Belenor's Emporium just south of this temple. I have no idea where he comes up with all that stuff but I'm sure he'll have what you want. Basic items are also available from Outposts, but I think you'll find Belonor's prices are much better." + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 18 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "The Horde is being rallied and led by Fangrot an orc Warlord and chief of the Blood Moon Clan. Defeating this Warlord should win the battle, however you may need to take care of his troops that are still on the field of battle. He is to be found in a temple far to the east, but be warned it is heavily guarded. Once defeated, return to Henrick." + } + } + }, + { + "__struct_id": 11, + "Animation": { + "type": "dword", + "value": 45 + }, + "AnimLoop": { + "type": "byte", + "value": 0 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Well done friend." + } + } + }, + { + "__struct_id": 12, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Oh dear, this is not good, not good at all. The battle is lost. 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When persons of high stature cannot travel the countryside without being molested by those foul orc brutes. Oh, my son Kedon volunteered to help fight off the orcs. You haven't you seen him by any chance?" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 39 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "Category001" + }, + "QuestEntry": { + "type": "dword", + "value": 2 + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "noblequestdone" + }, + "Sound": { + "type": "resref", + "value": "as_pl_cryingf3" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Oh by the God's I've lost him. 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I ah found this signet ring in the hills next to a fallen scout." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "spokentonoble" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/oldman.dlg.json b/_module/dlg/oldman.dlg.json new file mode 100644 index 0000000..59090a3 --- /dev/null +++ b/_module/dlg/oldman.dlg.json @@ -0,0 +1,611 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "nw_d2_walkways" + }, + "EndConversation": { + "type": "resref", + "value": "nw_d2_walkways" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 45 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Bring on them vermin! I'm ready..." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 39 + }, + "AnimLoop": { + "type": "byte", + "value": 0 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Those cursed orcs, if only I could have done more..." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Those blasted orcs won't dare lay a finger on my farm." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Leave me be. This is the last time they try to steal my cows!" + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "giveitems" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yes, yes, you are right. But I would rather die fighting these vermin than cowering like a child. Here, take these and may the Gods favour us this dark day." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 137 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "1spokentooldman" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yeah, right. With you here to protect us we might as well just open the gates and invite the orcs in for tea!" + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Sir, don't you think it would be best if you retire to the temple, you'll be safe there." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, 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"value": "spokentooldman" + }, + "Index": { + "type": "dword", + "value": 2 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/oldwoman.dlg.json b/_module/dlg/oldwoman.dlg.json new file mode 100644 index 0000000..64bf3eb --- /dev/null +++ b/_module/dlg/oldwoman.dlg.json @@ -0,0 +1,205 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "We'll be safe in here until the orcs are fought off." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "It's safe now... Oh thank you so much!" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "We are doomed!! The orcs are upon us." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 27 + }, + "ReplyList": { + "type": "list", + "value": [] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 2 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "levelfinished" + }, + "Index": { + "type": "dword", + "value": 1 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/op_merchant.dlg.json b/_module/dlg/op_merchant.dlg.json new file mode 100644 index 0000000..aa6a780 --- /dev/null +++ b/_module/dlg/op_merchant.dlg.json @@ -0,0 +1,207 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "nw_d2_walkways" + }, + "EndConversation": { + "type": "resref", + "value": "nw_d2_walkways" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What can I do for yer?" + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 14 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "openmagicstore" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I'd like to see your wares" + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Nothing thanks" + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/primarynpcconver.dlg.json b/_module/dlg/primarynpcconver.dlg.json new file mode 100644 index 0000000..290991c --- /dev/null +++ b/_module/dlg/primarynpcconver.dlg.json @@ -0,0 +1,2171 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 48 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I must see to the defense of Helmsfield. Speak to Meroppi or the town guards if you need more help." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 35 + }, + "AnimLoop": { + "type": "byte", + "value": 0 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "By Helm's Blessings you have arrived and not a moment too soon." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 39 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Please hear me out. Orcs of the Blood Moon Clan have rallied in the hills to the east and I fear I can no longer protect the good people of this hamlet." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 38 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "The Blood Moon Clan have gathered in the hills to the east and I fear I can no longer protect the good people of this hamlet." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 38 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 9 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 7 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 3, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "An orc warlord by the name of Fangrot has founded a temple in the hills just across the Goblintide river. It is from here that he has gathered members of the Blood Moon Clan. If you were to defeat him you would defeat the Orc Horde." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "give400exp" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I don't like your tone . I suggest you be on your way." + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 38 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 9 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 7 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I'm afraid they are needed to guard the gates. If the orcs make it through the gates they'll raze the farms and we'll surely not last the winter. So what you say?" + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "Category000" + }, + "QuestEntry": { + "type": "dword", + "value": 5 + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 8 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "give400exp" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "A shame. We certainly could have used a like yourself, but alas the choice is yours." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 38 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "Category000" + }, + "QuestEntry": { + "type": "dword", + "value": 6 + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 10 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "signupexp" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "By Helm's Blessings I praise your courage. You should speak to Meroppi or the town guards if you seek more information and to Lomiolas for updates on how the battle is progressing. And here, take this gold to get better equipped." + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 33 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "Category000" + }, + "QuestEntry": { + "type": "dword", + "value": 7 + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 12 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 11 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "expatend" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Oh praise to the ever watchful Helm! The orcs have been routed and my people are safe. You have my deepest thanks ." + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Well done, well done. Please rest here in Helmsfield for as long as you wish." + } + } + }, + { + "__struct_id": 11, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 13 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What is that you say? You happened upon a strange letter?" + } + } + }, + { + "__struct_id": 12, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "lorecheck" + }, + "Index": { + "type": "dword", + "value": 15 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "lorecheckfail" + }, + "Index": { + "type": "dword", + "value": 14 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Hmm. It is some type of necromatic script. \"Bring the Hand of Helm to the Fortress of .... Arrows, there you will receive your salvation\"." + } + } + }, + { + "__struct_id": 13, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 18 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 17 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 16 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I'm not sure, but Citadel Felbarr was renamed Citadel of Many Arrows when conquered by the orcs over 300 years ago. Whatever the nature of this threat it is clear that it is not over with the defeat of Fangrot. You should travel there to further investigate this attack." + } + } + }, + { + "__struct_id": 14, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 18 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 17 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 16 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yes, most likely. Whatever the nature of this threat it is clear that it is not over with the defeat of Fangrot. You should go to Citadel Felbarr to further investigate this attack." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 553 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "at_003" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Oh great, here we go again... Another desperate cleric in need." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "And I'm supposed to..." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "at_003" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "How is that?" + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "How can I help?" + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "Category000" + }, + "QuestEntry": { + "type": "dword", + "value": 4 + }, + "Script": { + "type": "resref", + "value": "1spokentoprimnpc" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Sorry mate, I'm not interested in babysitting you and these pathetic farmers. 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"IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Why not send your own troops?" + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 7 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "1spokentoprimnpc" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Ah no thanks, I'll pass." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "" + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 8 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Consider it done, I'm on my way." + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "Category000" + }, + "QuestEntry": { + "type": "dword", + "value": 1 + }, + "Script": { + "type": "resref", + "value": "1spokentoprimnpc" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Bye for now." + } + } + }, + { + "__struct_id": 11, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Well so you should be thankful, that was no small task you know." + } + } + }, + { + "__struct_id": 12, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No problem." + } + } + }, + { + "__struct_id": 13, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 12 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "takeletter" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Yes. It was found in the lair of Fangrot himself [you hand the letter to Henrick]." + } + } + }, + { + "__struct_id": 14, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 13 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "[Lore check failed] What's that supposed to mean?" + } + } + }, + { + "__struct_id": 15, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 14 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Lore Citadel Felbarr was renamed the Citadel of Many Arrows when conquered by the orcs over 300 years ago. Perhaps that is what the letter refers to?" + } + } + }, + { + "__struct_id": 16, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "Category000" + }, + "QuestEntry": { + "type": "dword", + "value": 10 + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "What! You can't be serious. That's like over 100 miles away. Forget it." + } + } + }, + { + "__struct_id": 17, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "Category000" + }, + "QuestEntry": { + "type": "dword", + "value": 10 + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I'm afraid I have other business to attend to. 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Orcs hold all of the outposts!" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Very poorly. Orcs have penetrated the outer wall and now hold nine outposts!" + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Poorly. Orcs have taken eight outposts." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "The battle is turning against us. Orcs hold seven outposts." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Reasonably. Orcs hold six outposts though." + } + } + }, + { + "__struct_id": 6, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "It is balanced. Both us and the orcs hold five outposts each." + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Not bad. Orcs still hold four outposts though." + } + } + }, + { + "__struct_id": 8, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Good. Orcs hold three outposts." + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Very well. Orcs hold only two outposts." + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Very well. Orcs hold only one outpost." + } + } + }, + { + "__struct_id": 11, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Excellent. The orcs hold no ouptosts and victory is at hand!" + } + } + }, + { + "__struct_id": 12, + "Animation": { + "type": "dword", + "value": 35 + }, + "AnimLoop": { + "type": "byte", + "value": 0 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "calc_hs_var" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Congratulations, you are truely heroic." + } + } + }, + { + "__struct_id": 13, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "calc_hs_var" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "It is a dark day indeed. With Henrick lost there is little else to hope for but a quick death." + } + } + }, + { + "__struct_id": 14, + "Animation": { + "type": "dword", + "value": 48 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Orcs of the Blood Moon Clan have fortified themselves in the hills to the east. The attack has not yet begun so get prepared. When they do come, and come they will, I can update you with scout reports as to how the battle progresses." + } + } + } + ] + }, + "NumWords": { + "type": "dword", + "value": 203 + }, + "ReplyList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "I must be going." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "hs0" + }, + "Index": { + "type": "dword", + "value": 11 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "hs1" + }, + "Index": { + "type": "dword", + "value": 10 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "hs2" + }, + "Index": { + "type": "dword", + "value": 9 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Active": { + "type": "resref", + "value": "hs3" + }, + "Index": { + "type": "dword", + "value": 8 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 4, + "Active": { + "type": "resref", + "value": "hs4" + }, + "Index": { + "type": "dword", + "value": 7 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 5, + "Active": { + "type": "resref", + "value": "hs5" + }, + "Index": { + "type": "dword", + "value": 6 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 6, + "Active": { + "type": "resref", + "value": "hs6" + }, + "Index": { + "type": "dword", + "value": 5 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 7, + "Active": { + "type": "resref", + "value": "hs7" + }, + "Index": { + "type": "dword", + "value": 4 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 8, + "Active": { + "type": "resref", + "value": "hs8" + }, + "Index": { + "type": "dword", + "value": 3 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 9, + "Active": { + "type": "resref", + "value": "hs9" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 10, + "Active": { + "type": "resref", + "value": "hs10" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Have scouts reported in? How goes the battle?" + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thank you." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thank you. I must be going." + } + } + }, + { + "__struct_id": 4, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Goodbye and good luck." + } + } + }, + { + "__struct_id": 5, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "EntriesList": { + "type": "list", + "value": [] + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Thanks, I'll be back." + } + } + } + ] + }, + "StartingList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "attackbeguncheck" + }, + "Index": { + "type": "dword", + "value": 14 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "goodnpcdead" + }, + "Index": { + "type": "dword", + "value": 13 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "levelfinished" + }, + "Index": { + "type": "dword", + "value": 12 + } + }, + { + "__struct_id": 3, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/dlg/townguard.dlg.json b/_module/dlg/townguard.dlg.json new file mode 100644 index 0000000..f58f2f2 --- /dev/null +++ b/_module/dlg/townguard.dlg.json @@ -0,0 +1,1840 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 34 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 13 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 1, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 2, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 0 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Well met friend, I'm posted here for now. But you should find the orcs in the hills to the east." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 41 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Haha haha! Idle threats, save your strength for the orcs fool." + } + } + }, + { + "__struct_id": 2, + "Animation": { + "type": "dword", + "value": 38 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 2 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "No, can't think of any at the moment." + } + } + }, + { + "__struct_id": 3, + "Animation": { + "type": "dword", + "value": 38 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "There are places far to the east, up in the hills and off of the road. 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There's not alot left in terms of supplies, but you're welcome to anything you need in those crates over there." + } + } + }, + { + "__struct_id": 1, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 1 + }, + "IsChild": { + "type": "byte", + "value": 1 + }, + "LinkComment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Look around you . 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They're becoming more brazen by the day and they're awfully well equipped as orcs go. I'd say there is alot more to it than we know." + } + } + }, + { + "__struct_id": 7, + "Animation": { + "type": "dword", + "value": 40 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Fly, run for your lives! 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With the threat over we can no doubt return to tending the farms." + } + } + }, + { + "__struct_id": 9, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "orctext" + }, + "Index": { + "type": "dword", + "value": 8 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Curse it all! We have failed and Helmsfield has fallen. " + } + } + }, + { + "__struct_id": 10, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Active": { + "type": "resref", + "value": "" + }, + "Index": { + "type": "dword", + "value": 9 + }, + "IsChild": { + "type": "byte", + "value": 0 + } + } + ] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "A prisoner. One of the scouts brought him in. 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b/_module/dlg/wardog.dlg.json new file mode 100644 index 0000000..7f97aa1 --- /dev/null +++ b/_module/dlg/wardog.dlg.json @@ -0,0 +1,93 @@ +{ + "__data_type": "DLG ", + "DelayEntry": { + "type": "dword", + "value": 0 + }, + "DelayReply": { + "type": "dword", + "value": 0 + }, + "EndConverAbort": { + "type": "resref", + "value": "" + }, + "EndConversation": { + "type": "resref", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Animation": { + "type": "dword", + "value": 0 + }, + "AnimLoop": { + "type": "byte", + "value": 1 + }, + "Comment": { + "type": "cexostring", + "value": "" + }, + "Delay": { + "type": "dword", + "value": 4294967295 + }, + "Quest": { + "type": "cexostring", + "value": "" + }, + "RepliesList": { + "type": "list", + "value": [] + }, + "Script": { + "type": "resref", + "value": "" + }, + "Sound": { + "type": "resref", + "value": "" + }, + "Speaker": { + "type": "cexostring", + "value": "" + }, + "Text": { + "type": 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"Pillar - Style 1" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flag / Pennant / Banner - 3" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flag / Pennant / Banner - 3" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flag / Pennant / Banner - 3" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flag / Pennant / Banner - 3" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flag / Pennant / Banner - 3" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Merchants Shingle - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Rubble (Nature)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Campfire" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Floor Designs - Style 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chair" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Alchemist's Apparatus" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Lecturn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Divining Pool\r\nThis is where lost items go.\r\n\r\nPlayers can access the store attached to this object and recover any PLOT items that were taken off server.\r\n\r\nNote: Plot items duplicate through the use of this store." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Divining Pool\r\nThis is where lost items go.\r\n\r\nPlayers can access the store attached to this object and recover any PLOT items that were taken off server.\r\n\r\nNote: Plot items duplicate through the use of this store." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bird Cage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bookshelf script (spawns in books or a mage scroll)." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Loot Bag - 6 (High treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Signpost - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Signpost - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Signpost - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Signpost - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Signpost - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Signpost - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Freestanding Merchant's Placard - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Freestanding Merchant's Placard - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Signpost - 2" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Battering Ram" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Battering Ram" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Battering Ram" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Battering Ram" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Battering Ram" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Battering Ram" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Table" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Table" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Table" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sawhorse" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bolts of Cloth" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Hay Bundle" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Hay Bundle" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Floor-anchored shackles" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Floor-anchored shackles" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Woodpile" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Woodpile" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Garbage" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Hay Bundle" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sawhorse" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Neutral" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [ + { + "__struct_id": 11, + "Comment": { + "type": "cexostring", + "value": "Chapter 1" + } + }, + { + "__struct_id": 11, + "Comment": { + "type": "cexostring", + "value": "Chapter 2" + } + }, + { + "__struct_id": 11, + "Comment": { + "type": "cexostring", + "value": "Chapter 1" + } + } + ] + }, + "TriggerList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "WaypointList": { + "type": "list", + "value": [ + { + "__struct_id": 5, + "Comment": { + "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 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 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 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 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 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 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 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 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 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 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 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 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 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 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." + } + }, + { + "__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": { + "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": { + "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": { + "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 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." + } + }, + { + "__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 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 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." + } + }, + { + "__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": { + "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": { + "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 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 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 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 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 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 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 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 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 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 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." + } + }, + { + "__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 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." + } + }, + { + "__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 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 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." + } + }, + { + "__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": { + "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 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 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 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 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": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." + } + }, + { + "__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": { + "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." + } + } + ] + } +} diff --git a/_module/gic/desolateanddespa.gic.json b/_module/gic/desolateanddespa.gic.json new file mode 100644 index 0000000..982ca53 --- /dev/null +++ b/_module/gic/desolateanddespa.gic.json @@ -0,0 +1,212 @@ +{ + "__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": "" + } + } + ] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Breach" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Portal" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/ey_dpcon_erewood.gic.json b/_module/gic/ey_dpcon_erewood.gic.json new file mode 100644 index 0000000..fe341fc --- /dev/null +++ b/_module/gic/ey_dpcon_erewood.gic.json @@ -0,0 +1,346 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bed - Bedding Rolls" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Campfire" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Boulder" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Water Drip" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Dust Plume" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Altar / Shrine - Evil" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Magic Sparks - Purple" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Butterflies" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Grass Tuft" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Mushrooms" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Moss" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Plant Growth - Shrubs" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sphinx Statue" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Campfire" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bench / Pew" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bench / Pew" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Ivy" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Water Drip" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Portal" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "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." + } + } + ] + } +} diff --git a/_module/gic/frostedpits.gic.json b/_module/gic/frostedpits.gic.json new file mode 100644 index 0000000..4695d11 --- /dev/null +++ b/_module/gic/frostedpits.gic.json @@ -0,0 +1,360 @@ +{ + "__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": "" + } + }, + { + "__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": "" + } + } + ] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "CaveExit" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "CaveExit" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Portal" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "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." + } + } + ] + } +} diff --git a/_module/gic/frozentimes.gic.json b/_module/gic/frozentimes.gic.json new file mode 100644 index 0000000..de2fd84 --- /dev/null +++ b/_module/gic/frozentimes.gic.json @@ -0,0 +1,427 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [ + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "Frost Giant, female" + } + } + ] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "CaveExit" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Dragon Skull" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stone patch" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stone patch" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stones" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Dead Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Dust Plume" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Portal" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [ + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + } +} diff --git a/_module/gic/indoors.gic.json b/_module/gic/indoors.gic.json new file mode 100644 index 0000000..38b5b18 --- /dev/null +++ b/_module/gic/indoors.gic.json @@ -0,0 +1,441 @@ +{ + "__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": "" + } + } + ] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Fancy Door" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Fancy Door" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Fancy Door" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Fancy Door" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "Fancy Door" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Low treasure script." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Low treasure script." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Low treasure script." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Wood Burning Oven" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Table" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Table" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stool" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stool" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stool" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bench / Pew" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stool" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Stool" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Potted Plant" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Potted Plant" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Table" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flame - Small" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sacks of Flour, Grain, etc." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sacks of Flour, Grain, etc." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chair" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Keg" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Candelabra" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chair" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Throw Rug" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chest - 2 (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bed" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bed" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bed" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bed - Cot" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bed - Cot" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Low treasure script." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Low treasure script." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Keg" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Candelabra" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bench / Pew" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Bookshelf script (spawns in books or a mage scroll)." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Low treasure script." + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "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." + } + } + ] + } +} diff --git a/_module/gic/limbo001.gic.json b/_module/gic/limbo001.gic.json new file mode 100644 index 0000000..c18564e --- /dev/null +++ b/_module/gic/limbo001.gic.json @@ -0,0 +1,90 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chest - 2 (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "This is the trap door that will be created when the Hidden door trigger determins that the door has been found. see comments on the trigger for how to use." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "A storage for manifestation tokens, which are used to keep track of psionic power use interruption." + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chest - 1 (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Chest - 1 (Low treasure script)" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [ + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "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." + } + } + ] + } +} diff --git a/_module/gic/mordmagman01.gic.json b/_module/gic/mordmagman01.gic.json new file mode 100644 index 0000000..95996bc --- /dev/null +++ b/_module/gic/mordmagman01.gic.json @@ -0,0 +1,47 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [] + }, + "SoundList": { + "type": "list", + "value": [] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/mordmagman02.gic.json b/_module/gic/mordmagman02.gic.json new file mode 100644 index 0000000..95996bc --- /dev/null +++ b/_module/gic/mordmagman02.gic.json @@ -0,0 +1,47 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [] + }, + "SoundList": { + "type": "list", + "value": [] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/mordmagman03.gic.json b/_module/gic/mordmagman03.gic.json new file mode 100644 index 0000000..95996bc --- /dev/null +++ b/_module/gic/mordmagman03.gic.json @@ -0,0 +1,47 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [] + }, + "SoundList": { + "type": "list", + "value": [] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/mordmagman04.gic.json b/_module/gic/mordmagman04.gic.json new file mode 100644 index 0000000..95996bc --- /dev/null +++ b/_module/gic/mordmagman04.gic.json @@ -0,0 +1,47 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [] + }, + "SoundList": { + "type": "list", + "value": [] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/mordmagman05.gic.json b/_module/gic/mordmagman05.gic.json new file mode 100644 index 0000000..95996bc --- /dev/null +++ b/_module/gic/mordmagman05.gic.json @@ -0,0 +1,47 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [] + }, + "SoundList": { + "type": "list", + "value": [] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/mordmagman06.gic.json b/_module/gic/mordmagman06.gic.json new file mode 100644 index 0000000..95996bc --- /dev/null +++ b/_module/gic/mordmagman06.gic.json @@ -0,0 +1,47 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [] + }, + "SoundList": { + "type": "list", + "value": [] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/prc_maze_01.gic.json b/_module/gic/prc_maze_01.gic.json new file mode 100644 index 0000000..62358fc --- /dev/null +++ b/_module/gic/prc_maze_01.gic.json @@ -0,0 +1,1287 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [] + }, + "SoundList": { + "type": "list", + "value": [] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + 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"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": { + "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." + } + } + ] + } +} diff --git a/_module/gic/ruinedminds001.gic.json b/_module/gic/ruinedminds001.gic.json new file mode 100644 index 0000000..c710eda --- /dev/null +++ b/_module/gic/ruinedminds001.gic.json @@ -0,0 +1,209 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [ + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "CorridorDoor" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "BridgeDoor" + } + }, + { + "__struct_id": 8, + "Comment": { + "type": "cexostring", + "value": "BridgeDoor" + } + } + ] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "NOTE: The circle will not be visible until it is changed to play its ACTIVATE animation either by scripting or setting it from the start in the toolset. \r\n\r\n" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Portal" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/gic/theforestroad.gic.json b/_module/gic/theforestroad.gic.json new file mode 100644 index 0000000..fac6bed --- /dev/null +++ b/_module/gic/theforestroad.gic.json @@ -0,0 +1,303 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [ + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 4, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "Door List": { + "type": "list", + "value": [] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Comment": { + "type": "cexostring", + "value": "1" + } + }, + { + "__struct_id": 0, + "Comment": { + "type": "cexostring", + "value": "1" + } + } + ] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flame - Large" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Box / Crate - 1 (Low treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Box / Crate - 3 (Medium treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Campfire" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Box / Crate - 4 (High treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Flame - Large" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Corpse - 4 (High treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Loot Bag - 5 (Medium treasure script)" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Signpost - 1" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Weathering / Scorch Mark" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [ + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + }, + { + "__struct_id": 6, + "Comment": { + "type": "cexostring", + "value": "" + }, + "PlayInToolset": { + "type": "byte", + "value": 1 + } + } + ] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [ + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "" + } + } + ] + }, + "WaypointList": { + "type": "list", + "value": [ + { + "__struct_id": 5, + "Comment": { + "type": "cexostring", + "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." + } + } + ] + } +} diff --git a/_module/gic/thequietofthemin.gic.json b/_module/gic/thequietofthemin.gic.json new file mode 100644 index 0000000..aaf4fb5 --- /dev/null +++ b/_module/gic/thequietofthemin.gic.json @@ -0,0 +1,285 @@ +{ + "__data_type": "GIC ", + "Creature List": { + "type": "list", + "value": [] + }, + "Door List": { + "type": "list", + "value": [] + }, + "Encounter List": { + "type": "list", + "value": [] + }, + "List": { + "type": "list", + "value": [] + }, + "Placeable List": { + "type": "list", + "value": [ + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Sphinx Statue" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Campfire" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Fallen Timber" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Grass Tuft" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Fern" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Fern" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Grass Tuft" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Grass Tuft" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Grass Tuft" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Ivy" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Mushrooms" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Plant Growth - Shrubs" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Plant Growth - Shrubs" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Snowy Pine Tree" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Normal" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Tree - Autumn" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "" + } + }, + { + "__struct_id": 9, + "Comment": { + "type": "cexostring", + "value": "Portal" + } + } + ] + }, + "SoundList": { + "type": "list", + "value": [] + }, + "StoreList": { + "type": "list", + "value": [] + }, + "TriggerList": { + "type": "list", + "value": [] + }, + "WaypointList": { + "type": "list", + "value": [] + } +} diff --git a/_module/git/area001.git.json b/_module/git/area001.git.json new file mode 100644 index 0000000..83b8d60 --- /dev/null +++ b/_module/git/area001.git.json @@ -0,0 +1,213460 @@ +{ + "__data_type": "GIT ", + "AreaProperties": { + "__struct_id": 100, + "type": "struct", + "value": { + "__struct_id": 100, + "AmbientSndDay": { + "type": "int", + "value": 51 + }, + "AmbientSndDayVol": { + "type": "int", + "value": 32 + }, + "AmbientSndNight": { + "type": "int", + "value": 51 + }, + "AmbientSndNitVol": { + "type": "int", + "value": 32 + }, + "EnvAudio": { + "type": "int", + "value": 89 + }, + "MusicBattle": { + "type": "int", + "value": 34 + }, + "MusicDay": { + "type": "int", + "value": 1 + }, + "MusicDelay": { + "type": "int", + "value": 90000 + }, + "MusicNight": { + "type": "int", + "value": 3 + } + } + }, + "Creature List": { + "type": "list", + "value": [ + { + "__struct_id": 4, + "Appearance_Head": { + "type": "byte", + "value": 21 + }, + "Appearance_Type": { + "type": "word", + "value": 6 + }, + "ArmorPart_RFoot": { + "type": "byte", + "value": 1 + }, + "BodyBag": { + "type": "byte", + "value": 4 + }, + "BodyPart_Belt": { + "type": "byte", + "value": 0 + }, + "BodyPart_LBicep": { + "type": "byte", + "value": 1 + }, + "BodyPart_LFArm": { + "type": "byte", + "value": 1 + }, + "BodyPart_LFoot": { + "type": "byte", + "value": 1 + }, + "BodyPart_LHand": { + "type": "byte", + "value": 1 + }, + "BodyPart_LShin": { + "type": "byte", + "value": 1 + }, + "BodyPart_LShoul": { + "type": "byte", + "value": 0 + }, + "BodyPart_LThigh": { + "type": "byte", + "value": 1 + }, + "BodyPart_Neck": { + "type": "byte", + "value": 1 + }, + "BodyPart_Pelvis": { + "type": "byte", + "value": 1 + }, + "BodyPart_RBicep": { + "type": "byte", + "value": 1 + }, + "BodyPart_RFArm": { + "type": "byte", + "value": 1 + }, + "BodyPart_RHand": { + "type": "byte", + "value": 1 + }, + "BodyPart_RShin": { + "type": "byte", + "value": 1 + }, + "BodyPart_RShoul": { + "type": "byte", + "value": 0 + }, + "BodyPart_RThigh": { + "type": "byte", + "value": 1 + }, + "BodyPart_Torso": { + "type": "byte", + "value": 1 + }, + "Cha": { + "type": "byte", + "value": 12 + }, + "ChallengeRating": { + "type": "float", + "value": 5.0 + }, + "ClassList": { + "type": "list", + "value": [ + { + "__struct_id": 2, + "Class": { + "type": "int", + "value": 2 + }, + "ClassLevel": { + "type": "short", + "value": 5 + }, + "MemorizedList0": { + "type": "list", + "value": [ + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 33 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 100 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 100 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 151 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 189 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + } + ] + }, + "MemorizedList1": { + "type": "list", + "value": [ + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 32 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 32 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 46 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 155 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + } + ] + }, + "MemorizedList2": { + "type": "list", + "value": [ + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 9 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 34 + }, + "SpellFlags": { + "type": "byte", + "value": 1 + }, + "SpellMetaMagic": { + "type": "byte", + "value": 0 + } + }, + { + "__struct_id": 3, + "Spell": { + "type": "word", + "value": 167 + }, + "SpellFlags": { + 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west shore of the Goblintide river the tiny hamlet of Helmsfield has always been plagued by orc raids from the neighbouring Lurkwood Forest. Disorganised and poorly executed, the attacks to date have been easily repelled by the local militia... but the tide is turning. With each day the orcs have become more brazen in their raids and it is now evident that someone (or something) is rallying their numbers. Out of desperation Henrick, Cleric of Helm and founder of Helmsfield, puts out a call for help to the neighbouring regions requesting the assistance of those of able body and stout heart: a call not easily dismissed by those of adventurous spirit.\n\nDesigned for co-operative play, The Horde is an action-based module, which pits players against an invading army of orcs. The primary goal of the scenario is to capture and hold key parts of the map in a strategic battle for territorial control. Victory is achieved through the defeat of the orc horde while defending the hamlet of Helmsfield.\n \n\nRecommended Starting Levels:\n\nParty: 5-10 players level 1-2\n 2-4 players levels 2-3\n\nSolo play: 1 player, levels 4-5\n\n\nReplayability:\n\nThe combination of random treasure and random elements to the Horde AI means that no two scenarios will play the same. \n\n \n\nDungeon Master:\n\nNo DM is required to play, in fact it is recommended you don't play with one. However if you do wish to DM a Horde scenario, I strongly recommend you study and understand the AI that motivates the different units. Read the DM's readme and f eel free to contact the author for more information.\n\n\nGetting Started:\n\nFor those of you wanting to dive straight into the action, fire up the module and speak to the NPCs within the Temple of Helm, they'll tell you everything you need to know. Otherwise browse over this readme file for more detailed information.\n \n\n\nThe Main Area (Helmsfield):\n\nThe main area contains two staging areas for the opposing sides.\n\n- these are placed at opposite sides of the map.\n- each staging area houses the primary NPC of that faction.\n- the Horde will not initiate its attack until you leave the town (ie pass through one of the two main gates). Thus players have plenty of time to equip and prepare their characters.\n\n\nWinning the Scenario:\n\nTo win the scenario, Fangrot the orc warlord must be defeated whilst keeping Henrick the Cleric of Helm alive.\n\n- killing the orc warlord does not automatically win the scenario, though it will dramatically reduces the battle hardiness of the Horde.\n- players are required to return to Henrick after defeating the warlord to successfully complete the adventure.\n- players cannot win the scenario if Henrick, Cleric of Helm is killed at any time.\n\n\nNPCs:\n\nSome NPCs provide key functions. \n\nNPC: Function:\n\nHenrick Cleric of Helm Primary NPC (success depends upon his survival)\nBelonor Sten Magic Shop Owner/Inn Guard\nLomilas Swift Scout reports on progress of the battle\nMeroppi Instructions on playing Horde scenarios\nTown Guards Defend Gates/Temple\n\nNote that NPCs are mortal and it is in your best interest to keep them alive. If they die they cannot be replaced and the function associated with them will no longer be available.\n\n\nTreasure & Items:\n\n- gold and loot can be collected from defeated enemies and used to purchase equipment.\n- optional encounters with tougher opponents who guard better loot are also available for those who want to get rich quick, but be warned these guys are tough (these encounters and their loot respawn but are no longer available after the scenario has been won).\n- items can be purchased from outposts (see below).\n- more powerful magic items can be purchased from Belonor's Emporium a magic shop located just south of the Temple of Helm. His prices are more competitive than you'll find at outposts.\n \n\nOutposts:\n\n- at the beginning of a scenario outposts are distributed between the two factions.\n- items can be purchased from outposts that are under control of the players. Simply click the banner to open a trading window.\n- outposts are captured by destroying their associated banner, this is done by casting spells at or bashing the banner.\n- the strength of the Horde is determined by how many outposts are in its possession, thus it is important for players to capture and defend outposts.\n- note that intentionally destroying a player controlled banner (Helm Banner) will return control of that outpost to the Horde (so be cautious when using area of effect damage spells, or in other words watch where you're slinging those fireballs).\n- Upon capture, houses will be torched by the orcs. When recaptured by players the fires will not be extinguished to simulate that the farm was indeed damaged by the orcs during the attack.\n\n\nBanner Descriptions:\n\nBanner Name Faction Description\n---------------------------------------------------------------------------------------------------------\nHelm Banner Player White, Light Blue and Purple Y \nBlood Moon Banner Orcs Red Circle on Black \n \n\nPlayer Death/Healing:\n\nUpon death, players may simply respawn at the resurrection shrine located to the North of the Temple. Respawning will incur a small experience and monetary loss. In addition players can receive healing for free from a healing shrine also located to the North of the Temple. Since these shrines are located away from the main action, players will be indisposed for a period of time as they travel back and forth.\n\n \n\nPlayers Guide: Strategy and Tips:\n\n- use henchmen/pets to guard outposts, bridges and ramps (especially if you are solo).\n- use town guards to help defeat tougher creatures.\n- heal NPCs wherever possible.\n- watch for scout reports indicating attacks on town gates and respond to them.\n- recapture lost outposts as soon as possible. The enemy grows stronger with each outpost they capture.\n- capture and hold outposts to weaken the Horde. Once you control the area, begin your assualt on the orc temple.\n- only purchase ammunition and healing potions from outposts.\n- call in heavy melee characters to help capture outposts.\n- set traps at outposts, bridges, gates and ramps.\n- money is hard to come by. Take items from fallen NPCs and use the respawning guardian encounters to gain wealth.\n- control and hold the ramps to the river before attempting the guardian encounters.\n- in a party of mixed levels, lower level players make very effective scouts.\n- work together. A coordinated party is very effective and alot of fun as well.\n- direct assualts are very risky. If you fail you will lose alot of ground by the time you recover.\n\n \n\nKnown Issues/Bugs:\n\nI'm pleased to say that on release there are no known bugs. However if you encounter any they can be posted on the Mithral Hammer Bug Reporting Forum:\n\nhttp://wind.prohosting.com/mithral/cgi-bin/yabb/YaBB.pl?board=bugs\n\n \n\nFuture Releases:\n\nWe are currently working on the addition of more and improved features as well as new maps and scenarios. If you have suggestions or features that you'd like to see, post them on the Mithral Hammer Forums and we'll see what we can do.\n\n \n\nScripting:\n\nIn the process of creating this module we have probably broken most programming conventions and not done things in the most effective manner, but we're learning as we go. We welcome your suggestions to improve our scripts. You are free to use the resources contained in this module as you wish, but please reference the work of the original authors.\n\n \n\nAcknowledgements:\n\nAvarice - Concept/AI design\n \n\nScripts/Resources:\nWhiskeyFur - General Scripting and Server Hosting (via www.wyrmfyre.com)\nJeff Mann - General scripting and AI advice\nCrashed - Static Monster Respawn script\nLeo Lipelis - Trashcan script\nWydraz - Henchman Tutorial (http://nwvault.ign.com/modules/wydraz/tutorial/henchman.shtml)\nRichard Conner - Item resref listing\nMark Temple - Custom Random Loot Drops script\n\n\nBeta Testers:\n\nAvarice\nX-Bones\nKristal\nVarious\n\nGeneral:\n\nThe NWN community: for making the boards such an friendly and informative place to hang out.\nBioware: for bringing to life their vision of Neverwinter Nights. \n" + } + }, + "Mod_DuskHour": { + "type": "byte", + "value": 18 + }, + "Mod_Entry_Area": { + "type": "resref", + "value": "theforestroad" + }, + "Mod_Entry_Dir_X": { + "type": "float", + 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"value": "bdd_blight" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Dymondheart Enter" + }, + "RESREF": { + "type": "resref", + "value": "wol_a_dyenter" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Filtrator" + }, + "RESREF": { + "type": "resref", + "value": "bdd_filtrator" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Forge" + }, + "RESREF": { + "type": "resref", + "value": "bdd_forge" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Foyer" + }, + "RESREF": { + "type": "resref", + "value": "bdd_foyer" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Hidden Cave" + }, + "RESREF": { + "type": "resref", + "value": "bdd_cave_ent" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Hollow Shell" + }, + "RESREF": { + "type": "resref", + "value": "bdd_shell" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "LeaveArea" + }, + "RESREF": { + "type": "resref", + "value": "leavearea" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Mod Enter" + }, + "RESREF": { + "type": "resref", + "value": "bdd_enter" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Oil" + }, + "RESREF": { + "type": "resref", + "value": "bdd_oil" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Ruins" + }, + "RESREF": { + "type": "resref", + "value": "bdd_ruins" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Schooner" + }, + "RESREF": { + "type": "resref", + "value": "bdd_schooner" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Smelter Office" + }, + "RESREF": { + "type": "resref", + "value": "bdd_office" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Taint" + }, + "RESREF": { + "type": "resref", + "value": "bdd_taint" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Vault" + }, + "RESREF": { + "type": "resref", + "value": "bdd_vault" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Well" + }, + "RESREF": { + "type": "resref", + "value": "bdd_well" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Xeno" + }, + "RESREF": { + "type": "resref", + "value": "bdd_xeno" + } + } + ] + }, + "STRREF": { + "type": "dword", + "value": 6790 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 16 + }, + "STRREF": { + "type": "dword", + "value": 9129 + } + }, + { + "__struct_id": 0, + "LIST": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 0 + }, + "LIST": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "attacktrigger" + }, + "RESREF": { + "type": "resref", + "value": "attacktrigger" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "PRC NoTeleport Area Trigger " + }, + "RESREF": { + "type": "resref", + "value": "prc_no_teleport" + } + } + ] + }, + "STRREF": { + "type": "dword", + "value": 6688 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 1 + }, + "STRREF": { + "type": "dword", + "value": 6689 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 2 + }, + "STRREF": { + "type": "dword", + "value": 6690 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 3 + }, + "STRREF": { + "type": "dword", + "value": 6691 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 4 + }, + "STRREF": { + "type": "dword", + "value": 6692 + } + } + ] + }, + "STRREF": { + "type": "dword", + "value": 6687 + } + }, + { + "__struct_id": 0, + "LIST": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 11 + }, + "STRREF": { + "type": "dword", + "value": 53181 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 12 + }, + "STRREF": { + "type": "dword", + "value": 2255 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 13 + }, + "STRREF": { + "type": "dword", + "value": 2256 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 14 + }, + "STRREF": { + "type": "dword", + "value": 2257 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 15 + }, + "STRREF": { + "type": "dword", + "value": 53182 + } + } + ] + }, + "STRREF": { + "type": "dword", + "value": 5563 + } + } + ] + } +} diff --git a/_module/itp/waypointpalcus.itp.json b/_module/itp/waypointpalcus.itp.json new file mode 100644 index 0000000..f22c61f --- /dev/null +++ b/_module/itp/waypointpalcus.itp.json @@ -0,0 +1,283 @@ +{ + "__data_type": "ITP ", + "MAIN": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "LIST": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 0 + }, + "LIST": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "prc_str_lookup" + }, + "RESREF": { + "type": "resref", + "value": "prc_str_lookup" + } + } + ] + }, + "STRREF": { + "type": "dword", + "value": 6688 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 1 + }, + "STRREF": { + "type": "dword", + "value": 6689 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 2 + }, + "STRREF": { + "type": "dword", + "value": 6690 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 3 + }, + "STRREF": { + "type": "dword", + "value": 6691 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 4 + }, + "STRREF": { + "type": "dword", + "value": 6692 + } + } + ] + }, + "STRREF": { + "type": "dword", + "value": 6687 + } + }, + { + "__struct_id": 0, + "ID": { + "type": "byte", + "value": 5 + }, + "LIST": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "BDD Entrance" + }, + "RESREF": { + "type": "resref", + "value": "bdd_enter" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Black Archer Enter" + }, + "RESREF": { + "type": "resref", + "value": "wol_a_bbbwp" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Cave Entrance" + }, + "RESREF": { + "type": "resref", + "value": "bdd_foyer_ent002" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Cave Entrance 2" + }, + "RESREF": { + "type": "resref", + "value": "bdd_foyer_ent001" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Changed Asherati" + }, + "RESREF": { + "type": "resref", + "value": "bdd_schooner_007" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Climb Up" + }, + "RESREF": { + "type": "resref", + "value": "bdd_foyer_ent003" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Dymondheart Enter" + }, + "RESREF": { + "type": "resref", + "value": "wol_a_dymondwp" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Forge Tainted Asherati" + }, + "RESREF": { + "type": "resref", + "value": "bdd_schooner_003" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Foyer Ashen Hulks" + }, + "RESREF": { + "type": "resref", + "value": "bdd_schooner_001" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Foyer Entrance" + }, + "RESREF": { + "type": "resref", + "value": "bdd_foyer_ent" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "npf_wp_chest_sp" + }, + "RESREF": { + "type": "resref", + "value": "npf_wp_chest_sp" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Office Shadows" + }, + "RESREF": { + "type": "resref", + "value": "bdd_schooner_002" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Schooner Ashen Hulks" + }, + "RESREF": { + "type": "resref", + "value": "bdd_schooner_ash" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Taint Asherati" + }, + "RESREF": { + "type": "resref", + "value": "bdd_schooner_006" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Vault Shadow" + }, + "RESREF": { + "type": "resref", + "value": "bdd_schooner_004" + } + }, + { + "__struct_id": 0, + "NAME": { + "type": "cexostring", + "value": "Xeno Asherati" + }, + "RESREF": { + "type": "resref", + "value": "bdd_schooner_005" + } + } + ] + }, + "STRREF": { + "type": "dword", + "value": 6798 + } + } + ] + } +} diff --git a/_module/jrl/module.jrl.json b/_module/jrl/module.jrl.json new file mode 100644 index 0000000..5e0f5d7 --- /dev/null +++ b/_module/jrl/module.jrl.json @@ -0,0 +1,416 @@ +{ + "__data_type": "JRL ", + "Categories": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "Comment": { + "type": "cexostring", + "value": "Level Adjustment Buy-off Table" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 1 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Level Adjustment Buy-off Table\n\nStarting LA / Level\n \n01 / 03\n02 / 06 09\n03 / 09 15 18\n04 / 12 21 27 30\n05 / 15 27 36\n06 / 18 33\n07 / 21 39\n08 / 24\n09 / 27\n10 / 30\n11 / 33\n12 / 36\n13 / 39\n\n(Buy-off dialog will be in the PRC menu when you qualify.)" + } + } + } + ] + }, + "Name": { + "type": "cexolocstring", + "value": { + "0": "| LA Buy-off |" + } + }, + "Picture": { + "type": "word", + "value": 65535 + }, + "Priority": { + "type": "dword", + "value": 4 + }, + "Tag": { + "type": "cexostring", + "value": "lvl_adj" + }, + "XP": { + "type": "dword", + "value": 0 + } + }, + { + "__struct_id": 1, + "Comment": { + "type": "cexostring", + "value": "3e D&D Experience Table" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 1 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "3e D&D Experience Chart\n\nLvl XP Needed\n01 0\n02 1000\n03 3000\n04 6000\n05 10000\n06 15000\n07 21000\n08 28000\n09 36000\n10 45000\n11 55000\n12 66000\n13 78000\n14 91000\n15 105000\n16 120000\n17 136000\n18 153000\n19 171000\n20 190000\n21 210000\n22 231000\n23 253000\n24 276000\n25 300000\n26 325000\n27 351000\n28 378000\n29 406000\n30 435000\n31 465000\n32 496000\n33 528000\n34 561000\n35 595000\n36 630000\n37 666000\n38 703000\n39 741000\n40 780000" + } + } + } + ] + }, + "Name": { + "type": "cexolocstring", + "value": { + "0": "| XP Table |" + } + }, + "Picture": { + "type": "word", + "value": 65535 + }, + "Priority": { + "type": "dword", + "value": 4 + }, + "Tag": { + "type": "cexostring", + "value": "xprules" + }, + "XP": { + "type": "dword", + "value": 0 + } + }, + { + "__struct_id": 2, + "Comment": { + "type": "cexostring", + "value": "Noblewoman's Son: A noblewowan seeking shelter in the inn has asked for information on the whereabouts of her son. Apparently he had volunteered to help scout the hills to the east." + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 1 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Noblewoman's Son: A noblewowan seeking shelter in the inn has asked for information on the whereabouts of her son. Apparently he had volunteered to help scout the hills to the east." + } + } + }, + { + "__struct_id": 1, + "End": { + "type": "word", + "value": 1 + }, + "ID": { + "type": "dword", + "value": 2 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Kedon, the son of the noblewoman is dead. You passed on the news of his fate to his mother." + } + } + }, + { + "__struct_id": 2, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 3 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Entry003" + } + } + } + ] + }, + "Name": { + "type": "cexolocstring", + "value": { + "0": "A Lost Son" + } + }, + "Picture": { + "type": "word", + "value": 65535 + }, + "Priority": { + "type": "dword", + "value": 4 + }, + "Tag": { + "type": "cexostring", + "value": "Category001" + }, + "XP": { + "type": "dword", + "value": 0 + } + }, + { + "__struct_id": 3, + "Comment": { + "type": "cexostring", + "value": "" + }, + "EntryList": { + "type": "list", + "value": [ + { + "__struct_id": 0, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 6 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "A Hamlet in Need:\nHenrick, cleric of Helm has requested your aid in defending Helmsfield from what he believes will be an orcish invasion. Apparently, the orcs are being led by Fangrot, an orc warlord and leader of the Blood Moon Clan. He has established a temple across the Goblintide river in the hills to the east. Fangrot must be defeated to stop an orcish incursion." + } + } + }, + { + "__struct_id": 1, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 7 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Due to your brave efforts the orc warlord Fangrot is defeated and the Blood Moon Clan has been routed. The village and it's people should be safe for now." + } + } + }, + { + "__struct_id": 2, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 9 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Henrick has fallen in battle. The temple dedicated to Helm is razed. Soon only smouldering ruins will be all that remain of this once humble village. The Horde marches on, bent on destruction...\n\nYou'll need to retreat back to the west to avoid the orcs." + } + } + }, + { + "__struct_id": 3, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 4 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "The village is nothing but a bunch of pathetic sniveling farmers. They are hardly worth the effort of saving from orcs, in fact they're probably better off dead rather than continuing their mundane, miserable lives. But news of the orc warlord Fangrot intrigues you, perhaps there is wealth to be had in the hills to the east." + } + } + }, + { + "__struct_id": 4, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 8 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "At the end of the day it was not an orc blade that brought about the demise of Henrick and the folk of Helmsfield, but the actions of a wandering stranger. Regardless, the orcs wasted little time in razing the remains of the village.\n\nYou'll need to retreat back to the west to avoid the orcs." + } + } + }, + { + "__struct_id": 5, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 5 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "These farmers and the orc threat are no concern of yours. You will leave them to whatever fate awaits them." + } + } + }, + { + "__struct_id": 6, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 2 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "You met the guard Loric who seems suspicious that this is no ordinary orc skirmish. They seem overly well organised and too well equipped for this to be a random raid." + } + } + }, + { + "__struct_id": 7, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 1 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "From the smouldering wreckage that lies before you is clear that a large band of orcs are operating near the small hamlet of Helmsfield, south of Lurkwood Forest." + } + } + }, + { + "__struct_id": 8, + "End": { + "type": "word", + "value": 1 + }, + "ID": { + "type": "dword", + "value": 11 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "The attack on Helmsfield appears to not have been instigated by Fangrot himself, but by some higher power. Whatever the motive Citadel Felbarr is your next destination and you prepare for the long trek west to investigate the root of this attack.\n\nIn \"The Horde 2: Disturbing the Dead\" your adventure will continue where you will travel to Citadel Felbarr to uncover the trecherous evil behind this plot." + } + } + }, + { + "__struct_id": 9, + "End": { + "type": "word", + "value": 0 + }, + "ID": { + "type": "dword", + "value": 10 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "You have assisted in saving the people of Helmsfield. What more can they possibly ask for. It is time to make preparations to leave and follow your own path." + } + } + }, + { + "__struct_id": 10, + "End": { + "type": "word", + "value": 1 + }, + "ID": { + "type": "dword", + "value": 12 + }, + "Text": { + "type": "cexolocstring", + "value": { + "0": "Whatever the motive for the attack Citadel Felbarr is your next destination and you prepare for the long trek west to investigate the root of this attack.\n\nIn \"The Horde 2: Disturbing the Dead\" your adventure will continue where you will travel to Citadel Felbarr to uncover the trecherous evil behind this plot." + } + } + } + ] + }, + "Name": { + "type": "cexolocstring", + "value": { + "0": "Chapter One: When Orcs Attack" + } + }, + "Picture": { + "type": "word", + "value": 65535 + }, + "Priority": { + "type": "dword", + "value": 2 + }, + "Tag": { + "type": "cexostring", + "value": "Category000" + }, + "XP": { + "type": "dword", + "value": 0 + } + } + ] + } +} diff --git a/_module/ncs/1spokentooldman.ncs 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--- /dev/null +++ b/_module/nss/1spokentooldman.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName 1spokentooldman +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 8:07:31 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "nspokentooldman", 1); + +} diff --git a/_module/nss/1spokentoprimnpc.nss b/_module/nss/1spokentoprimnpc.nss new file mode 100644 index 0000000..8cf5439 --- /dev/null +++ b/_module/nss/1spokentoprimnpc.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName 1spokentoprimnpc +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 8:20:37 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "nspokentoprimarynpc", 1); + +} diff --git a/_module/nss/2xmtreasure.nss b/_module/nss/2xmtreasure.nss new file mode 100644 index 0000000..e85dc8a --- /dev/null +++ b/_module/nss/2xmtreasure.nss @@ -0,0 +1,34 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script Medium +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//:: Modified by: Dalantriel Jul 2002 +//:: to generate respawning treasure +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateMediumTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + int nGoldAmount = (d100() * 2) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ActionWait(600.0); + ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); + + ShoutDisturbed(); +} diff --git a/_module/nss/2xtreasure.nss b/_module/nss/2xtreasure.nss new file mode 100644 index 0000000..570bbe6 --- /dev/null +++ b/_module/nss/2xtreasure.nss @@ -0,0 +1,35 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script HIGH +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//:: Modified by: Dalantriel Jul 2002 +//:: to generate respawning treasure +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("MagicTres", OBJECT_SELF); + ExecuteScript("MagicTres", OBJECT_SELF); + int nGoldAmount = (d100() * 3) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ActionWait(600.0); + ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); + + ShoutDisturbed(); +} diff --git a/_module/nss/3xtreasure.nss b/_module/nss/3xtreasure.nss new file mode 100644 index 0000000..88aa046 --- /dev/null +++ b/_module/nss/3xtreasure.nss @@ -0,0 +1,38 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script HIGH +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//:: Modified by: Dalantriel Jul 2002 +//:: to generate respawning treasure +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateMediumTreasure(oLastOpener, OBJECT_SELF); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + int nGoldAmount = (d100() * 5) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ActionWait(600.0); + ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); + + ShoutDisturbed(); +} diff --git a/_module/nss/affordhench.nss b/_module/nss/affordhench.nss new file mode 100644 index 0000000..fb0889c --- /dev/null +++ b/_module/nss/affordhench.nss @@ -0,0 +1,13 @@ +// * script: can_pay100 +// * Does the PC have 100 gp? +// Use in [Text Appears When] tab of PC hiring dialog line. + +#include "NW_I0_PLOT" + +int StartingConditional() +{ +return (HasGold(150,GetPCSpeaker())); +} + + + diff --git a/_module/nss/altaris1.nss b/_module/nss/altaris1.nss new file mode 100644 index 0000000..c3192f0 --- /dev/null +++ b/_module/nss/altaris1.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName altaris1 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/13/2002 10:30:28 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "nTouchedAltar") == 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/altartouch.nss b/_module/nss/altartouch.nss new file mode 100644 index 0000000..00da198 --- /dev/null +++ b/_module/nss/altartouch.nss @@ -0,0 +1,6 @@ +void main() +{ +string smessage = "The altar is cool to the touch and is definately not made of marble.\nPerhaps someone with knowledge of stonework may be able to shed more light on this."; +SpeakString(smessage, TALKVOLUME_TALK); +SetLocalInt(GetLastUsedBy(), "nTouchedAltar", 1); +} diff --git a/_module/nss/at_001.nss b/_module/nss/at_001.nss new file mode 100644 index 0000000..1243251 --- /dev/null +++ b/_module/nss/at_001.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName at_001 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:03:52 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "spokentoguard", 1); + +} diff --git a/_module/nss/at_002.nss b/_module/nss/at_002.nss new file mode 100644 index 0000000..3c120f9 --- /dev/null +++ b/_module/nss/at_002.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName at_002 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:43:12 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "spokentoguard", 2); + +} diff --git a/_module/nss/at_003.nss b/_module/nss/at_003.nss new file mode 100644 index 0000000..681e34b --- /dev/null +++ b/_module/nss/at_003.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName at_003 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:56:18 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "spokentoprimarynpc", 2); + +} diff --git a/_module/nss/at_004.nss b/_module/nss/at_004.nss new file mode 100644 index 0000000..e47a85b --- /dev/null +++ b/_module/nss/at_004.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName at_004 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/1/2002 11:15:36 PM +//::////////////////////////////////////////////// +#include "nw_i0_generic" + +void main() +{ + + // Set the faction to hate the player, then attack the player + AdjustReputation(GetPCSpeaker(), OBJECT_SELF, -100); + DetermineCombatRound(GetPCSpeaker()); +} diff --git a/_module/nss/at_005.nss b/_module/nss/at_005.nss new file mode 100644 index 0000000..d235099 --- /dev/null +++ b/_module/nss/at_005.nss @@ -0,0 +1,10 @@ +//:://///////////////////////////////////////////// +//:: FileName at_005 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 11:32:10 PM +//::////////////////////////////////////////////// +void main() +{ +} diff --git a/_module/nss/at_006.nss b/_module/nss/at_006.nss new file mode 100644 index 0000000..90dfb05 --- /dev/null +++ b/_module/nss/at_006.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName at_006 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 11:32:10 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetPCSpeaker(), "nBattleStrength", 5); + +} diff --git a/_module/nss/at_give6000xp.nss b/_module/nss/at_give6000xp.nss new file mode 100644 index 0000000..0a4eff3 --- /dev/null +++ b/_module/nss/at_give6000xp.nss @@ -0,0 +1,14 @@ +#include "nw_i0_tool" + +void main() +{ + + object oPC = GetPCSpeaker(); + + RewardPartyXP(6000, oPC, FALSE); + + string sTag=GetTag(OBJECT_SELF); + + SetLocalInt(oPC, sTag, 1); + +} diff --git a/_module/nss/at_lvlup_once.nss b/_module/nss/at_lvlup_once.nss new file mode 100644 index 0000000..2d7b598 --- /dev/null +++ b/_module/nss/at_lvlup_once.nss @@ -0,0 +1,9 @@ +void main() +{ + object oPC=GetPCSpeaker(); + + string sTag=GetTag(OBJECT_SELF); + + SetLocalInt(oPC, sTag, 1); +} + diff --git a/_module/nss/attackbeguncheck.nss b/_module/nss/attackbeguncheck.nss new file mode 100644 index 0000000..8e5e563 --- /dev/null +++ b/_module/nss/attackbeguncheck.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName attackbeguncheck +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 7:37:15 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nAttackStarted") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/attackhouse1.nss b/_module/nss/attackhouse1.nss new file mode 100644 index 0000000..859ba51 --- /dev/null +++ b/_module/nss/attackhouse1.nss @@ -0,0 +1,81 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost + ActionAttack(GetObjectByTag("pcbanner001")); + + +} + + diff --git a/_module/nss/attackhouse2.nss b/_module/nss/attackhouse2.nss new file mode 100644 index 0000000..50759d9 --- /dev/null +++ b/_module/nss/attackhouse2.nss @@ -0,0 +1,82 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost + ActionAttack(GetObjectByTag("pcbanner002")); + + + +} + + diff --git a/_module/nss/attackhouse3.nss b/_module/nss/attackhouse3.nss new file mode 100644 index 0000000..28cb9be --- /dev/null +++ b/_module/nss/attackhouse3.nss @@ -0,0 +1,82 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost + ActionAttack(GetObjectByTag("pcbanner003")); + + + +} + + diff --git a/_module/nss/attackhouse4.nss b/_module/nss/attackhouse4.nss new file mode 100644 index 0000000..c21a6a1 --- /dev/null +++ b/_module/nss/attackhouse4.nss @@ -0,0 +1,101 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost +// But from either direction with equal chance + int npathchoice = d100(); + if(npathchoice < 51) + { + ActionMoveToObject(GetObjectByTag("ai_horde000")); + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde002")); + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde005")); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde000")); + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde003")); + ActionMoveToObject(GetObjectByTag("ai_horde006")); + ActionMoveToObject(GetObjectByTag("ai_horde005")); + } + + ActionAttack(GetObjectByTag("pcbanner004")); + + + +} + + diff --git a/_module/nss/attackhouse5.nss b/_module/nss/attackhouse5.nss new file mode 100644 index 0000000..e493601 --- /dev/null +++ b/_module/nss/attackhouse5.nss @@ -0,0 +1,82 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Modified by: Dalantriel Jul 2002 +// Attack outpost + ActionAttack(GetObjectByTag("pcbanner005")); + + + +} + + diff --git a/_module/nss/calc_gates.nss b/_module/nss/calc_gates.nss new file mode 100644 index 0000000..ce8363f --- /dev/null +++ b/_module/nss/calc_gates.nss @@ -0,0 +1,16 @@ +/* + Calculate the remaining hitpoints of each gate + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nTempleGate = (GetCurrentHitPoints(GetObjectByTag("TempleGate"))); + int nNorthGate = (GetCurrentHitPoints(GetObjectByTag("NorthGate"))); + int nSouthGate = (GetCurrentHitPoints(GetObjectByTag("SouthGate"))); + + SetLocalInt(OBJECT_SELF, "nTempleGateStrength", nTempleGate); + SetLocalInt(OBJECT_SELF, "nNorthGateStrength", nNorthGate); + SetLocalInt(OBJECT_SELF, "nSouthGateStrength", nSouthGate); +} diff --git a/_module/nss/calc_hs_var.nss b/_module/nss/calc_hs_var.nss new file mode 100644 index 0000000..8c94085 --- /dev/null +++ b/_module/nss/calc_hs_var.nss @@ -0,0 +1,55 @@ +/* + Calculate the nBattleProgress variable and asign it to the scout + nHordestrength is determined by the number of Horde banners that exist + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nHordestrength = 0; + + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster1")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster2")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster3")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster4")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster5")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster6")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster7")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster8")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster9")) >> 0) + { + nHordestrength++; + } + if(GetCurrentHitPoints(GetObjectByTag("spawnmaster10")) >> 0) + { + nHordestrength++; + } + + SetLocalInt(OBJECT_SELF, "nBattleProgress", nHordestrength); + +} diff --git a/_module/nss/call_onacquire.nss b/_module/nss/call_onacquire.nss new file mode 100644 index 0000000..6a951d8 --- /dev/null +++ b/_module/nss/call_onacquire.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onaquire", OBJECT_SELF); + ExecuteScript("x2_mod_def_aqu", OBJECT_SELF); +} diff --git a/_module/nss/call_onactivate.nss b/_module/nss/call_onactivate.nss new file mode 100644 index 0000000..e4efbae --- /dev/null +++ b/_module/nss/call_onactivate.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onactivate", OBJECT_SELF); + ExecuteScript("x2_mod_def_act", OBJECT_SELF); +} diff --git a/_module/nss/call_ondeath.nss b/_module/nss/call_ondeath.nss new file mode 100644 index 0000000..4941b6c --- /dev/null +++ b/_module/nss/call_ondeath.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_ondeath", OBJECT_SELF); + ExecuteScript("nw_o0_death", OBJECT_SELF); +} diff --git a/_module/nss/call_ondying.nss b/_module/nss/call_ondying.nss new file mode 100644 index 0000000..b9db82e --- /dev/null +++ b/_module/nss/call_ondying.nss @@ -0,0 +1,6 @@ + +void main() +{ + ExecuteScript("prc_ondying", OBJECT_SELF); + ExecuteScript("nw_o0_dying", OBJECT_SELF); +} diff --git a/_module/nss/call_onequip.nss b/_module/nss/call_onequip.nss new file mode 100644 index 0000000..d42d578 --- /dev/null +++ b/_module/nss/call_onequip.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_equip", OBJECT_SELF); + ExecuteScript("x2_mod_def_equ", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onheartbeat.nss b/_module/nss/call_onheartbeat.nss new file mode 100644 index 0000000..dc2d693 --- /dev/null +++ b/_module/nss/call_onheartbeat.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onheartbeat", OBJECT_SELF); + ExecuteScript("x3_mod_def_hb", OBJECT_SELF); +} diff --git a/_module/nss/call_onlevelup.nss b/_module/nss/call_onlevelup.nss new file mode 100644 index 0000000..57cafd4 --- /dev/null +++ b/_module/nss/call_onlevelup.nss @@ -0,0 +1,4 @@ +void main() +{ + ExecuteScript("prc_levelup", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onmodenter.nss b/_module/nss/call_onmodenter.nss new file mode 100644 index 0000000..9dff23e --- /dev/null +++ b/_module/nss/call_onmodenter.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onenter", OBJECT_SELF); + ExecuteScript("onenter", OBJECT_SELF); +} diff --git a/_module/nss/call_onmodleave.nss b/_module/nss/call_onmodleave.nss new file mode 100644 index 0000000..d799766 --- /dev/null +++ b/_module/nss/call_onmodleave.nss @@ -0,0 +1,4 @@ +void main() +{ + ExecuteScript("prc_onleave", OBJECT_SELF); +} diff --git a/_module/nss/call_onmodload.nss b/_module/nss/call_onmodload.nss new file mode 100644 index 0000000..3a52cb0 --- /dev/null +++ b/_module/nss/call_onmodload.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onmodload", OBJECT_SELF); + ExecuteScript("horde_onmodload", OBJECT_SELF); +} diff --git a/_module/nss/call_onrespawn.nss b/_module/nss/call_onrespawn.nss new file mode 100644 index 0000000..1941472 --- /dev/null +++ b/_module/nss/call_onrespawn.nss @@ -0,0 +1,6 @@ + +void main() +{ + ExecuteScript("prc_onrespawn", OBJECT_SELF); + ExecuteScript("resshrine", OBJECT_SELF); +} diff --git a/_module/nss/call_onrest.nss b/_module/nss/call_onrest.nss new file mode 100644 index 0000000..edca756 --- /dev/null +++ b/_module/nss/call_onrest.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_rest", OBJECT_SELF); + ExecuteScript("x2_mod_def_rest", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onunacquire.nss b/_module/nss/call_onunacquire.nss new file mode 100644 index 0000000..3584ea5 --- /dev/null +++ b/_module/nss/call_onunacquire.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onunaquire", OBJECT_SELF); + ExecuteScript("x2_mod_def_unaqu", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onunequip.nss b/_module/nss/call_onunequip.nss new file mode 100644 index 0000000..90a36af --- /dev/null +++ b/_module/nss/call_onunequip.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_unequip", OBJECT_SELF); + ExecuteScript("x2_mod_def_unequ", OBJECT_SELF); +} \ No newline at end of file diff --git a/_module/nss/call_onuserdef.nss b/_module/nss/call_onuserdef.nss new file mode 100644 index 0000000..5209452 --- /dev/null +++ b/_module/nss/call_onuserdef.nss @@ -0,0 +1,5 @@ +void main() +{ + ExecuteScript("prc_onuserdef", OBJECT_SELF); + ExecuteScript("x2_def_userdef", OBJECT_SELF); +} diff --git a/_module/nss/can_pay100.nss b/_module/nss/can_pay100.nss new file mode 100644 index 0000000..b044198 --- /dev/null +++ b/_module/nss/can_pay100.nss @@ -0,0 +1,10 @@ +//:: FileName can_pay100 +// Does the PC have 100 gp to pay? + +#include "NW_I0_PLOT" + +int StartingConditional() +{ + return (HasGold(100,GetPCSpeaker())); +} + diff --git a/_module/nss/can_pay200.nss b/_module/nss/can_pay200.nss new file mode 100644 index 0000000..bd587ca --- /dev/null +++ b/_module/nss/can_pay200.nss @@ -0,0 +1,10 @@ +//:: FileName can_pay200 +// Does the PC have 200 gp to pay? + +#include "NW_I0_PLOT" + +int StartingConditional() +{ + return (HasGold(200,GetPCSpeaker())); +} + diff --git a/_module/nss/combatroundend.nss b/_module/nss/combatroundend.nss new file mode 100644 index 0000000..502e13f --- /dev/null +++ b/_module/nss/combatroundend.nss @@ -0,0 +1,39 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified by: Dalantriel Jul 22, 2002 +// If interrupted by combat, this initiates Waypoints to keep Creature moving + if(!GetIsInCombat()) + { + WalkWayPoints(); + } + +} + + diff --git a/_module/nss/debug.nss b/_module/nss/debug.nss new file mode 100644 index 0000000..5a147ea --- /dev/null +++ b/_module/nss/debug.nss @@ -0,0 +1,25 @@ +void main() +{ + + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + if (nScaleFactor == 0) + { + SpeakString("0", TALKVOLUME_TALK); + } + if (nScaleFactor == 1) + { + SpeakString("1", TALKVOLUME_TALK); + } + if (nScaleFactor == 2) + { + SpeakString("2", TALKVOLUME_TALK); + } + if (nScaleFactor == 3) + { + SpeakString("3", TALKVOLUME_TALK); + } + if (nScaleFactor == 4) + { + SpeakString("4", TALKVOLUME_TALK); + } +} diff --git a/_module/nss/doorbash.nss b/_module/nss/doorbash.nss new file mode 100644 index 0000000..d2f6d84 --- /dev/null +++ b/_module/nss/doorbash.nss @@ -0,0 +1,34 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULTE +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This will cause blocked creatures to open + or smash down doors depending on int and + str. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//:: Modified By: Dalantriel Jul 2002 +//::////////////////////////////////////////////// + +void main() +{ + object oDoor = GetBlockingDoor(); + + if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 3) + { + // Modified INT requirement to 20 to ensure no Horde creature can open doors + if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 20 ) + { + DoDoorAction(oDoor, DOOR_ACTION_OPEN); + } + else if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_BASH)) + { + ActionEquipMostDamagingMelee(); + DoDoorAction(oDoor, DOOR_ACTION_BASH); + } + } +} diff --git a/_module/nss/expatend.nss b/_module/nss/expatend.nss new file mode 100644 index 0000000..6d5fed0 --- /dev/null +++ b/_module/nss/expatend.nss @@ -0,0 +1,15 @@ +//:://///////////////////////////////////////////// +//:: FileName expatend +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 8:37:25 PM +//::////////////////////////////////////////////// +void main() +{ + // Give the speaker some XP + GiveXPToCreature(GetPCSpeaker(), 1000); + + SetLocalInt(GetPCSpeaker(), "nWarlordDead", 2); + +} diff --git a/_module/nss/fhenchman_joins.nss b/_module/nss/fhenchman_joins.nss new file mode 100644 index 0000000..7f6fa77 --- /dev/null +++ b/_module/nss/fhenchman_joins.nss @@ -0,0 +1,23 @@ +//:: FileName henchman_joins +// Henchman joins PC, booting other henchman if necessary + +#include "nw_i0_henchman" + +void main() +{ + if (GetIsObjectValid(GetHenchman(GetPCSpeaker())) == TRUE) + { SetFormerMaster(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); + object oHench = GetHenchman(GetPCSpeaker()); + RemoveHenchman(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); + AssignCommand(oHench, ClearAllActions()); + } + + SetWorkingForPlayer(GetPCSpeaker()); + SetBeenHired(); + + ExecuteScript("NW_CH_JOIN", OBJECT_SELF); + + + SetLocalInt(GetObjectByTag("TownGuardintro2"), "nConversation", 4); + +} diff --git a/_module/nss/finalloot.nss b/_module/nss/finalloot.nss new file mode 100644 index 0000000..35727e1 --- /dev/null +++ b/_module/nss/finalloot.nss @@ -0,0 +1,30 @@ +//:://///////////////////////////////////////////// +/* + Spawns in alot of magical loot for evil temple altar once only + Modified by: Dalantriel Jul 2002 +*/ + +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + int nGoldAmount = (d100() * 8) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldAmount); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + + + ShoutDisturbed(); +} diff --git a/_module/nss/finishedhorde.nss b/_module/nss/finishedhorde.nss new file mode 100644 index 0000000..1e81b1d --- /dev/null +++ b/_module/nss/finishedhorde.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName finishedhorde +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 11:33:58 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "nWarlordDead") == 2)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/gateannounce.nss b/_module/nss/gateannounce.nss new file mode 100644 index 0000000..0c53ccd --- /dev/null +++ b/_module/nss/gateannounce.nss @@ -0,0 +1,118 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + +// Announce attacks on gates + if(GetLocalInt(OBJECT_SELF, "nTempleGate") > 0) + { + SpeakString("Scout Report: Temple Gate under attack!", TALKVOLUME_SHOUT); + SetLocalInt(OBJECT_SELF, "nTempleGate", 0); + } + if(GetLocalInt(OBJECT_SELF, "nNorthGate") > 0) + { + SpeakString("Scout Report: North Gate under attack!", TALKVOLUME_SHOUT); + SetLocalInt(OBJECT_SELF, "nNorthGate", 0); + } + if(GetLocalInt(OBJECT_SELF, "nSouthGate") > 0) + { + SpeakString("Scout Report: South Gate under attack!", TALKVOLUME_SHOUT); + SetLocalInt(OBJECT_SELF, "nSouthGate", 0); + } + +} diff --git a/_module/nss/gateautoclose.nss b/_module/nss/gateautoclose.nss new file mode 100644 index 0000000..fa47477 --- /dev/null +++ b/_module/nss/gateautoclose.nss @@ -0,0 +1,11 @@ +/* + Gate Auto close script + Automatically close gates after 10 seconds + Created by: Dalantriel Jul 2002 +*/ + +void main() +{ +ActionWait(10.0); +ActionCloseDoor(OBJECT_SELF); +} diff --git a/_module/nss/give400exp.nss b/_module/nss/give400exp.nss new file mode 100644 index 0000000..d2ac1a4 --- /dev/null +++ b/_module/nss/give400exp.nss @@ -0,0 +1,15 @@ +//:://///////////////////////////////////////////// +//:: FileName give400exp +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 7:58:46 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +void main() +{ + // Give the speaker some XP + GiveXPToCreature(GetPCSpeaker(), 400); + +} diff --git a/_module/nss/giveitems.nss b/_module/nss/giveitems.nss new file mode 100644 index 0000000..ab17a7b --- /dev/null +++ b/_module/nss/giveitems.nss @@ -0,0 +1,14 @@ +//:://///////////////////////////////////////////// +//:: FileName giveitems +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:15:42 PM +//::////////////////////////////////////////////// +void main() +{ + // Give the speaker the items + CreateItemOnObject("nw_it_medkit001", GetPCSpeaker(), 1); + CreateItemOnObject("nw_it_medkit002", GetPCSpeaker(), 1); + +} diff --git a/_module/nss/goblinattack.nss b/_module/nss/goblinattack.nss new file mode 100644 index 0000000..c223203 --- /dev/null +++ b/_module/nss/goblinattack.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName goblinattack +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/13/2002 9:39:39 PM +//::////////////////////////////////////////////// +#include "nw_i0_generic" + +void main() +{ + + // Set the faction to hate the player, then attack the player + AdjustReputation(GetPCSpeaker(), OBJECT_SELF, -100); + DetermineCombatRound(GetPCSpeaker()); +} diff --git a/_module/nss/goblinfarm.nss b/_module/nss/goblinfarm.nss new file mode 100644 index 0000000..4bc3f02 --- /dev/null +++ b/_module/nss/goblinfarm.nss @@ -0,0 +1,120 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + object oPrimaryNPC = GetObjectByTag("Henrick"); + int nWarlorddead = GetLocalInt(oPrimaryNPC, "nWarlordDead"); + int nSpokentoGoblin = GetLocalInt(OBJECT_SELF, "nSpokentoGoblin"); + + if (nWarlorddead > 0) + { + if (nSpokentoGoblin < 1) + { + string smessage = "Pleez no kill. I no bad. I good, ya."; + SpeakString(smessage, TALKVOLUME_TALK); + } + if (nSpokentoGoblin == 2) + { + string smessage = "Yay Yay! Minschank is free! Free to go home."; + SpeakString(smessage, TALKVOLUME_TALK); + } + } + + +} diff --git a/_module/nss/goodnpcdead.nss b/_module/nss/goodnpcdead.nss new file mode 100644 index 0000000..0d7cbdb --- /dev/null +++ b/_module/nss/goodnpcdead.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName finishedhorde +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 11:33:58 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + object oTrashCan = GetObjectByTag("TrashCan"); + if(!(GetLocalInt(oTrashCan, "nGoodNPCDead") > 0)) + return FALSE; + + return TRUE; +} + diff --git a/_module/nss/goodnpcdeath.nss b/_module/nss/goodnpcdeath.nss new file mode 100644 index 0000000..1409d44 --- /dev/null +++ b/_module/nss/goodnpcdeath.nss @@ -0,0 +1,95 @@ +//:://///////////////////////////////////////////// +//:: Default:On Death +//:: NW_C2_DEFAULT7 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Shouts to allies that they have been killed +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); + int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); + if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) + { + object oKiller = GetLastKiller(); + AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); + } + + SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK); + //Shout Attack my target, only works with the On Spawn In setup + SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); + if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1007)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// Raze the temple if killed by a non-PC + + object oKiller = GetLastKiller(); + + if(!(GetIsPC(oKiller))) + { + DestroyObject(GetObjectByTag("FloorDesignsStyletemple")); + DestroyObject(GetObjectByTag("AltarShrineGoodHelm")); + + location loc = GetLocation(GetObjectByTag("ai_horde018")); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + object oflame = GetObjectByTag("POST_TownGuard001"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("POST_TownGuard002"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("POST_TownGuard009"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("POST_wardog"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("POST_Henrick"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + SoundObjectStop(GetObjectByTag("templefountain")); + SoundObjectPlay(GetObjectByTag("FireTemple1")); + SoundObjectPlay(GetObjectByTag("FireTemple2")); + +// Add evil effects + loc = GetLocation(GetObjectByTag("centreofgood")); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholylight", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "unholyfloor", loc, TRUE); + +// Set Good NPC to dead and add Journal Entry + object oTrashCan = GetObjectByTag("TrashCan"); + SetLocalInt(oTrashCan, "nGoodNPCDead", 1); + + + AddJournalQuestEntry("Category000", 9, GetFirstPC(), TRUE, TRUE); + + + } + +// Else add PC killed Henrick to Journal + else + { + + AddJournalQuestEntry("Category000", 8, GetFirstPC(), TRUE, TRUE); + + } + // Set Good NPC to dead and add Journal Entry + object oTrashCan = GetObjectByTag("TrashCan"); + SetLocalInt(oTrashCan, "nGoodNPCDead", 1); +} diff --git a/_module/nss/hbrove1.nss b/_module/nss/hbrove1.nss new file mode 100644 index 0000000..17faf41 --- /dev/null +++ b/_module/nss/hbrove1.nss @@ -0,0 +1,151 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else +{ +ActionMoveToObject(GetObjectByTag("ai_horde018")); +} +} + + diff --git a/_module/nss/hbrove1attack.nss b/_module/nss/hbrove1attack.nss new file mode 100644 index 0000000..f0cbbb8 --- /dev/null +++ b/_module/nss/hbrove1attack.nss @@ -0,0 +1,131 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else +{ +ActionMoveToObject(GetObjectByTag("ai_horde018")); +} +} + + diff --git a/_module/nss/hbrove2.nss b/_module/nss/hbrove2.nss new file mode 100644 index 0000000..68dc671 --- /dev/null +++ b/_module/nss/hbrove2.nss @@ -0,0 +1,151 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else +{ +ActionMoveToObject(GetObjectByTag("ai_horde018")); +} +} + + diff --git a/_module/nss/hbrove2attack.nss b/_module/nss/hbrove2attack.nss new file mode 100644 index 0000000..e9192e7 --- /dev/null +++ b/_module/nss/hbrove2attack.nss @@ -0,0 +1,131 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else +{ +ActionMoveToObject(GetObjectByTag("ai_horde018")); +} +} + + diff --git a/_module/nss/healingshrine.nss b/_module/nss/healingshrine.nss new file mode 100644 index 0000000..7599ad9 --- /dev/null +++ b/_module/nss/healingshrine.nss @@ -0,0 +1,13 @@ +// Healing Shrine Script +// July 2002 +// By Dalantriel +// Casts Heal on Player if their hit points are not at maximum + +void main() +{ + object oPC = GetLastUsedBy(); + if (GetCurrentHitPoints(oPC) < GetMaxHitPoints(oPC)) + { + ActionCastSpellAtObject (SPELL_HEAL, oPC, METAMAGIC_ANY, TRUE, 1, PROJECTILE_PATH_TYPE_DEFAULT, FALSE); + } +} diff --git a/_module/nss/hellfreezesover.nss b/_module/nss/hellfreezesover.nss new file mode 100644 index 0000000..90d0d53 --- /dev/null +++ b/_module/nss/hellfreezesover.nss @@ -0,0 +1,12 @@ +//:://///////////////////////////////////////////// +//:: FileName hellfreezesover +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 2:47:53 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + return TRUE; +} diff --git a/_module/nss/henchjoin.nss b/_module/nss/henchjoin.nss new file mode 100644 index 0000000..da19b25 --- /dev/null +++ b/_module/nss/henchjoin.nss @@ -0,0 +1,22 @@ +// * script: henchman_joins +// * NPC Henchman joins PC, replacing other henchman if necessary. +// Use in [Actions Taken] tab of henchman's joining dialog line. + +#include "nw_i0_henchman" + +void main() +{ +if (GetIsObjectValid(GetHenchman(GetPCSpeaker())) == TRUE) +{ SetFormerMaster(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); +object oHench = GetHenchman(GetPCSpeaker()); +RemoveHenchman(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); +AssignCommand(oHench, ClearAllActions()); +} + +SetWorkingForPlayer(GetPCSpeaker()); +SetBeenHired(); + +ExecuteScript("NW_CH_JOIN", OBJECT_SELF); +} + + diff --git a/_module/nss/henchleave.nss b/_module/nss/henchleave.nss new file mode 100644 index 0000000..f9842a0 --- /dev/null +++ b/_module/nss/henchleave.nss @@ -0,0 +1,14 @@ +// * script: henchman_leaves +// * NPC Henchman leaves PC. +// * Use in [Actions Taken] tab of henchman's departing dialog line. + +#include "nw_i0_henchman" + +void main() +{ +SetFormerMaster(GetPCSpeaker(), OBJECT_SELF); +RemoveHenchman(GetPCSpeaker()); +ClearAllActions(); +} + + diff --git a/_module/nss/henchman_joins.nss b/_module/nss/henchman_joins.nss new file mode 100644 index 0000000..3967b6b --- /dev/null +++ b/_module/nss/henchman_joins.nss @@ -0,0 +1,19 @@ +//:: FileName henchman_joins +// Henchman joins PC, booting other henchman if necessary + +#include "nw_i0_henchman" + +void main() +{ + if (GetIsObjectValid(GetHenchman(GetPCSpeaker())) == TRUE) + { SetFormerMaster(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); + object oHench = GetHenchman(GetPCSpeaker()); + RemoveHenchman(GetPCSpeaker(), GetHenchman(GetPCSpeaker())); + AssignCommand(oHench, ClearAllActions()); + } + + SetWorkingForPlayer(GetPCSpeaker()); + SetBeenHired(); + + ExecuteScript("NW_CH_JOIN", OBJECT_SELF); +} diff --git a/_module/nss/henchman_leaves.nss b/_module/nss/henchman_leaves.nss new file mode 100644 index 0000000..d2f2e24 --- /dev/null +++ b/_module/nss/henchman_leaves.nss @@ -0,0 +1,9 @@ +#include "nw_i0_henchman" + +void main() +{ + SetFormerMaster(GetPCSpeaker(), OBJECT_SELF); + RemoveHenchman(GetPCSpeaker()); + ClearAllActions(); + +} diff --git a/_module/nss/hiddenchest.nss b/_module/nss/hiddenchest.nss new file mode 100644 index 0000000..9b31801 --- /dev/null +++ b/_module/nss/hiddenchest.nss @@ -0,0 +1,33 @@ +/* + Spawns in general purpose treasure, some gold, + and up to 4 specific Magic Items +*/ +//::////////////////////////////////////////////// +//:: Created By: Dalantriel +//:: Created On: July 22 2002 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + // Check if chest already opened + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + // If not, spawn in random treasures and some gold + object oLastOpener = GetLastOpener(); + GenerateMediumTreasure(oLastOpener, OBJECT_SELF); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + int nGoldPieces = (d100() * 5) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldPieces); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + + ShoutDisturbed(); +} diff --git a/_module/nss/hiddenloot.nss b/_module/nss/hiddenloot.nss new file mode 100644 index 0000000..9963ce5 --- /dev/null +++ b/_module/nss/hiddenloot.nss @@ -0,0 +1,30 @@ +/* + Spawns in general purpose treasure, some gold, + and up to 4 specific Magic Items +*/ +//::////////////////////////////////////////////// +//:: Created By: Dalantriel +//:: Created On: July 22 2002 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + // Check if chest already opened + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + // If not, spawn in random treasures and some gold + object oLastOpener = GetLastOpener(); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + ExecuteScript("magictres", OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + int nGoldPieces = (d100() * 8) + d10(); + CreateItemOnObject ("NW_IT_GOLD001", OBJECT_SELF, nGoldPieces); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + + ShoutDisturbed(); +} diff --git a/_module/nss/hif_onclientente.nss b/_module/nss/hif_onclientente.nss new file mode 100644 index 0000000..c3db471 --- /dev/null +++ b/_module/nss/hif_onclientente.nss @@ -0,0 +1,13 @@ +// prc_onenter,onenter +///////////////////////////////////////////////////////////////////// +// +// This script has been auto-generated by HakInstaller to call +// multiple handlers for the oncliententer event. +// +///////////////////////////////////////////////////////////////////// + +void main() +{ + ExecuteScript("prc_onenter", OBJECT_SELF); + ExecuteScript("onenter", OBJECT_SELF); +} diff --git a/_module/nss/hif_onplayerdeat.nss b/_module/nss/hif_onplayerdeat.nss new file mode 100644 index 0000000..5bb2715 --- /dev/null +++ b/_module/nss/hif_onplayerdeat.nss @@ -0,0 +1,13 @@ +// prc_ondeath,nw_o0_death +///////////////////////////////////////////////////////////////////// +// +// This script has been auto-generated by HakInstaller to call +// multiple handlers for the onplayerdeath event. +// +///////////////////////////////////////////////////////////////////// + +void main() +{ + ExecuteScript("prc_ondeath", OBJECT_SELF); + ExecuteScript("nw_o0_death", OBJECT_SELF); +} diff --git a/_module/nss/hif_onplayerdyin.nss b/_module/nss/hif_onplayerdyin.nss new file mode 100644 index 0000000..2c0ee4f --- /dev/null +++ b/_module/nss/hif_onplayerdyin.nss @@ -0,0 +1,13 @@ +// prc_ondying,nw_o0_dying +///////////////////////////////////////////////////////////////////// +// +// This script has been auto-generated by HakInstaller to call +// multiple handlers for the onplayerdying event. +// +///////////////////////////////////////////////////////////////////// + +void main() +{ + ExecuteScript("prc_ondying", OBJECT_SELF); + ExecuteScript("nw_o0_dying", OBJECT_SELF); +} diff --git a/_module/nss/hif_onplayerresp.nss b/_module/nss/hif_onplayerresp.nss new file mode 100644 index 0000000..ae85b6d --- /dev/null +++ b/_module/nss/hif_onplayerresp.nss @@ -0,0 +1,13 @@ +// prc_onrespawn,resshrine +///////////////////////////////////////////////////////////////////// +// +// This script has been auto-generated by HakInstaller to call +// multiple handlers for the onplayerrespawn event. +// +///////////////////////////////////////////////////////////////////// + +void main() +{ + ExecuteScript("prc_onrespawn", OBJECT_SELF); + ExecuteScript("resshrine", OBJECT_SELF); +} diff --git a/_module/nss/ho_lvlup_pc.nss b/_module/nss/ho_lvlup_pc.nss new file mode 100644 index 0000000..981d40e --- /dev/null +++ b/_module/nss/ho_lvlup_pc.nss @@ -0,0 +1,22 @@ +#include "x0_i0_partywide" + +void main() +{ +//:: Declare major variables + object oPC = GetEnteringObject(); + string sTag = GetTag(OBJECT_SELF); + int iParty = GetNumberPartyMembers(oPC); + int iXP = GetXP(oPC); + +//:: Parties larger than 2 shouldn't need a boost. + if (iParty >= 2) return; + +//:: This boost is only availible to new characters + if (iXP > 0 ) return; + +//:: Make sure they can only get the boost once if they are solo. + if (GetLocalInt(oPC, sTag) >= 1) return; + + //ActionStartConversation(oPC, "ho_lvlup_pc", TRUE, FALSE); + BeginConversation("ho_lvlup_pc", oPC); +} diff --git a/_module/nss/horde_onmodload.nss b/_module/nss/horde_onmodload.nss new file mode 100644 index 0000000..b25c767 --- /dev/null +++ b/_module/nss/horde_onmodload.nss @@ -0,0 +1,178 @@ +//:://///////////////////////////////////////////// +//:: Example XP3 OnLoad Script +//:: x3_mod_def_load +//:: (c) 2008 Bioware Corp. +//::////////////////////////////////////////////// +/* + Put into: OnModuleLoad Event + + This example script demonstrates how to tweak the + behavior of several subsystems in your module. + + For more information, please check x2_inc_switches + which holds definitions for several variables that + can be set on modules, creatures, doors or waypoints + to change the default behavior of Bioware scripts. + + Warning: + Using some of these switches may change your games + balancing and may introduce bugs or instabilities. We + recommend that you only use these switches if you + know what you are doing. Consider these features + unsupported! + + Please do NOT report any bugs you experience while + these switches have been changed from their default + positions. + + Make sure you visit the forums at nwn.bioware.com + to find out more about these scripts. + +*/ +//::////////////////////////////////////////////// +//:: Created By: Georg Zoeller +//:: Created On: 2003-07-16 +//::////////////////////////////////////////////// +/* + Example settings for horses at the bottom. +*/ +//::////////////////////////////////////////////// +//:: Updated By: Azbest +//:: Last Update: April 18th, 2008 +//::////////////////////////////////////////////// + +#include "x2_inc_switches" +#include "x2_inc_restsys" +#include "nwnx_webhook" +#include "nwnx_util" + +const string NWNX_DISCORD_URL = "/api/webhooks/1137216161205989456/glaZtTAw_n3byW3hbd87xGUcoPJms5SrakNmo1FBg6rQheP4jBNolKDy-aLRzvFJQrpq"; + +void main() +{ + if (GetGameDifficulty() == GAME_DIFFICULTY_CORE_RULES || GetGameDifficulty() == GAME_DIFFICULTY_DIFFICULT) + { + // * Setting the switch below will enable a seperate Use Magic Device Skillcheck for + // * rogues when playing on Hardcore+ difficulty. This only applies to scrolls + SetModuleSwitch (MODULE_SWITCH_ENABLE_UMD_SCROLLS, TRUE); + + // * Activating the switch below will make AOE spells hurt neutral NPCS by default + // SetModuleSwitch (MODULE_SWITCH_AOE_HURT_NEUTRAL_NPCS, TRUE); + } + + // * AI: Activating the switch below will make the creaures using the WalkWaypoint function + // * able to walk across areas + // SetModuleSwitch (MODULE_SWITCH_ENABLE_CROSSAREA_WALKWAYPOINTS, TRUE); + + // * Spells: Activating the switch below will make the Glyph of Warding spell behave differently: + // * The visual glyph will disappear after 6 seconds, making them impossible to spot + // SetModuleSwitch (MODULE_SWITCH_ENABLE_INVISIBLE_GLYPH_OF_WARDING, TRUE); + + // * Craft Feats: Want 50 charges on a newly created wand? We found this unbalancing, + // * but since it is described this way in the book, here is the switch to get it back... + // SetModuleSwitch (MODULE_SWITCH_ENABLE_CRAFT_WAND_50_CHARGES, TRUE); + + // * Craft Feats: Use this to disable Item Creation Feats if you do not want + // * them in your module + // SetModuleSwitch (MODULE_SWITCH_DISABLE_ITEM_CREATION_FEATS, TRUE); + + // * Palemaster: Deathless master touch in PnP only affects creatures up to a certain size. + // * We do not support this check for balancing reasons, but you can still activate it... + // SetModuleSwitch (MODULE_SWITCH_SPELL_CORERULES_DMASTERTOUCH, TRUE); + + // * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this + // * did not fit into NWNs spell system and was confusing, so we took it out... + // SetModuleSwitch (MODULE_SWITCH_EPIC_SPELLS_HURT_CASTER, TRUE); + + // * Epic Spellcasting: Some Epic spells feed on the liveforce of the caster. However this + // * did not fit into NWNs spell system and was confusing, so we took it out... + // SetModuleSwitch (MODULE_SWITCH_RESTRICT_USE_POISON_TO_FEAT, TRUE); + + // * Spellcasting: Some people don't like caster's abusing expertise to raise their AC + // * Uncommenting this line will drop expertise mode whenever a spell is cast by a player + // SetModuleSwitch (MODULE_VAR_AI_STOP_EXPERTISE_ABUSE, TRUE); + + + // * Item Event Scripts: The game's default event scripts allow routing of all item related events + // * into a single file, based on the tag of that item. If an item's tag is "test", it will fire a + // * script called "test" when an item based event (equip, unequip, acquire, unacquire, activate,...) + // * is triggered. Check "x2_it_example.nss" for an example. + // * This feature is disabled by default. + SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE); + + if (GetModuleSwitchValue (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE) + { + // * If Tagbased scripts are enabled, and you are running a Local Vault Server + // * you should use the line below to add a layer of security to your server, preventing + // * people to execute script you don't want them to. If you use the feature below, + // * all called item scrips will be the prefix + the Tag of the item you want to execute, up to a + // * maximum of 16 chars, instead of the pure tag of the object. + // * i.e. without the line below a user activating an item with the tag "test", + // * will result in the execution of a script called "test". If you uncomment the line below + // * the script called will be "1_test.nss" + // SetUserDefinedItemEventPrefix("1_"); + + } + + // * This initializes Bioware's wandering monster system as used in Hordes of the Underdark + // * You can deactivate it, making your module load faster if you do not use it. + // * If you want to use it, make sure you set "x2_mod_def_rest" as your module's OnRest Script + // SetModuleSwitch (MODULE_SWITCH_USE_XP2_RESTSYSTEM, TRUE); + + if (GetModuleSwitchValue(MODULE_SWITCH_USE_XP2_RESTSYSTEM) == TRUE) + { + + // * This allows you to specify a different 2da for the wandering monster system. + // SetWanderingMonster2DAFile("des_restsystem"); + + //* Do not change this line. + WMBuild2DACache(); + } + + // * In the following section there are examples for setting various options + // * in horse package. For more information look in the "x3_inc_horse". + + // * Ignores terrain height differencies while deciding whether to play mounting + // * animation or not (if the elevation difference between rider and horse in + // * hilly terrain is large, clipping occurs and the rider animates either above + // * the horse or sinks in the horse during animation, which may look funny). + SetLocalInt(GetModule(),"bX3_MOUNT_NO_ZAXIS",TRUE); + + // * This tells how long you have left in seconds before you will be force-mounted + // * if you got stuck while moving to horse in mounting procedure, unless you + // * are using X3_HORSE_ACT_VS_DELAY method, where you can interrupt your movement + // * before reaching the mounting spot. + //SetLocalFloat(GetModule(),"fX3_TIMEOUT_TO_MOUNT",12.0f); + + // * Once per fX3_FREQUENCY (default = 1.0s) seconds character will retry to + // * get on the right path when moving to horse in case he gets stuck or + // * something makes him temporarily stuck, if he doesnt get to horse in + // * fX3_TIMEOUT_TO_MOUNT seconds, he is forced to mount. + //SetLocalFloat(GetModule(),"fX3_FREQUENCY",2.0); + + // * Use this if you want characters to be able to interrupt the mounting + // * procedure before they get to the horse (ie. by clicking on the ground). + //SetLocalInt(GetModule(),"X3_HORSE_ACT_VS_DELAY",TRUE); + + // * Use horse's inventory as a storage for saddlebag content. + //SetLocalInt(GetModule(),"X3_HORSE_ENABLE_SADDLEBAGS",TRUE); + + // * Dont forget to place the storage waypoint for this to work! + //SetLocalString(GetModule(),"X3_SADDLEBAG_DATABASE","NAME"); + + // * Doesnt apply speed bonus when mounted. + //SetLocalInt(GetModule(),"X3_HORSE_DISABLE_SPEED",TRUE); + + // * Mounts are allowed in exterior areas only. + //SetLocalInt(GetModule(),"X3_MOUNTS_EXTERNAL_ONLY",TRUE); + + // * No horses are allowed underground. + //SetLocalInt(GetModule(),"X3_MOUNTS_NO_UNDERGROUND",TRUE); + + // * Possible trouble-shoot for situation when players would be left in an + // * uncommandable state (it should never happen however) + //SetLocalInt(GetModule(),"X3_NO_MOUNT_COMMANDABLE",TRUE); + + // added in hopes of webhook/discord + NWNX_WebHook_SendWebHookHTTPS("discordapp.com", NWNX_DISCORD_URL, "Those blasted orcs won't dare lay a finger on my farm.", "Wilie Leonsbane"); +} diff --git a/_module/nss/hordebanner1.nss b/_module/nss/hordebanner1.nss new file mode 100644 index 0000000..e474590 --- /dev/null +++ b/_module/nss/hordebanner1.nss @@ -0,0 +1,8 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner001", loc, TRUE); +} + + diff --git a/_module/nss/hordebanner10.nss b/_module/nss/hordebanner10.nss new file mode 100644 index 0000000..9bb1b3a --- /dev/null +++ b/_module/nss/hordebanner10.nss @@ -0,0 +1,7 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner010", loc, TRUE); +} + diff --git a/_module/nss/hordebanner2.nss b/_module/nss/hordebanner2.nss new file mode 100644 index 0000000..6eac77a --- /dev/null +++ b/_module/nss/hordebanner2.nss @@ -0,0 +1,7 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner002", loc, TRUE); +} + diff --git a/_module/nss/hordebanner3.nss b/_module/nss/hordebanner3.nss new file mode 100644 index 0000000..f7efc81 --- /dev/null +++ b/_module/nss/hordebanner3.nss @@ -0,0 +1,7 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner003", loc, TRUE); +} + diff --git a/_module/nss/hordebanner4.nss b/_module/nss/hordebanner4.nss new file mode 100644 index 0000000..d507284 --- /dev/null +++ b/_module/nss/hordebanner4.nss @@ -0,0 +1,7 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner004", loc, TRUE); +} + diff --git a/_module/nss/hordebanner5.nss b/_module/nss/hordebanner5.nss new file mode 100644 index 0000000..5468888 --- /dev/null +++ b/_module/nss/hordebanner5.nss @@ -0,0 +1,7 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner005", loc, TRUE); +} + diff --git a/_module/nss/hordebanner6.nss b/_module/nss/hordebanner6.nss new file mode 100644 index 0000000..fa63f26 --- /dev/null +++ b/_module/nss/hordebanner6.nss @@ -0,0 +1,8 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner006", loc, TRUE); + +} + diff --git a/_module/nss/hordebanner7.nss b/_module/nss/hordebanner7.nss new file mode 100644 index 0000000..512c404 --- /dev/null +++ b/_module/nss/hordebanner7.nss @@ -0,0 +1,7 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner007", loc, TRUE); +} + diff --git a/_module/nss/hordebanner8.nss b/_module/nss/hordebanner8.nss new file mode 100644 index 0000000..0615429 --- /dev/null +++ b/_module/nss/hordebanner8.nss @@ -0,0 +1,7 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner008", loc, TRUE); +} + diff --git a/_module/nss/hordebanner9.nss b/_module/nss/hordebanner9.nss new file mode 100644 index 0000000..04217ca --- /dev/null +++ b/_module/nss/hordebanner9.nss @@ -0,0 +1,7 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "pcbanner009", loc, TRUE); +} + diff --git a/_module/nss/hpersuadecheck.nss b/_module/nss/hpersuadecheck.nss new file mode 100644 index 0000000..97f358b --- /dev/null +++ b/_module/nss/hpersuadecheck.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName hpersuadecheck +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 8:03:08 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +int StartingConditional() +{ + + // Perform skill checks + if(!(AutoDC(DC_HARD, SKILL_PERSUADE, GetPCSpeaker()))) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs0.nss b/_module/nss/hs0.nss new file mode 100644 index 0000000..0a21a9d --- /dev/null +++ b/_module/nss/hs0.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs1.nss b/_module/nss/hs1.nss new file mode 100644 index 0000000..cfdaa95 --- /dev/null +++ b/_module/nss/hs1.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs10.nss b/_module/nss/hs10.nss new file mode 100644 index 0000000..daf1833 --- /dev/null +++ b/_module/nss/hs10.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 10)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs2.nss b/_module/nss/hs2.nss new file mode 100644 index 0000000..3ab2a3b --- /dev/null +++ b/_module/nss/hs2.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 2)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs3.nss b/_module/nss/hs3.nss new file mode 100644 index 0000000..27e7496 --- /dev/null +++ b/_module/nss/hs3.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 3)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs4.nss b/_module/nss/hs4.nss new file mode 100644 index 0000000..ea9a8d2 --- /dev/null +++ b/_module/nss/hs4.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 4)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs5.nss b/_module/nss/hs5.nss new file mode 100644 index 0000000..55cd43b --- /dev/null +++ b/_module/nss/hs5.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 5)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs6.nss b/_module/nss/hs6.nss new file mode 100644 index 0000000..e4b16f3 --- /dev/null +++ b/_module/nss/hs6.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 6)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs7.nss b/_module/nss/hs7.nss new file mode 100644 index 0000000..9e8dbe9 --- /dev/null +++ b/_module/nss/hs7.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 7)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs8.nss b/_module/nss/hs8.nss new file mode 100644 index 0000000..f079a92 --- /dev/null +++ b/_module/nss/hs8.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 8)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/hs9.nss b/_module/nss/hs9.nss new file mode 100644 index 0000000..7561ef4 --- /dev/null +++ b/_module/nss/hs9.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName hs0 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/22/2002 9:20:19 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nBattleProgress") == 9)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/innburn.nss b/_module/nss/innburn.nss new file mode 100644 index 0000000..dc9d6a2 --- /dev/null +++ b/_module/nss/innburn.nss @@ -0,0 +1,99 @@ +//:://///////////////////////////////////////////// +//:: Default:On Death +//:: NW_C2_DEFAULT7 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Shouts to allies that they have been killed + Burns inn and kills occupants +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//:: Modified By: Dalantriel Jul 22, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); + int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); + if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) + { + object oKiller = GetLastKiller(); + AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); + } + + SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK); + //Shout Attack my target, only works with the On Spawn In setup + SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); + if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1007)); + } + +// Burn the inn +// Add flames and sound to exterior of inn + + location loc; + + object oflame = GetObjectByTag("inn_f1"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f2"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f3"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f4"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f5"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("inn_f6"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + SoundObjectPlay(GetObjectByTag("FireInn")); + SoundObjectPlay(GetObjectByTag("FireInn2")); + +// Destroy all occupants and replace with flames + + oflame = GetObjectByTag("NW_COMFEMALE"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_COMFEMALE")); + + oflame = GetObjectByTag("NW_FEMALEKID01"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_FEMALEKID01")); + + oflame = GetObjectByTag("NW_MALEKID01"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_MALEKID01")); + + oflame = GetObjectByTag("Dili"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("Dili")); + + oflame = GetObjectByTag("NW_NOBLFEMALE"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_NOBLFEMALE")); + + oflame = GetObjectByTag("NW_OLDWOMAN"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(GetObjectByTag("NW_OLDWOMAN")); + +} diff --git a/_module/nss/intro.nss b/_module/nss/intro.nss new file mode 100644 index 0000000..028de85 --- /dev/null +++ b/_module/nss/intro.nss @@ -0,0 +1,111 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + + + if (GetLocalInt(GetObjectByTag("TownGuardintro2"), "nConversation") == 2) + { + if(GetIsPC(GetLastPerceived())) + { + ActionSpeakString("Oh come on! There is no point staying here if the village needs our help."); + SetLocalInt(GetObjectByTag("TownGuardintro2"), "nConversation", 3); + } + } +} diff --git a/_module/nss/intro2.nss b/_module/nss/intro2.nss new file mode 100644 index 0000000..34c77a2 --- /dev/null +++ b/_module/nss/intro2.nss @@ -0,0 +1,112 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + if(GetLocalInt(OBJECT_SELF, "nConversation") == 1) + { + ActionSpeakString("No, and I'll hear no more on the matter.\nWe have our orders and we continue to guard this road until we are told otherwise."); + SetLocalInt(OBJECT_SELF, "nConversation", 2); + } + if(GetLocalInt(OBJECT_SELF, "nConversation") == 4) + { + ActionSpeakString("Don't be an adventurous fool Williande! *sighs* But if you must go good luck to you."); + SetLocalInt(OBJECT_SELF, "nConversation", 5); + } + +} diff --git a/_module/nss/introstart.nss b/_module/nss/introstart.nss new file mode 100644 index 0000000..7db6e8c --- /dev/null +++ b/_module/nss/introstart.nss @@ -0,0 +1,76 @@ +//:://///////////////////////////////////////////// +//:: Default On Percieve +//:: NW_C2_DEFAULT2 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Checks to see if the perceived target is an + enemy and if so fires the Determine Combat + Round function +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" + +void main() +{ + //This is the equivalent of a force conversation bubble, should only be used if you want an NPC + //to say something while he is already engaged in combat. + if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) && GetIsPC(GetLastPerceived()) && GetLastPerceptionSeen()) + { + SpeakOneLinerConversation(); + } + //If the last perception event was hearing based or if someone vanished then go to search mode + if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived())) + { + object oGone = GetLastPerceived(); + if((GetAttemptedAttackTarget() == GetLastPerceived() || + GetAttemptedSpellTarget() == GetLastPerceived() || + GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF)) + { + ClearAllActions(); + DetermineCombatRound(); + } + } + //Do not bother checking the last target seen if already fighting + else if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + //Check if the last percieved creature was actually seen + if(GetLastPerceptionSeen()) + { + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(GetIsEnemy(GetLastPerceived())) + { + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + SetFacingPoint(GetPosition(GetLastPerceived())); + SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); + DetermineCombatRound(); + } + } + //Linked up to the special conversation check to initiate a special one-off conversation + //to get the PCs attention + else if(GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) && GetIsPC(GetLastPerceived())) + { + ActionStartConversation(OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen()) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1002)); + } + + if(GetIsPC(GetLastPerceived())) + { + ActionSpeakString("Listen Loric, we should return to XXX immediately! The road is safe for now and we'll need all the troops we can manage to defend the village proper."); + SetLocalInt(GetObjectByTag("TownGuardintro2"), "nConversation", 1); + } + +} diff --git a/_module/nss/leavearea.nss b/_module/nss/leavearea.nss new file mode 100644 index 0000000..f05fb97 --- /dev/null +++ b/_module/nss/leavearea.nss @@ -0,0 +1,4 @@ +void main() +{ +SpeakString("The village will surely perish without your help.\nYou realise that you should turn back."); +} diff --git a/_module/nss/letter_invent.nss b/_module/nss/letter_invent.nss new file mode 100644 index 0000000..5b80182 --- /dev/null +++ b/_module/nss/letter_invent.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName letter_invent +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/9/2002 11:25:29 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +int StartingConditional() +{ + + // Make sure the PC speaker has these items in their inventory + if(!CheckPartyForItem(GetPCSpeaker(), "HD_FangrotLetter")) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/levelfinished.nss b/_module/nss/levelfinished.nss new file mode 100644 index 0000000..01e35c0 --- /dev/null +++ b/_module/nss/levelfinished.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName finishedhorde +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 11:33:58 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") > 0)) + return FALSE; + + return TRUE; +} + diff --git a/_module/nss/lorecheck.nss b/_module/nss/lorecheck.nss new file mode 100644 index 0000000..afc16c8 --- /dev/null +++ b/_module/nss/lorecheck.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName lorecheck +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/14/2002 6:30:48 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +int StartingConditional() +{ + + // Perform skill checks + if(!(AutoDC(DC_EASY, SKILL_LORE, GetPCSpeaker()))) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/lorecheckfail.nss b/_module/nss/lorecheckfail.nss new file mode 100644 index 0000000..c6485b7 --- /dev/null +++ b/_module/nss/lorecheckfail.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName lorecheck +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/14/2002 6:30:48 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +int StartingConditional() +{ + + // Perform skill checks + if(AutoDC(DC_EASY, SKILL_LORE, GetPCSpeaker())) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/magictres.nss b/_module/nss/magictres.nss new file mode 100644 index 0000000..c0f7ec6 --- /dev/null +++ b/_module/nss/magictres.nss @@ -0,0 +1,1008 @@ +//:: RandomTresure +//:: +/* + Modified by Dalantriel (July 20, 2002) + Based on original script by: Mark Temple (exeter@intcon.net) + Using resref listings provided by Richard Conner + + This script generates 1 Magic item 328/400 times + Magic items cost no more than ~9000 gold and are usuable + by characters up to ~lv 7 + Scrolls are not generated by this script +*/ + +void main() +{ + int nRand; +// Set variable to random number... insert Dice command of choice + nRand= Random(400); +// Switch statement fires for chosen numbers, I chose 4 even intervals for treasure to drop +// CreateItemOnObject inserts the chosen drop into the inventory of the mob script is assigned to +// Takes blueprint id, target object (using OBJECT_SELF to target mob script resides on) and quantity + switch(nRand) + { + case 1: + CreateItemOnObject("nw_wammar003", OBJECT_SELF, 1); + break; + case 2: + CreateItemOnObject("nw_wthmdt006", OBJECT_SELF, 1); + break; + case 3: + CreateItemOnObject("nw_it_mneck001", OBJECT_SELF, 1); + break; + case 4: + CreateItemOnObject("nw_maarcl021", OBJECT_SELF, 1); + break; + case 5: + CreateItemOnObject("nw_maarcl011", OBJECT_SELF, 1); + break; + case 6: + CreateItemOnObject("nw_maarcl013", OBJECT_SELF, 1); + break; + case 7: + CreateItemOnObject("nw_wammar001", OBJECT_SELF, 1); + break; + case 8: + CreateItemOnObject("NW_IT_PICKS003", OBJECT_SELF, 1); + break; + case 9: + CreateItemOnObject("nw_wdbmax004", OBJECT_SELF, 1); + break; + case 10: + CreateItemOnObject("nw_wthmax004", OBJECT_SELF, 1); + break; + case 11: + CreateItemOnObject("nw_maarcl051", OBJECT_SELF, 1); + break; + case 12: + CreateItemOnObject("nw_it_mbelt006", OBJECT_SELF, 1); + break; + case 13: + CreateItemOnObject("nw_wdbmqs006", OBJECT_SELF, 1); + break; + case 14: + CreateItemOnObject("nw_wthmax005", OBJECT_SELF, 1); + break; + case 15: + CreateItemOnObject("nw_wspmsc004", OBJECT_SELF, 1); + break; + case 16: + CreateItemOnObject("nw_wammbo001", OBJECT_SELF, 1); + break; + case 17: + CreateItemOnObject("nw_wammbo002", OBJECT_SELF, 1); + break; + case 18: + CreateItemOnObject("nw_it_mboots001", OBJECT_SELF, 1); + break; + case 19: + CreateItemOnObject("nw_it_mbracer002", OBJECT_SELF, 1); + break; + case 20: + CreateItemOnObject("nw_it_mbracer001", OBJECT_SELF, 1); + break; + case 21: + CreateItemOnObject("nw_maarcl049", OBJECT_SELF, 1); + break; + case 22: + CreateItemOnObject("nw_wammbu002", OBJECT_SELF, 1); + break; + case 23: + CreateItemOnObject("nw_aarcl004", OBJECT_SELF, 1); + break; + case 24: + CreateItemOnObject("nw_maarcl046", OBJECT_SELF, 1); + break; + case 25: + CreateItemOnObject("nw_maarcl058", OBJECT_SELF, 1); + break; + case 26: + CreateItemOnObject("nw_maarcl057", OBJECT_SELF, 1); + break; + case 27: + CreateItemOnObject("nw_maarcl056", OBJECT_SELF, 1); + break; + case 28: + CreateItemOnObject("nw_maarcl055", OBJECT_SELF, 1); + break; + case 29: + CreateItemOnObject("nw_maarcl030", OBJECT_SELF, 1); + break; + case 30: + CreateItemOnObject("nw_wblmhl004", OBJECT_SELF, 1); + break; + case 31: + CreateItemOnObject("nw_wthmdt007", OBJECT_SELF, 1); + break; + case 32: + CreateItemOnObject("nw_wswmsc008", OBJECT_SELF, 1); + break; + case 33: + CreateItemOnObject("nw_wthmsh004", OBJECT_SELF, 1); + break; + case 34: + CreateItemOnObject("nw_wblmms008", OBJECT_SELF, 1); + break; + case 35: + CreateItemOnObject("nw_wbwmsh003", OBJECT_SELF, 1); + break; + case 36: + CreateItemOnObject("nw_wbwmln004", OBJECT_SELF, 1); + break; + case 37: + CreateItemOnObject("nw_maarcl029", OBJECT_SELF, 1); + break; + case 38: + CreateItemOnObject("nw_wplmss008", OBJECT_SELF, 1); + break; + case 39: + CreateItemOnObject("nw_wswmss008", OBJECT_SELF, 1); + break; + case 40: + CreateItemOnObject("nw_wbwmxh005", OBJECT_SELF, 1); + break; + case 41: + CreateItemOnObject("nw_wammar002", OBJECT_SELF, 1); + break; + case 42: + CreateItemOnObject("nw_wthmax007", OBJECT_SELF, 1); + break; + case 43: + CreateItemOnObject("nw_wblmml006", OBJECT_SELF, 1); + break; + case 44: + CreateItemOnObject("nw_wblmfl008", OBJECT_SELF, 1); + break; + case 45: + CreateItemOnObject("nw_maarcl053", OBJECT_SELF, 1); + break; + case 46: + CreateItemOnObject("nw_it_mglove002", OBJECT_SELF, 1); + break; + case 47: + CreateItemOnObject("nw_wammbu001", OBJECT_SELF, 1); + break; + case 48: + CreateItemOnObject("nw_wblmcl008", OBJECT_SELF, 1); + break; + case 49: + CreateItemOnObject("nw_maarcl026", OBJECT_SELF, 1); + break; + case 50: + CreateItemOnObject("nw_wspmsc008", OBJECT_SELF, 1); + break; + case 51: + CreateItemOnObject("nw_wthmsh007", OBJECT_SELF, 1); + break; + case 52: + CreateItemOnObject("nw_maarcl052", OBJECT_SELF, 1); + break; + case 53: + CreateItemOnObject("nw_it_creitem147", OBJECT_SELF, 1); + break; + case 54: + CreateItemOnObject("nw_wblmhw006", OBJECT_SELF, 1); + break; + case 55: + CreateItemOnObject("nw_wswmgs009", OBJECT_SELF, 1); + break; + case 56: + CreateItemOnObject("NW_IT_PICKS004", OBJECT_SELF, 1); + break; + case 57: + CreateItemOnObject("nw_it_medkit001", OBJECT_SELF, 1); + break; + case 58: + CreateItemOnObject("nw_maarcl047", OBJECT_SELF, 1); + break; + case 59: + CreateItemOnObject("nw_ashmto003", OBJECT_SELF, 1); + break; + case 60: + CreateItemOnObject("nw_wswmka005", OBJECT_SELF, 1); + break; + case 61: + CreateItemOnObject("nw_wdbmma003", OBJECT_SELF, 1); + break; + case 62: + CreateItemOnObject("nw_ashmlw002", OBJECT_SELF, 1); + break; + case 63: + CreateItemOnObject("nw_maarcl044", OBJECT_SELF, 1); + break; + case 64: + CreateItemOnObject("nw_wammar004", OBJECT_SELF, 1); + break; + case 65: + CreateItemOnObject("nw_wammbo004", OBJECT_SELF, 1); + break; + case 66: + CreateItemOnObject("nw_wammbu004", OBJECT_SELF, 1); + break; + case 67: + CreateItemOnObject("nw_wthmsh006", OBJECT_SELF, 1); + break; + case 68: + CreateItemOnObject("nw_wswmrp008", OBJECT_SELF, 1); + break; + case 69: + CreateItemOnObject("nw_maarcl031", OBJECT_SELF, 1); + break; + case 70: + CreateItemOnObject("nw_wblmms007", OBJECT_SELF, 1); + break; + case 71: + CreateItemOnObject("nw_maarcl043", OBJECT_SELF, 1); + break; + case 72: + CreateItemOnObject("nw_wammbo003", OBJECT_SELF, 1); + break; + case 73: + CreateItemOnObject("nw_wspmka005", OBJECT_SELF, 1); + break; + case 74: + CreateItemOnObject("nw_it_mpotion016", OBJECT_SELF, 1); + break; + case 75: + CreateItemOnObject("nw_it_mpotion006", OBJECT_SELF, 1); + break; + case 76: + CreateItemOnObject("nw_it_mpotion005", OBJECT_SELF, 1); + break; + case 77: + CreateItemOnObject("nw_it_mpotion009", OBJECT_SELF, 1); + break; + case 78: + CreateItemOnObject("nw_it_mpotion015", OBJECT_SELF, 1); + break; + case 79: + CreateItemOnObject("nw_it_mpotion014", OBJECT_SELF, 1); + break; + case 80: + CreateItemOnObject("nw_it_mpotion007", OBJECT_SELF, 1); + break; + case 81: + CreateItemOnObject("nw_it_mpotion003", OBJECT_SELF, 1); + break; + case 82: + CreateItemOnObject("nw_it_mpotion001", OBJECT_SELF, 1); + break; + case 83: + CreateItemOnObject("nw_it_mpotion002", OBJECT_SELF, 1); + break; + case 84: + CreateItemOnObject("nw_it_mpotion010", OBJECT_SELF, 1); + break; + case 85: + CreateItemOnObject("nw_it_mpotion013", OBJECT_SELF, 1); + break; + case 86: + CreateItemOnObject("nw_it_mpotion017", OBJECT_SELF, 1); + break; + case 87: + CreateItemOnObject("nw_it_mpotion012", OBJECT_SELF, 1); + break; + case 88: + CreateItemOnObject("nw_it_mpotion008", OBJECT_SELF, 1); + break; + case 89: + CreateItemOnObject("nw_it_mpotion011", OBJECT_SELF, 1); + break; + case 90: + CreateItemOnObject("nw_it_mpotion019", OBJECT_SELF, 1); + break; + case 91: + CreateItemOnObject("nw_it_mpotion018", OBJECT_SELF, 1); + break; + case 92: + CreateItemOnObject("nw_it_mpotion004", OBJECT_SELF, 1); + break; + case 93: + CreateItemOnObject("nw_maarcl020", OBJECT_SELF, 1); + break; + case 94: + CreateItemOnObject("nw_it_creitem149", OBJECT_SELF, 1); + break; + case 95: + CreateItemOnObject("nw_wthmax006", OBJECT_SELF, 1); + break; + case 96: + CreateItemOnObject("nw_it_mring006", OBJECT_SELF, 1); + break; + case 97: + CreateItemOnObject("nw_it_mring010", OBJECT_SELF, 1); + break; + case 98: + CreateItemOnObject("nw_it_mring009", OBJECT_SELF, 1); + break; + case 99: + CreateItemOnObject("nw_it_mring012", OBJECT_SELF, 1); + break; + case 100: + CreateItemOnObject("nw_it_mring003", OBJECT_SELF, 1); + break; + case 101: + CreateItemOnObject("nw_it_mring011", OBJECT_SELF, 1); + break; + case 102: + CreateItemOnObject("nw_it_mring001", OBJECT_SELF, 1); + break; + case 103: + CreateItemOnObject("nw_it_mring008", OBJECT_SELF, 1); + break; + case 104: + CreateItemOnObject("nw_it_mring013", OBJECT_SELF, 1); + break; + case 105: + CreateItemOnObject("nw_mcloth007", OBJECT_SELF, 1); + break; + case 106: + CreateItemOnObject("nw_mcloth008", OBJECT_SELF, 1); + break; + case 107: + CreateItemOnObject("nw_mcloth010", OBJECT_SELF, 1); + break; + case 108: + CreateItemOnObject("nw_mcloth009", OBJECT_SELF, 1); + break; + case 109: + CreateItemOnObject("nw_mcloth006", OBJECT_SELF, 1); + break; + case 110: + CreateItemOnObject("nw_wmgmrd003", OBJECT_SELF, 1); + break; + case 111: + CreateItemOnObject("nw_wblmhw009", OBJECT_SELF, 1); + break; + case 112: + CreateItemOnObject("nw_it_mbelt005", OBJECT_SELF, 1); + break; + case 113: + CreateItemOnObject("nw_it_mmidmisc04", OBJECT_SELF, 1); + break; + case 114: + CreateItemOnObject("nw_maarcl048", OBJECT_SELF, 1); + break; + case 115: + CreateItemOnObject("nw_maarcl019", OBJECT_SELF, 1); + break; + case 116: + CreateItemOnObject("nw_maarcl059", OBJECT_SELF, 1); + break; + case 117: + CreateItemOnObject("nw_it_mneck006", OBJECT_SELF, 1); + break; + case 118: + CreateItemOnObject("nw_wplmsc008", OBJECT_SELF, 1); + break; + case 119: + CreateItemOnObject("nw_waxmbt008", OBJECT_SELF, 1); + break; + case 120: + CreateItemOnObject("NW_HEN_GAL1RW", OBJECT_SELF, 1); + break; + case 121: + CreateItemOnObject("nw_wspmku006", OBJECT_SELF, 1); + break; + case 122: + CreateItemOnObject("nw_wthmsh005", OBJECT_SELF, 1); + break; + case 123: + CreateItemOnObject("nw_ashmsw002", OBJECT_SELF, 1); + break; + case 124: + CreateItemOnObject("nw_maarcl050", OBJECT_SELF, 1); + break; + case 125: + CreateItemOnObject("nw_wdbmqs005", OBJECT_SELF, 1); + break; + case 126: + CreateItemOnObject("nw_wmgst004", OBJECT_SELF, 1); + break; + case 127: + CreateItemOnObject("nw_wmgst005", OBJECT_SELF, 1); + break; + case 128: + CreateItemOnObject("nw_wmgst006", OBJECT_SELF, 1); + break; + case 129: + CreateItemOnObject("nw_wthmsh003", OBJECT_SELF, 1); + break; + case 130: + CreateItemOnObject("nw_waxmgr007", OBJECT_SELF, 1); + break; + case 131: + CreateItemOnObject("nw_waxmgr008", OBJECT_SELF, 1); + break; + case 132: + CreateItemOnObject("nw_wblmhl008", OBJECT_SELF, 1); + break; + case 133: + CreateItemOnObject("nw_maarcl045", OBJECT_SELF, 1); + break; + case 134: + CreateItemOnObject("nw_armhe007", OBJECT_SELF, 1); + break; + case 135: + CreateItemOnObject("nw_wthmax003", OBJECT_SELF, 1); + break; + case 136: + CreateItemOnObject("nw_ashmto002", OBJECT_SELF, 1); + break; + case 137: + CreateItemOnObject("nw_wdbmsw008", OBJECT_SELF, 1); + break; + case 138: + CreateItemOnObject("nw_it_creitem142", OBJECT_SELF, 1); + break; + case 139: + CreateItemOnObject("nw_wmgwn003", OBJECT_SELF, 1); + break; + case 140: + CreateItemOnObject("nw_wmgwn002", OBJECT_SELF, 1); + break; + case 141: + CreateItemOnObject("nw_wmgwn006", OBJECT_SELF, 1); + break; + case 142: + CreateItemOnObject("nw_wmgwn007", OBJECT_SELF, 1); + break; + case 143: + CreateItemOnObject("nw_wmgwn004", OBJECT_SELF, 1); + break; + case 144: + CreateItemOnObject("nw_wmgwn010", OBJECT_SELF, 1); + break; + case 145: + CreateItemOnObject("nw_maarcl023", OBJECT_SELF, 1); + break; + case 146: + CreateItemOnObject("nw_maarcl060", OBJECT_SELF, 1); + break; + case 147: + CreateItemOnObject("nw_wblmfl004", OBJECT_SELF, 1); + break; + case 148: + CreateItemOnObject("nw_maarcl064", OBJECT_SELF, 1); + break; + case 149: + CreateItemOnObject("nw_wswmbs002", OBJECT_SELF, 1); + break; + case 150: + CreateItemOnObject("nw_waxmbt002", OBJECT_SELF, 1); + break; + case 151: + CreateItemOnObject("nw_maarcl065", OBJECT_SELF, 1); + break; + case 152: + CreateItemOnObject("nw_maarcl035", OBJECT_SELF, 1); + break; + case 153: + CreateItemOnObject("nw_maarcl067", OBJECT_SELF, 1); + break; + case 154: + CreateItemOnObject("nw_wblmcl002", OBJECT_SELF, 1); + break; + case 155: + CreateItemOnObject("nw_wswmdg002", OBJECT_SELF, 1); + break; + case 156: + CreateItemOnObject("nw_wthmdt002", OBJECT_SELF, 1); + break; + case 157: + CreateItemOnObject("nw_wdbmma002", OBJECT_SELF, 1); + break; + case 158: + CreateItemOnObject("nw_wdbmax002", OBJECT_SELF, 1); + break; + case 159: + CreateItemOnObject("nw_maarcl068", OBJECT_SELF, 1); + break; + case 160: + CreateItemOnObject("nw_waxmgr002", OBJECT_SELF, 1); + break; + case 161: + CreateItemOnObject("nw_wswmgs002", OBJECT_SELF, 1); + break; + case 162: + CreateItemOnObject("nw_wplmhb002", OBJECT_SELF, 1); + break; + case 163: + CreateItemOnObject("nw_maarcl069", OBJECT_SELF, 1); + break; + case 164: + CreateItemOnObject("nw_waxmhn002", OBJECT_SELF, 1); + break; + case 165: + CreateItemOnObject("nw_wbwmxh002", OBJECT_SELF, 1); + break; + case 166: + CreateItemOnObject("nw_wblmfh002", OBJECT_SELF, 1); + break; + case 167: + CreateItemOnObject("nw_maarcl070", OBJECT_SELF, 1); + break; + case 168: + CreateItemOnObject("nw_wthmdt005", OBJECT_SELF, 1); + break; + case 169: + CreateItemOnObject("nw_wdbmma007", OBJECT_SELF, 1); + break; + case 170: + CreateItemOnObject("nw_wspmka002", OBJECT_SELF, 1); + break; + case 171: + CreateItemOnObject("nw_wswmka002", OBJECT_SELF, 1); + break; + case 172: + CreateItemOnObject("nw_wspmku002", OBJECT_SELF, 1); + break; + case 173: + CreateItemOnObject("nw_ashmlw008", OBJECT_SELF, 1); + break; + case 174: + CreateItemOnObject("nw_maarcl071", OBJECT_SELF, 1); + break; + case 175: + CreateItemOnObject("nw_wbwmxl002", OBJECT_SELF, 1); + break; + case 176: + CreateItemOnObject("nw_wblmfl002", OBJECT_SELF, 1); + break; + case 177: + CreateItemOnObject("nw_wblmhl002", OBJECT_SELF, 1); + break; + case 178: + CreateItemOnObject("nw_wbwmln002", OBJECT_SELF, 1); + break; + case 179: + CreateItemOnObject("nw_wswmls002", OBJECT_SELF, 1); + break; + case 180: + CreateItemOnObject("nw_wblmml002", OBJECT_SELF, 1); + break; + case 181: + CreateItemOnObject("nw_wblmml003", OBJECT_SELF, 1); + break; + case 182: + CreateItemOnObject("nw_wblmms002", OBJECT_SELF, 1); + break; + case 183: + CreateItemOnObject("nw_wspmnn002", OBJECT_SELF, 1); + break; + case 184: + CreateItemOnObject("nw_maarcl072", OBJECT_SELF, 1); + break; + case 185: + CreateItemOnObject("nw_wdbmqs002", OBJECT_SELF, 1); + break; + case 186: + CreateItemOnObject("nw_wswmrp002", OBJECT_SELF, 1); + break; + case 187: + CreateItemOnObject("nw_maarcl073", OBJECT_SELF, 1); + break; + case 188: + CreateItemOnObject("nw_wswmsc002", OBJECT_SELF, 1); + break; + case 189: + CreateItemOnObject("nw_wplmsc002", OBJECT_SELF, 1); + break; + case 190: + CreateItemOnObject("nw_wbwmsh002", OBJECT_SELF, 1); + break; + case 191: + CreateItemOnObject("nw_wplmss002", OBJECT_SELF, 1); + break; + case 192: + CreateItemOnObject("nw_wswmss002", OBJECT_SELF, 1); + break; + case 193: + CreateItemOnObject("nw_wthmsh002", OBJECT_SELF, 1); + break; + case 194: + CreateItemOnObject("nw_wspmsc002", OBJECT_SELF, 1); + break; + case 195: + CreateItemOnObject("nw_wbwmsl001", OBJECT_SELF, 1); + break; + case 196: + CreateItemOnObject("nw_ashmsw008", OBJECT_SELF, 1); + break; + case 197: + CreateItemOnObject("nw_maarcl074", OBJECT_SELF, 1); + break; + case 198: + CreateItemOnObject("nw_maarcl075", OBJECT_SELF, 1); + break; + case 199: + CreateItemOnObject("nw_wthmax002", OBJECT_SELF, 1); + break; + case 200: + CreateItemOnObject("nw_ashmto008", OBJECT_SELF, 1); + break; + case 201: + CreateItemOnObject("nw_wdbmsw002", OBJECT_SELF, 1); + break; + case 202: + CreateItemOnObject("nw_wblmhw002", OBJECT_SELF, 1); + break; + case 203: + CreateItemOnObject("nw_maarcl076", OBJECT_SELF, 1); + break; + case 204: + CreateItemOnObject("nw_wswmbs009", OBJECT_SELF, 1); + break; + case 205: + CreateItemOnObject("nw_waxmbt010", OBJECT_SELF, 1); + break; + case 206: + CreateItemOnObject("nw_maarcl077", OBJECT_SELF, 1); + break; + case 207: + CreateItemOnObject("nw_maarcl066", OBJECT_SELF, 1); + break; + case 208: + CreateItemOnObject("nw_maarcl079", OBJECT_SELF, 1); + break; + case 209: + CreateItemOnObject("nw_wblmcl010", OBJECT_SELF, 1); + break; + case 210: + CreateItemOnObject("nw_wswmdg008", OBJECT_SELF, 1); + break; + case 211: + CreateItemOnObject("nw_wthmdt008", OBJECT_SELF, 1); + break; + case 212: + CreateItemOnObject("nw_wdbmma010", OBJECT_SELF, 1); + break; + case 213: + CreateItemOnObject("nw_wdbmax010", OBJECT_SELF, 1); + break; + case 214: + CreateItemOnObject("nw_maarcl080", OBJECT_SELF, 1); + break; + case 215: + CreateItemOnObject("nw_waxmgr009", OBJECT_SELF, 1); + break; + case 216: + CreateItemOnObject("nw_wswmgs011", OBJECT_SELF, 1); + break; + case 217: + CreateItemOnObject("nw_wplmhb010", OBJECT_SELF, 1); + break; + case 218: + CreateItemOnObject("nw_maarcl081", OBJECT_SELF, 1); + break; + case 219: + CreateItemOnObject("nw_waxmhn010", OBJECT_SELF, 1); + break; + case 220: + CreateItemOnObject("nw_wbwmxh008", OBJECT_SELF, 1); + break; + case 221: + CreateItemOnObject("nw_wblmfh010", OBJECT_SELF, 1); + break; + case 222: + CreateItemOnObject("nw_maarcl082", OBJECT_SELF, 1); + break; + case 223: + CreateItemOnObject("nw_wdbmma008", OBJECT_SELF, 1); + break; + case 224: + CreateItemOnObject("nw_wspmka008", OBJECT_SELF, 1); + break; + case 225: + CreateItemOnObject("nw_wswmka010", OBJECT_SELF, 1); + break; + case 226: + CreateItemOnObject("nw_wspmku008", OBJECT_SELF, 1); + break; + case 227: + CreateItemOnObject("nw_ashmlw009", OBJECT_SELF, 1); + break; + case 228: + CreateItemOnObject("nw_maarcl083", OBJECT_SELF, 1); + break; + case 229: + CreateItemOnObject("nw_wbwmxl008", OBJECT_SELF, 1); + break; + case 230: + CreateItemOnObject("nw_wblmfl010", OBJECT_SELF, 1); + break; + case 231: + CreateItemOnObject("nw_wblmhl010", OBJECT_SELF, 1); + break; + case 232: + CreateItemOnObject("nw_wbwmln008", OBJECT_SELF, 1); + break; + case 233: + CreateItemOnObject("nw_wswmls010", OBJECT_SELF, 1); + break; + case 234: + CreateItemOnObject("nw_wblmml011", OBJECT_SELF, 1); + break; + case 235: + CreateItemOnObject("nw_wblmml009", OBJECT_SELF, 1); + break; + case 236: + CreateItemOnObject("nw_wblmms010", OBJECT_SELF, 1); + break; + case 237: + CreateItemOnObject("nw_wspmnn008", OBJECT_SELF, 1); + break; + case 238: + CreateItemOnObject("nw_maarcl084", OBJECT_SELF, 1); + break; + case 239: + CreateItemOnObject("nw_wdbmqs008", OBJECT_SELF, 1); + break; + case 240: + CreateItemOnObject("nw_wswmrp010", OBJECT_SELF, 1); + break; + case 241: + CreateItemOnObject("nw_maarcl085", OBJECT_SELF, 1); + break; + case 242: + CreateItemOnObject("nw_wswmsc010", OBJECT_SELF, 1); + break; + case 243: + CreateItemOnObject("nw_wplmsc010", OBJECT_SELF, 1); + break; + case 244: + CreateItemOnObject("nw_wbwmsh008", OBJECT_SELF, 1); + break; + case 245: + CreateItemOnObject("nw_wplmss010", OBJECT_SELF, 1); + break; + case 246: + CreateItemOnObject("nw_wswmss009", OBJECT_SELF, 1); + break; + case 247: + CreateItemOnObject("nw_wthmsh008", OBJECT_SELF, 1); + break; + case 248: + CreateItemOnObject("nw_wspmsc010", OBJECT_SELF, 1); + break; + case 249: + CreateItemOnObject("nw_wbwmsl009", OBJECT_SELF, 1); + break; + case 250: + CreateItemOnObject("nw_ashmsw009", OBJECT_SELF, 1); + break; + case 251: + CreateItemOnObject("nw_maarcl086", OBJECT_SELF, 1); + break; + case 252: + CreateItemOnObject("nw_wblmhl008", OBJECT_SELF, 1); + break; + case 253: + CreateItemOnObject("nw_maarcl087", OBJECT_SELF, 1); + break; + case 254: + CreateItemOnObject("nw_wthmax008", OBJECT_SELF, 1); + break; + case 255: + CreateItemOnObject("nw_ashmto009", OBJECT_SELF, 1); + break; + case 256: + CreateItemOnObject("nw_wdbmsw010", OBJECT_SELF, 1); + break; + case 257: + CreateItemOnObject("nw_wblmhw011", OBJECT_SELF, 1); + break; + case 258: + CreateItemOnObject("nw_wthmdt009", OBJECT_SELF, 1); + break; + case 259: + CreateItemOnObject("nw_wbwmxh009", OBJECT_SELF, 1); + break; + case 260: + CreateItemOnObject("nw_wbwmxl009", OBJECT_SELF, 1); + break; + case 261: + CreateItemOnObject("nw_wbwmln009", OBJECT_SELF, 1); + break; + case 262: + CreateItemOnObject("nw_wbwmsh009", OBJECT_SELF, 1); + break; + case 263: + CreateItemOnObject("nw_wthmsh009", OBJECT_SELF, 1); + break; + case 264: + CreateItemOnObject("nw_wbwmsl010", OBJECT_SELF, 1); + break; + case 265: + CreateItemOnObject("nw_wthmax009", OBJECT_SELF, 1); + break; +case 266: + CreateItemOnObject("nw_wmgmrd002", OBJECT_SELF, 1); + break; +case 267: +CreateItemOnObject("nw_it_mbelt011", OBJECT_SELF, 1); + break; +case 268: + CreateItemOnObject("NW_ITEM_000", OBJECT_SELF, 1); + break; +case 269: + CreateItemOnObject("nw_it_mboots010", OBJECT_SELF, 1); + break; +case 270: + CreateItemOnObject("nw_it_mboots011", OBJECT_SELF, 1); + break; +case 271: + CreateItemOnObject("nw_it_mboots012", OBJECT_SELF, 1); + break; +case 272: + CreateItemOnObject("nw_it_mboots013", OBJECT_SELF, 1); + break; +case 273: + CreateItemOnObject("NW_IT_MBOOTS001", OBJECT_SELF, 1); + break; +case 274: + CreateItemOnObject("NW_IT_MBOOTS006", OBJECT_SELF, 1); + break; +case 275: + CreateItemOnObject("NW_IT_MBRACER002", OBJECT_SELF, 1); + break; +case 276: + CreateItemOnObject("NW_IT_MBRACER007", OBJECT_SELF, 1); + break; +case 277: + CreateItemOnObject("NW_IT_MBRACER008", OBJECT_SELF, 1); + break; +case 278: + CreateItemOnObject("NW_IT_MBRACER001", OBJECT_SELF, 1); + break; +case 279: + CreateItemOnObject("NW_IT_MBRACER003", OBJECT_SELF, 1); + break; +case 280: + CreateItemOnObject("NW_MAARCL088", OBJECT_SELF, 1); + break; +case 281: + CreateItemOnObject("NW_MAARCL089", OBJECT_SELF, 1); + break; +case 282: + CreateItemOnObject("nw_maarcl098", OBJECT_SELF, 1); + break; +case 283: + CreateItemOnObject("nw_maarcl097", OBJECT_SELF, 1); + break; +case 284: + CreateItemOnObject("nw_maarcl096", OBJECT_SELF, 1); + break; +case 285: + CreateItemOnObject("nw_maarcl099", OBJECT_SELF, 1); + break; +case 286: + CreateItemOnObject("nw_maarcl102", OBJECT_SELF, 1); + break; +case 287: + CreateItemOnObject("nw_maarcl101", OBJECT_SELF, 1); + break; +case 288: + CreateItemOnObject("nw_maarcl100", OBJECT_SELF, 1); + break; +case 289: + CreateItemOnObject("nw_maarcl103", OBJECT_SELF, 1); + break; +case 290: + CreateItemOnObject("NW_IT_MGLOVE003", OBJECT_SELF, 1); + break; +case 291: + CreateItemOnObject("nw_it_mbelt014", OBJECT_SELF, 1); + break; +case 292: + CreateItemOnObject("nw_it_mbelt013", OBJECT_SELF, 1); + break; +case 293: + CreateItemOnObject("NW_MAARCL092", OBJECT_SELF, 1); + break; +case 294: + CreateItemOnObject("NW_MAARCL092", OBJECT_SELF, 1); + break; +case 295: + CreateItemOnObject("nw_ashmsw011", OBJECT_SELF, 1); + break; +case 296: + CreateItemOnObject("NW_ASHMSW006", OBJECT_SELF, 1); + break; +case 297: + CreateItemOnObject("NW_ARMHE008", OBJECT_SELF, 1); + break; +case 298: + CreateItemOnObject("nw_it_mbelt009", OBJECT_SELF, 1); + break; +case 299: + CreateItemOnObject("NW_MCLOTH011", OBJECT_SELF, 1); + break; +case 300: + CreateItemOnObject("NW_IT_MBOOTS015", OBJECT_SELF, 1); + break; +case 301: + CreateItemOnObject("NW_MAARCL104", OBJECT_SELF, 1); + break; +case 302: + CreateItemOnObject("NW_IT_MBRACER013", OBJECT_SELF, 1); + break; +case 303: + CreateItemOnObject("NW_ARHE004", OBJECT_SELF, 1); + break; +case 304: + CreateItemOnObject("NW_MCLOTH018", OBJECT_SELF, 1); + break; +case 305: + CreateItemOnObject("NW_MCLOTH019", OBJECT_SELF, 1); + break; +case 306: + CreateItemOnObject("NW_MCLOTH020", OBJECT_SELF, 1); + break; +case 307: + CreateItemOnObject("nw_it_mbelt015", OBJECT_SELF, 1); + break; +case 308: + CreateItemOnObject("NW_IT_MBRACER012", OBJECT_SELF, 1); + break; +case 309: + CreateItemOnObject("NW_MCLOTH013", OBJECT_SELF, 1); + break; +case 310: + CreateItemOnObject("NW_ARMHE011", OBJECT_SELF, 1); + break; +case 311: + CreateItemOnObject("nw_it_mneck032", OBJECT_SELF, 1); + break; +case 312: +CreateItemOnObject("nw_it_mneck030", OBJECT_SELF, 1); + break; + case 313: +CreateItemOnObject("nw_it_mneck031", OBJECT_SELF, 1); + break; + case 314: +CreateItemOnObject("nw_it_mneck029", OBJECT_SELF, 1); + break; + case 315: +CreateItemOnObject("NW_IT_MNECK012", OBJECT_SELF, 1); + break; + case 316: +CreateItemOnObject("NW_IT_MNECK013", OBJECT_SELF, 1); + break; + case 317: +CreateItemOnObject("nw_it_mneck024", OBJECT_SELF, 1); + break; + case 318: +CreateItemOnObject("nw_it_mneck025", OBJECT_SELF, 1); + break; + case 319: +CreateItemOnObject("nw_it_mneck026", OBJECT_SELF, 1); + break; + case 320: +CreateItemOnObject("NW_IT_MNECK035", OBJECT_SELF, 1); + break; + case 321: +CreateItemOnObject("NW_IT_MNECK033", OBJECT_SELF, 1); + break; + case 322: +CreateItemOnObject("NW_IT_MNECK007", OBJECT_SELF, 1); + break; + case 323: +CreateItemOnObject("NW_IT_MNECK008", OBJECT_SELF, 1); + break; + case 324: +CreateItemOnObject("NW_IT_MMIDMISC04", OBJECT_SELF, 1); + break; + case 325: +CreateItemOnObject("NW_IT_MRING031", OBJECT_SELF, 1); + break; + case 326: +CreateItemOnObject("NW_IT_MNECK006", OBJECT_SELF, 1); + break; + case 327: +CreateItemOnObject("NW_IT_MNECK016", OBJECT_SELF, 1); + break; +} + + +} diff --git a/_module/nss/movetoop10.nss b/_module/nss/movetoop10.nss new file mode 100644 index 0000000..7788322 --- /dev/null +++ b/_module/nss/movetoop10.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant010")); + + +} + + diff --git a/_module/nss/movetoop6.nss b/_module/nss/movetoop6.nss new file mode 100644 index 0000000..3c37994 --- /dev/null +++ b/_module/nss/movetoop6.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant006"), FALSE, 5.0f); + AssignCommand(OBJECT_SELF, ActionDoCommand(SetFacing(DIRECTION_WEST))); + +} + + diff --git a/_module/nss/movetoop7.nss b/_module/nss/movetoop7.nss new file mode 100644 index 0000000..1c19597 --- /dev/null +++ b/_module/nss/movetoop7.nss @@ -0,0 +1,96 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost 7 with 50% chance of coming from either direction + int npathchoice = d100(); + if(npathchoice < 50) + { + ActionMoveToObject(GetObjectByTag("ai_horde000")); + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde002")); + ActionMoveToObject(GetObjectByTag("ai_horde004")); + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant007")); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde000")); + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde003")); + ActionMoveToObject(GetObjectByTag("ai_horde006")); + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant007")); + } +} + + diff --git a/_module/nss/movetoop8.nss b/_module/nss/movetoop8.nss new file mode 100644 index 0000000..5d6a2f2 --- /dev/null +++ b/_module/nss/movetoop8.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant008")); + + +} + + diff --git a/_module/nss/movetoop9.nss b/_module/nss/movetoop9.nss new file mode 100644 index 0000000..4a40ace --- /dev/null +++ b/_module/nss/movetoop9.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant009")); + + +} + + diff --git a/_module/nss/noblequestdone.nss b/_module/nss/noblequestdone.nss new file mode 100644 index 0000000..509291a --- /dev/null +++ b/_module/nss/noblequestdone.nss @@ -0,0 +1,20 @@ +//:://///////////////////////////////////////////// +//:: FileName noblequestdone +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 2:39:09 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +void main() +{ + // Give the party some XP + RewardPartyXP(1000, GetPCSpeaker()); + // Remove items from the player's inventory + object oItemToTake; + oItemToTake = GetItemPossessedBy(GetPCSpeaker(), "SignetRing"); + if(GetIsObjectValid(oItemToTake) != 0) + DestroyObject(oItemToTake); + +} diff --git a/_module/nss/noblewomanquest.nss b/_module/nss/noblewomanquest.nss new file mode 100644 index 0000000..a0e9565 --- /dev/null +++ b/_module/nss/noblewomanquest.nss @@ -0,0 +1,18 @@ +//:://///////////////////////////////////////////// +//:: FileName noblewomanquest +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 2:39:09 PM +//::////////////////////////////////////////////// +#include "nw_i0_tool" + +int StartingConditional() +{ + + // Make sure the PC speaker has these items in their inventory + if(!CheckPartyForItem(GetPCSpeaker(), "SignetRing")) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/northgate.nss b/_module/nss/northgate.nss new file mode 100644 index 0000000..4c6846b --- /dev/null +++ b/_module/nss/northgate.nss @@ -0,0 +1,35 @@ +/* + Calculate the remaining hitpoints of North gate + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nGatestrength = (GetCurrentHitPoints(GetObjectByTag("NorthGate"))); + + if(nGatestrength == 300) + { + SpeakString("Undamaged", TALKVOLUME_TALK); + } + if(nGatestrength < 300 && nGatestrength > 224) + { + SpeakString("Slightly Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 225 && nGatestrength > 149) + { + SpeakString("Moderately Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 150 && nGatestrength > 74) + { + SpeakString("Heavily Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 75 && nGatestrength > 0) + { + SpeakString("Critically Damaged", TALKVOLUME_TALK); + } + if(nGatestrength == 0) + { + SpeakString("Destroyed", TALKVOLUME_TALK); + } +} diff --git a/_module/nss/northgateattak.nss b/_module/nss/northgateattak.nss new file mode 100644 index 0000000..9946228 --- /dev/null +++ b/_module/nss/northgateattak.nss @@ -0,0 +1,14 @@ +void main() +{ + +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } +object oScout = GetObjectByTag("Lomiolad"); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 1)); +ActionWait(30.0f); +ActionDoCommand(SetLocalInt(oScout, "nNorthGate", 1)); +ActionWait(60.0); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); +} diff --git a/_module/nss/northgatedust.nss b/_module/nss/northgatedust.nss new file mode 100644 index 0000000..6e40b74 --- /dev/null +++ b/_module/nss/northgatedust.nss @@ -0,0 +1,10 @@ +/* + Upon destruction of the north gate, replace with dust plume + Dalantriel: Jul 22, 2002 +*/ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "northplume", loc, TRUE); +} diff --git a/_module/nss/nw_c2_bossdie.nss b/_module/nss/nw_c2_bossdie.nss new file mode 100644 index 0000000..2b2d0b3 --- /dev/null +++ b/_module/nss/nw_c2_bossdie.nss @@ -0,0 +1,60 @@ +//:://///////////////////////////////////////////// +//:: NW_C2_BOSSDIE +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script fires when the boss monster dies. + It creates boss monster treasure on the creature. +*/ +//::////////////////////////////////////////////// +//:: Created By: +//:: Created On: +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" +#include "NW_O2_CONINCLUDE" + + +void main() +{ + ExecuteScript("prc_npc_death", OBJECT_SELF); + ExecuteScript("prc_pwondeath", OBJECT_SELF); + + object oKiller = GetLastKiller(); + if (GetIsObjectValid(oKiller) == TRUE) + { + // * If I have a master then use him to determine the treasure + if (GetIsObjectValid(GetMaster(oKiller)) == TRUE) + { + oKiller = GetMaster(oKiller); + } + // * generate boss treasure + // * May 13 2002: For some reason death seems able to happen multiple + // * times. Made it so that the treasure will only spawn once + if (GetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X") == 0) + { + GenerateNPCTreasure(4, OBJECT_SELF, oKiller); + SetLocalInt(OBJECT_SELF, "NW_L_SPAWNTREASURE1X", 1); + } + } + else + AssignCommand(GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC), SpeakString("No Killer!")); + + + + int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); + int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); + if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) + { + object oKiller = GetLastKiller(); + AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); + } + + SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK); + //Shout Attack my target, only works with the On Spawn In setup + SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); + if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1007)); + } +} + diff --git a/_module/nss/nw_c2_bossspawn.nss b/_module/nss/nw_c2_bossspawn.nss new file mode 100644 index 0000000..c92085e --- /dev/null +++ b/_module/nss/nw_c2_bossspawn.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: Custom On Spawn In +//:: nw_c2_bossspawn +//:: Copyright (c) 2002 Bioware Corp. +//::////////////////////////////////////////////// +/* + This is the basic On Spawn Script for boss + monsters. This script allows bosses to + buff themselves before a PC can actually see + them. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: March 18, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ +// 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_FAST_BUFF_ENEMY); + //SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING); + //SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION); + //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); + //SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + +// Boss monsters spawn treasure On Death not OnSpawn. +// GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature + + ExecuteScript("prc_pwonspawn", OBJECT_SELF); + ExecuteScript("prc_npc_spawn", OBJECT_SELF); + +} + diff --git a/_module/nss/nw_c2_default1.nss b/_module/nss/nw_c2_default1.nss new file mode 100644 index 0000000..cad678d --- /dev/null +++ b/_module/nss/nw_c2_default1.nss @@ -0,0 +1,106 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT1 +/* + Default OnHeartbeat script for NPCs. + + This script causes NPCs to perform default animations + while not otherwise engaged. + + This script duplicates the behavior of the default + script and just cleans up the code and removes + redundant conditional checks. + + */ +//::////////////////////////////////////////////////// +//:: Copyright (c) 2002 Floodgate Entertainment +//:: Created By: Naomi Novik +//:: Created On: 12/22/2002 +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + // * if not runnning normal or better Ai then exit for performance reasons + if (GetAILevel() == AI_LEVEL_VERY_LOW) return; + + ExecuteScript("prc_npc_hb", OBJECT_SELF); + + // Buff ourselves up right away if we should + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + // This will return TRUE if an enemy was within 40.0 m + // and we buffed ourselves up instantly to respond -- + // simulates a spellcaster with protections enabled + // already. + if(TalentAdvancedBuff(40.0)) + { + // This is a one-shot deal + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + + // This return means we skip sending the user-defined + // heartbeat signal in this one case. + return; + } + } + + + if(GetHasEffect(EFFECT_TYPE_SLEEP)) + { + // If we're asleep and this is the result of sleeping + // at night, apply the floating 'z's visual effect + // every so often + + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + + // If we have the 'constant' waypoints flag set, walk to the next + // waypoint. + else if ( GetWalkCondition(NW_WALK_FLAG_CONSTANT) ) + { + WalkWayPoints(); + } + + // Check to see if we should be playing default animations + // - make sure we don't have any current targets + else if ( !GetIsObjectValid(GetAttemptedAttackTarget()) + && !GetIsObjectValid(GetAttemptedSpellTarget()) + // && !GetIsPostOrWalking()) + && !GetIsObjectValid(GetNearestSeenEnemy())) + { + if (GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) || GetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE) || + GetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE)) + { + // This handles special attacking/fleeing behavior + // for omnivores & herbivores. + DetermineSpecialBehavior(); + } + else if (!IsInConversation(OBJECT_SELF)) + { + if (GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) + || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN) + || GetIsEncounterCreature()) + { + PlayMobileAmbientAnimations(); + } + else if (GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)) + { + PlayImmobileAmbientAnimations(); + } + } + } + + // Send the user-defined event signal if specified + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_HEARTBEAT)); + } +} + diff --git a/_module/nss/nw_c2_default2.nss b/_module/nss/nw_c2_default2.nss new file mode 100644 index 0000000..f9e873c --- /dev/null +++ b/_module/nss/nw_c2_default2.nss @@ -0,0 +1,165 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT2 +/* + Default OnPerception event handler for NPCs. + + Handles behavior when perceiving a creature for the + first time. + */ +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + // * if not runnning normal or better Ai then exit for performance reasons + if (GetAILevel() == AI_LEVEL_VERY_LOW) return; + + ExecuteScript("prc_npc_percep", OBJECT_SELF); + + object oPercep = GetLastPerceived(); + int bSeen = GetLastPerceptionSeen(); + int bHeard = GetLastPerceptionHeard(); + if (bHeard == FALSE) + { + // Has someone vanished in front of me? + bHeard = GetLastPerceptionVanished(); + } + + // This will cause the NPC to speak their one-liner + // conversation on perception even if they are already + // in combat. + if(GetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION) + && GetIsPC(oPercep) + && bSeen) + { + SpeakOneLinerConversation(); + } + + // March 5 2003 Brent + // Had to add this section back in, since modifications were not taking this specific + // example into account -- it made invisibility basically useless. + //If the last perception event was hearing based or if someone vanished then go to search mode + if ((GetLastPerceptionVanished()) && GetIsEnemy(GetLastPerceived())) + { + object oGone = GetLastPerceived(); + if((GetAttemptedAttackTarget() == GetLastPerceived() || + GetAttemptedSpellTarget() == GetLastPerceived() || + GetAttackTarget() == GetLastPerceived()) && GetArea(GetLastPerceived()) != GetArea(OBJECT_SELF)) + { + ClearAllActions(); + DetermineCombatRound(); + } + } + + // This section has been heavily revised while keeping the + // pre-existing behavior: + // - If we're in combat, keep fighting. + // - If not and we've perceived an enemy, start to fight. + // Even if the perception event was a 'vanish', that's + // still what we do anyway, since that will keep us + // fighting any visible targets. + // - If we're not in combat and haven't perceived an enemy, + // see if the perception target is a PC and if we should + // speak our attention-getting one-liner. + if (GetIsInCombat(OBJECT_SELF)) + { + // don't do anything else, we're busy + //MyPrintString("GetIsFighting: TRUE"); + + } + // * BK FEB 2003 Only fight if you can see them. DO NOT RELY ON HEARING FOR ENEMY DETECTION + else if (GetIsEnemy(oPercep) && bSeen) + { // SpawnScriptDebugger(); + //MyPrintString("GetIsEnemy: TRUE"); + // We spotted an enemy and we're not already fighting + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) { + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + //MyPrintString("DetermineSpecialBehavior"); + DetermineSpecialBehavior(); + } else + { + //MyPrintString("DetermineCombatRound"); + SetFacingPoint(GetPosition(oPercep)); + SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); + DetermineCombatRound(); + } + } + } + else + { + if (bSeen) + { + //MyPrintString("GetLastPerceptionSeen: TRUE"); + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { + DetermineSpecialBehavior(); + } else if (GetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION) + && GetIsPC(oPercep)) + { + // The NPC will speak their one-liner conversation + // This should probably be: + // SpeakOneLinerConversation(oPercep); + // instead, but leaving it as is for now. + ActionStartConversation(OBJECT_SELF); + } + } + else + // * July 14 2003: Some minor reactions based on invisible creatures being nearby + if (bHeard && GetIsEnemy(oPercep)) + { + // SpeakString("vanished"); + // * don't want creatures wandering too far after noises + if (GetDistanceToObject(oPercep) <= 7.0) + { +// if (GetHasSpell(SPELL_TRUE_SEEING) == TRUE) + if (GetHasSpell(SPELL_TRUE_SEEING)) + { + ActionCastSpellAtObject(SPELL_TRUE_SEEING, OBJECT_SELF); + } + else +// if (GetHasSpell(SPELL_SEE_INVISIBILITY) == TRUE) + if (GetHasSpell(SPELL_SEE_INVISIBILITY)) + { + ActionCastSpellAtObject(SPELL_SEE_INVISIBILITY, OBJECT_SELF); + } + else +// if (GetHasSpell(SPELL_INVISIBILITY_PURGE) == TRUE) + if (GetHasSpell(SPELL_INVISIBILITY_PURGE)) + { + ActionCastSpellAtObject(SPELL_INVISIBILITY_PURGE, OBJECT_SELF); + } + else + { + ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_LEFT, 0.5); + ActionPlayAnimation(ANIMATION_FIREFORGET_HEAD_TURN_RIGHT, 0.5); + ActionPlayAnimation(ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD, 0.5); + } + } + } + + // activate ambient animations or walk waypoints if appropriate + if (!IsInConversation(OBJECT_SELF)) { + if (GetIsPostOrWalking()) { + WalkWayPoints(); + } else if (GetIsPC(oPercep) && + (GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) + || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN) + || GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) + || GetIsEncounterCreature())) + { + SetAnimationCondition(NW_ANIM_FLAG_IS_ACTIVE); + } + } + } + + // Send the user-defined event if appropriate + if(GetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT) && GetLastPerceptionSeen()) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_PERCEIVE)); + } +} + + + + diff --git a/_module/nss/nw_c2_default3.nss b/_module/nss/nw_c2_default3.nss new file mode 100644 index 0000000..572e123 --- /dev/null +++ b/_module/nss/nw_c2_default3.nss @@ -0,0 +1,58 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2008 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Modified By: Deva Winblood +//:: Modified On: Feb 16th, 2008 +//:: Added Support for Mounted Combat Feat Support +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" + +void main() +{ + ExecuteScript("prc_npc_combat", OBJECT_SELF); + + if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT")) + { // set variables on target for mounted combat + DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL"); + DeleteLocalInt(OBJECT_SELF,"nX3_HP_BEFORE"); + DeleteLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT"); + if (GetHasFeat(FEAT_MOUNTED_COMBAT,OBJECT_SELF)) + { // check for AC increase + int nRoll=d20()+GetSkillRank(SKILL_RIDE); + nRoll=nRoll-10; + if (nRoll>4) + { // ac increase + nRoll=nRoll/5; + ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectACIncrease(nRoll),OBJECT_SELF,8.5); + } // ac increase + } // check for AC increase + } // set variables on target for mounted combat + + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } +} + + + + diff --git a/_module/nss/nw_c2_default4.nss b/_module/nss/nw_c2_default4.nss new file mode 100644 index 0000000..256e0bb --- /dev/null +++ b/_module/nss/nw_c2_default4.nss @@ -0,0 +1,92 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT4 +/* + Default OnConversation event handler for NPCs. + + */ +//::////////////////////////////////////////////////// +//:: Copyright (c) 2002 Floodgate Entertainment +//:: Created By: Naomi Novik +//:: Created On: 12/22/2002 +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + ExecuteScript("prc_npc_conv", OBJECT_SELF); + + // * if petrified, jump out + if (GetHasEffect(EFFECT_TYPE_PETRIFY, OBJECT_SELF) == TRUE) + { + return; + } + + // * If dead, exit directly. + if (GetIsDead(OBJECT_SELF) == TRUE) + { + return; + } + + // See if what we just 'heard' matches any of our + // predefined patterns + int nMatch = GetListenPatternNumber(); + object oShouter = GetLastSpeaker(); + + if (nMatch == -1) + { + // Not a match -- start an ordinary conversation + if (GetCommandable(OBJECT_SELF)) + { + ClearActions(CLEAR_NW_C2_DEFAULT4_29); + BeginConversation(); + } + else + // * July 31 2004 + // * If only charmed then allow conversation + // * so you can have a better chance of convincing + // * people of lowering prices + if (GetHasEffect(EFFECT_TYPE_CHARMED) == TRUE) + { + ClearActions(CLEAR_NW_C2_DEFAULT4_29); + BeginConversation(); + } + } + // Respond to shouts from friendly non-PCs only + else if (GetIsObjectValid(oShouter) + && !GetIsPC(oShouter) + && GetIsFriend(oShouter)) + { + object oIntruder = OBJECT_INVALID; + // Determine the intruder if any + if(nMatch == 4) + { + oIntruder = GetLocalObject(oShouter, "NW_BLOCKER_INTRUDER"); + } + else if (nMatch == 5) + { + oIntruder = GetLastHostileActor(oShouter); + if(!GetIsObjectValid(oIntruder)) + { + oIntruder = GetAttemptedAttackTarget(); + if(!GetIsObjectValid(oIntruder)) + { + oIntruder = GetAttemptedSpellTarget(); + if(!GetIsObjectValid(oIntruder)) + { + oIntruder = OBJECT_INVALID; + } + } + } + } + + // Actually respond to the shout + RespondToShout(oShouter, nMatch, oIntruder); + } + + // Send the user-defined event if appropriate + if(GetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DIALOGUE)); + } +} diff --git a/_module/nss/nw_c2_default5.nss b/_module/nss/nw_c2_default5.nss new file mode 100644 index 0000000..d4857fb --- /dev/null +++ b/_module/nss/nw_c2_default5.nss @@ -0,0 +1,71 @@ +//:://///////////////////////////////////////////// +//:: Default On Attacked +//:: NW_C2_DEFAULT5 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + If already fighting then ignore, else determine + combat round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Modified By: Deva Winblood +//:: Modified On: Jan 4th, 2008 +//:: Added Support for Mounted Combat Feat Support +//::////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + ExecuteScript("prc_npc_physatt", OBJECT_SELF); + + if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT")) + { // set variables on target for mounted combat + SetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL",TRUE); + SetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE",GetCurrentHitPoints(OBJECT_SELF)); + } // set variables on target for mounted combat + + if(GetFleeToExit()) { + // Run away! + ActivateFleeToExit(); + } else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) { + // We give an attacker one warning before we attack + // This is not fully implemented yet + SetSpawnInCondition(NW_FLAG_SET_WARNINGS, FALSE); + + //Put a check in to see if this attacker was the last attacker + //Possibly change the GetNPCWarning function to make the check + } else { + object oAttacker = GetLastAttacker(); + if (!GetIsObjectValid(oAttacker)) { + // Don't do anything, invalid attacker + + } else if (!GetIsFighting(OBJECT_SELF)) { + // We're not fighting anyone else, so + // start fighting the attacker + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) { + SetSummonHelpIfAttacked(); + DetermineSpecialBehavior(oAttacker); + } else if (GetArea(oAttacker) == GetArea(OBJECT_SELF)) { + SetSummonHelpIfAttacked(); + DetermineCombatRound(oAttacker); + } + + //Shout Attack my target, only works with the On Spawn In setup + SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); + + //Shout that I was attacked + SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); + } + } + + + if(GetSpawnInCondition(NW_FLAG_ATTACK_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_ATTACKED)); + } +} diff --git a/_module/nss/nw_c2_default6.nss b/_module/nss/nw_c2_default6.nss new file mode 100644 index 0000000..d362ecf --- /dev/null +++ b/_module/nss/nw_c2_default6.nss @@ -0,0 +1,109 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT6 +//:: Default OnDamaged handler +/* + If already fighting then ignore, else determine + combat round + */ +//::////////////////////////////////////////////////// +//:: Copyright (c) 2002 Floodgate Entertainment +//:: Created By: Naomi Novik +//:: Created On: 12/22/2002 +//::////////////////////////////////////////////////// +//::////////////////////////////////////////////////// +//:: Modified By: Deva Winblood +//:: Modified On: Jan 17th, 2008 +//:: Added Support for Mounted Combat Feat Support +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" +#include "x3_inc_horse" + +void main() +{ + ExecuteScript("prc_npc_damaged", OBJECT_SELF); + + object oDamager = GetLastDamager(); + object oMe=OBJECT_SELF; + int nHPBefore; + if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT")) + if (GetHasFeat(FEAT_MOUNTED_COMBAT)&&HorseGetIsMounted(OBJECT_SELF)) + { // see if can negate some damage + if (GetLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL")) + { // last attack was physical + nHPBefore=GetLocalInt(OBJECT_SELF,"nX3_HP_BEFORE"); + if (!GetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT")) + { // haven't already had a chance to use this for the round + SetLocalInt(OBJECT_SELF,"bX3_ALREADY_MOUNTED_COMBAT",TRUE); + int nAttackRoll=GetBaseAttackBonus(oDamager)+d20(); + int nRideCheck=GetSkillRank(SKILL_RIDE,OBJECT_SELF)+d20(); + if (nRideCheck>=nAttackRoll&&!GetIsDead(OBJECT_SELF)) + { // averted attack + if (GetIsPC(oDamager)) SendMessageToPC(oDamager,GetName(OBJECT_SELF)+GetStringByStrRef(111991)); + //if (GetIsPC(OBJECT_SELF)) SendMessageToPCByStrRef(OBJECT_SELF,111992"); + if (GetCurrentHitPoints(OBJECT_SELF) (GetMaxHitPoints(OBJECT_SELF) / 4) + || (GetHitDice(oDamager) - 2) > GetHitDice(oTarget) + ) + ) + ) + { + // Switch targets + DetermineCombatRound(oDamager); + } + } + } + + // Send the user-defined event signal + if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DAMAGED)); + } +} diff --git a/_module/nss/nw_c2_default8.nss b/_module/nss/nw_c2_default8.nss new file mode 100644 index 0000000..731908d --- /dev/null +++ b/_module/nss/nw_c2_default8.nss @@ -0,0 +1,30 @@ +//::////////////////////////////////////////////////// +//:: NW_C2_DEFAULT8 +/* + Default OnDisturbed event handler for NPCs. + */ +//::////////////////////////////////////////////////// +//:: Copyright (c) 2002 Floodgate Entertainment +//:: Created By: Naomi Novik +//:: Created On: 12/22/2002 +//::////////////////////////////////////////////////// + +#include "nw_i0_generic" + +void main() +{ + ExecuteScript("prc_npc_disturb", OBJECT_SELF); + + object oTarget = GetLastDisturbed(); + + // If we've been disturbed and are not already fighting, + // attack our disturber. + if (GetIsObjectValid(oTarget) && !GetIsFighting(OBJECT_SELF)) { + DetermineCombatRound(oTarget); + } + + // Send the disturbed flag if appropriate. + if(GetSpawnInCondition(NW_FLAG_DISTURBED_EVENT)) { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DISTURBED)); + } +} diff --git a/_module/nss/nw_c2_defaulta.nss b/_module/nss/nw_c2_defaulta.nss new file mode 100644 index 0000000..e76fe15 --- /dev/null +++ b/_module/nss/nw_c2_defaulta.nss @@ -0,0 +1,20 @@ +//:://///////////////////////////////////////////// +//:: Default: On Rested +//:: NW_C2_DEFAULTA +//:: Copyright (c) 2002 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just rested. +*/ +//::////////////////////////////////////////////// +//:: Created By: Don Moar +//:: Created On: April 28, 2002 +//::////////////////////////////////////////////// +void main() +{ + ExecuteScript("prc_npc_rested", OBJECT_SELF); + + return; + +} diff --git a/_module/nss/nw_c2_defaultb.nss b/_module/nss/nw_c2_defaultb.nss new file mode 100644 index 0000000..1338544 --- /dev/null +++ b/_module/nss/nw_c2_defaultb.nss @@ -0,0 +1,159 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spell Cast At +//:: NW_C2_DEFAULTB +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This determines if the spell just cast at the + target is harmful or not. + + GZ 2003-Oct-02 : - New AoE Behavior AI. Will use + Dispel Magic against AOES + - Flying Creatures will ignore + Grease + +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Dec 6, 2001 +//:: Last Modified On: 2003-Oct-13 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Modified By: Deva Winblood +//:: Modified On: Jan 4th, 2008 +//:: Added Support for Mounted Combat Feat Support +//::////////////////////////////////////////////// + +#include "nw_i0_generic" +#include "x2_i0_spells" + +void main() +{ + ExecuteScript("prc_npc_spellat", OBJECT_SELF); + + object oCaster = GetLastSpellCaster(); + + + if(GetLastSpellHarmful()) + { + SetCommandable(TRUE); + + if (!GetLocalInt(GetModule(),"X3_NO_MOUNTED_COMBAT_FEAT")) + { // set variables on target for mounted combat + DeleteLocalInt(OBJECT_SELF,"bX3_LAST_ATTACK_PHYSICAL"); + } // set variables on target for mounted combat + + // ------------------------------------------------------------------ + // If I was hurt by someone in my own faction + // Then clear any hostile feelings I have against them + // After all, we're all just trying to do our job here + // if we singe some eyebrow hair, oh well. + // ------------------------------------------------------------------ + if (GetFactionEqual(oCaster, OBJECT_SELF) == TRUE) + { + ClearPersonalReputation(oCaster, OBJECT_SELF); + ClearAllActions(TRUE); + DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(OBJECT_INVALID))); + // Send the user-defined event as appropriate + if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT)); + } + return; + } + + int bAttack = TRUE; + // ------------------------------------------------------------------ + // GZ, 2003-Oct-02 + // Try to do something smart if we are subject to an AoE Spell. + // ------------------------------------------------------------------ + if (MatchAreaOfEffectSpell(GetLastSpell()) == TRUE) + { + int nAI = (GetBestAOEBehavior(GetLastSpell())); // from x2_i0_spells + switch (nAI) + { + case X2_SPELL_AOEBEHAVIOR_DISPEL_L: + case X2_SPELL_AOEBEHAVIOR_DISPEL_N: + case X2_SPELL_AOEBEHAVIOR_DISPEL_M: + case X2_SPELL_AOEBEHAVIOR_DISPEL_G: + case X2_SPELL_AOEBEHAVIOR_DISPEL_C: + bAttack = FALSE; + ActionCastSpellAtLocation(nAI, GetLocation(OBJECT_SELF)); + ActionDoCommand(SetCommandable(TRUE)); + SetCommandable(FALSE); + break; + + case X2_SPELL_AOEBEHAVIOR_FLEE: + ClearActions(CLEAR_NW_C2_DEFAULTB_GUSTWIND); + oCaster = GetLastSpellCaster(); + ActionForceMoveToObject(oCaster, TRUE, 2.0); + DelayCommand(1.2, ActionDoCommand(DetermineCombatRound(oCaster))); + bAttack = FALSE; + break; + + case X2_SPELL_AOEBEHAVIOR_IGNORE: + // well ... nothing + break; + + case X2_SPELL_AOEBEHAVIOR_GUST: + ActionCastSpellAtLocation(SPELL_GUST_OF_WIND, GetLocation(OBJECT_SELF)); + ActionDoCommand(SetCommandable(TRUE)); + SetCommandable(FALSE); + bAttack = FALSE; + break; + } + + } + // --------------------------------------------------------------------- + // Not an area of effect spell, but another hostile spell. + // If we're not already fighting someone else, + // attack the caster. + // --------------------------------------------------------------------- + if( !GetIsFighting(OBJECT_SELF) && bAttack) + { + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(oCaster); + } + else + { + DetermineCombatRound(oCaster); + } + } + + // We were attacked, so yell for help + SetCommandable(TRUE); + //Shout Attack my target, only works with the On Spawn In setup + SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); + + //Shout that I was attacked + SpeakString("NW_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK); + } + else + { + // --------------------------------------------------------------------- + // July 14, 2003 BK + // If there is a valid enemy nearby and a NON HARMFUL spell has been + // cast on me I should call DetermineCombatRound + // I may be invisible and casting spells on myself to buff myself up + // --------------------------------------------------------------------- + // Fix: JE - let's only do this if I'm currently in combat. If I'm not + // in combat, and something casts a spell on me, it'll make me search + // out the nearest enemy, no matter where they are on the level, which + // is kinda dumb. + object oEnemy =GetNearestEnemy(); + if ((GetIsObjectValid(oEnemy) == TRUE) && (GetIsInCombat() == TRUE)) + { + // SpeakString("keep me in combat"); + DetermineCombatRound(oEnemy); + } + } + + // Send the user-defined event as appropriate + if(GetSpawnInCondition(NW_FLAG_SPELL_CAST_AT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_SPELL_CAST_AT)); + } + + +} diff --git a/_module/nss/nw_c2_defaulte.nss b/_module/nss/nw_c2_defaulte.nss new file mode 100644 index 0000000..3d8ab2c --- /dev/null +++ b/_module/nss/nw_c2_defaulte.nss @@ -0,0 +1,51 @@ +//:://///////////////////////////////////////////// +//:: Default On Blocked +//:: NW_C2_DEFAULTE +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This will cause blocked creatures to open + or smash down doors depending on int and + str. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("prc_npc_blocked", OBJECT_SELF); + + object oDoor = GetBlockingDoor(); + if (GetObjectType(oDoor) == OBJECT_TYPE_CREATURE) + { + // * Increment number of times blocked + /*SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED", GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") + 1); + if (GetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED") > 3) + { + SpeakString("Blocked by creature"); + SetLocalInt(OBJECT_SELF, "X2_NUMTIMES_BLOCKED",0); + ClearAllActions(); + object oEnemy = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY); + if (GetIsObjectValid(oEnemy) == TRUE) + { + ActionEquipMostDamagingRanged(oEnemy); + ActionAttack(oEnemy); + } + return; + } */ + return; + } + if(GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5) + { + if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_OPEN) && GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 7 ) + { + DoDoorAction(oDoor, DOOR_ACTION_OPEN); + } + else if(GetIsDoorActionPossible(oDoor, DOOR_ACTION_BASH)) + { + DoDoorAction(oDoor, DOOR_ACTION_BASH); + } + } +} diff --git a/_module/nss/nw_o2_boss.nss b/_module/nss/nw_o2_boss.nss new file mode 100644 index 0000000..c42e22e --- /dev/null +++ b/_module/nss/nw_o2_boss.nss @@ -0,0 +1,37 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script BOSS +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: March 19 2002 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + + // * May 13 2002: Must create appropriate treasure for each + // * faction member in the party. + if (GetIsObjectValid(oLastOpener) == TRUE) + { + object oMember = GetFirstFactionMember(oLastOpener, TRUE); + while (GetIsObjectValid(oMember) == TRUE) + { + GenerateBossTreasure(oMember, OBJECT_SELF); + oMember = GetNextFactionMember(oLastOpener, TRUE); + } + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + } + ShoutDisturbed(); +} diff --git a/_module/nss/nw_o2_classhig.nss b/_module/nss/nw_o2_classhig.nss new file mode 100644 index 0000000..d6e51ee --- /dev/null +++ b/_module/nss/nw_o2_classhig.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script HIGH +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_generalhig", OBJECT_SELF); +} diff --git a/_module/nss/nw_o2_classlow.nss b/_module/nss/nw_o2_classlow.nss new file mode 100644 index 0000000..701921f --- /dev/null +++ b/_module/nss/nw_o2_classlow.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_generallow", OBJECT_SELF); +} diff --git a/_module/nss/nw_o2_classmed.nss b/_module/nss/nw_o2_classmed.nss new file mode 100644 index 0000000..732a163 --- /dev/null +++ b/_module/nss/nw_o2_classmed.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script MEDIUM +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_generalmed", OBJECT_SELF); +} diff --git a/_module/nss/nw_o2_classweap.nss b/_module/nss/nw_o2_classweap.nss new file mode 100644 index 0000000..65c85cf --- /dev/null +++ b/_module/nss/nw_o2_classweap.nss @@ -0,0 +1,2898 @@ +//:://///////////////////////////////////////////// +//:: Weapon Spawn Script for Martial Classes +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in a magical SPECIFIC weapon suited for that class. + Will spawn in either a generic or specific, depending on the + value. + + NOTE: Only works on containers +*/ +//::////////////////////////////////////////////// +//:: Created By: Andrew, Brent +//:: Created On: February 2002 +//::////////////////////////////////////////////// + +#include "NW_O2_CONINCLUDE" + + + +void CreateBastardSword(object oTarget, object oAdventurer) +{ + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs002"; break; + } + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs002"; break; + } + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs002"; break; + case 2: sItem = "nw_wswmbs009"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs009"; break; + case 2: sItem = "nw_wswmbs005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs005"; break; + case 2: sItem = "nw_wswmbs010"; break; + case 3: sItem = "nw_wswmbs006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmbs010"; break; + case 2: sItem = "nw_wswmbs006"; break; + case 3: sItem = "nw_wswmbs007"; break; + case 4: sItem = "nw_wswmbs003"; break; + case 5: sItem = "nw_wswmbs004"; break; + } + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateBattleAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt002"; break; + case 2: sItem = "nw_waxmbt010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt010"; break; + case 2: sItem = "nw_waxmbt011"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt011"; break; + case 2: sItem = "nw_waxmbt006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmbt011"; break; + case 2: sItem = "nw_waxmbt006"; break; + case 3: sItem = "nw_waxmbt003"; break; + case 4: sItem = "nw_waxmbt004"; break; + case 5: sItem = "nw_waxmbt005"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateClub(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl002"; break; + case 2: sItem = "nw_wblmcl010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl010"; break; + case 2: sItem = "nw_wblmcl004"; break; + case 3: sItem = "nw_wblmcl003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl004"; break; + case 2: sItem = "nw_wblmcl003"; break; + case 3: sItem = "nw_wblmcl011"; break; + case 4: sItem = "nw_wblmcl005"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmcl011"; break; + case 2: sItem = "nw_wblmcl005"; break; + case 3: sItem = "nw_wblmcl006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} + +void CreateDagger(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg002"; break; + } + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg002"; break; + case 2: sItem = "nw_wswmdg008"; break; + case 3: sItem = "nw_wswmdg006"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg008"; break; + case 2: sItem = "nw_wswmdg006"; break; + case 3: sItem = "nw_wswmdg009"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg009"; break; + case 2: sItem = "nw_wswmdg004"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmdg009"; break; + case 2: sItem = "nw_wswmdg004"; break; + case 3: sItem = "nw_wswmdg003"; break; + case 4: sItem = "nw_wswmdg007"; break; + case 5: sItem = "nw_wswmdg005"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateDart(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmdt002"; break; + case 2: sItem = "nw_wthmdt002"; break; + case 3: sItem = "nw_wthmdt008"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmdt008"; break; + case 2: sItem = "nw_wthmdt009"; break; + case 3: sItem = "nw_wthmdt003"; break; + } + + } + else + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmdt009"; break; + case 2: sItem = "nw_wthmdt003"; break; + case 3: sItem = "nw_wthmdt007"; break; + } + + } + + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, Random(40) + 1); +} +void CreateDireMace(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma002"; break; + case 2: sItem = "nw_wdbmma003"; break; + case 3: sItem = "nw_wdbmma010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma003"; break; + case 2: sItem = "nw_wdbmma010"; break; + case 3: sItem = "nw_wdbmma005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma005"; break; + case 2: sItem = "nw_wdbmma011"; break; + case 3: sItem = "nw_wdbmma004"; break; + case 4: sItem = "nw_wdbmma006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmma005"; break; + case 2: sItem = "nw_wdbmma011"; break; + case 3: sItem = "nw_wdbmma004"; break; + case 4: sItem = "nw_wdbmma006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateDoubleAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax002"; break; + case 2: sItem = "nw_wdbmax010"; break; + case 3: sItem = "nw_wdbmax006"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax010"; break; + case 2: sItem = "nw_wdbmax006"; break; + case 3: sItem = "nw_wdbmax005"; break; + } + + } + else if (GetRange(5, nHD)) + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax005"; break; + case 2: sItem = "nw_wdbmax011"; break; + case 3: sItem = "nw_wdbmax004"; break; + case 4: sItem = "nw_wdbmax007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmax011"; break; + case 2: sItem = "nw_wdbmax004"; break; + case 3: sItem = "nw_wdbmax007"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateGreatAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr002"; break; + case 2: sItem = "nw_waxmgr009"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr002"; break; + case 2: sItem = "nw_waxmgr009"; break; + case 3: sItem = "nw_waxmgr003"; break; + case 4: sItem = "nw_waxmgr006"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr003"; break; + case 2: sItem = "nw_waxmgr006"; break; + case 3: sItem = "nw_waxmgr011"; break; + } + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmgr011"; break; + case 2: sItem = "nw_waxmgr005"; break; + case 3: sItem = "nw_waxmgr004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateGreatSword(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs002"; break; + case 2: sItem = "nw_wswmgs011"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs011"; break; + case 2: sItem = "nw_wswmgs006"; break; + case 3: sItem = "nw_wswmgs004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs006"; break; + case 2: sItem = "nw_wswmgs004"; break; + case 3: sItem = "nw_wswmgs012"; break; + case 4: sItem = "nw_wswmgs005"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmgs012"; break; + case 2: sItem = "nw_wswmgs005"; break; + case 3: sItem = "nw_wswmgs003"; break; + } + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateHalberd(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb002"; break; + case 2: sItem = "nw_wplmhb010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb010"; break; + case 2: sItem = "nw_wplmhb004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb004"; break; + case 2: sItem = "nw_wplmhb011"; break; + case 3: sItem = "nw_wplmhb003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmhb011"; break; + case 2: sItem = "nw_wplmhb003"; break; + case 3: sItem = "nw_wplmhb007"; break; + case 4: sItem = "nw_wplmhb006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateHandAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn002"; break; + case 2: sItem = "nw_waxmhn010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn010"; break; + case 2: sItem = "nw_waxmhn004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn004"; break; + case 2: sItem = "nw_waxmhn011"; break; + case 3: sItem = "nw_waxmhn003"; break; + case 4: sItem = "nw_waxmhn005"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_waxmhn011"; break; + case 2: sItem = "nw_waxmhn003"; break; + case 3: sItem = "nw_waxmhn005"; break; + case 4: sItem = "nw_waxmhn006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateHeavyCrossbow(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh002"; break; + case 2: sItem = "nw_wbwmxh002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh002"; break; + case 2: sItem = "nw_wbwmxh008"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh002"; break; + case 2: sItem = "nw_wbwmxh008"; break; + case 3: sItem = "nw_wbwmxh009"; break; + case 4: sItem = "nw_wbwmxh005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh009"; break; + case 2: sItem = "nw_wbwmxh005"; break; + case 3: sItem = "nw_wbwmxh003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh003"; break; + case 2: sItem = "nw_wbwmxh004"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxh004"; break; + case 2: sItem = "nw_wbwmxh007"; break; + case 3: sItem = "nw_wbwmxh006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateHeavyFlail(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh002"; break; + case 2: sItem = "nw_wblmfh007"; break; + case 3: sItem = "nw_wblmfh010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh002"; break; + case 2: sItem = "nw_wblmfh007"; break; + case 3: sItem = "nw_wblmfh010"; break; + case 4: sItem = "nw_wblmfh004"; break; + case 5: sItem = "nw_wblmfh008"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh004"; break; + case 2: sItem = "nw_wblmfh008"; break; + case 3: sItem = "nw_wblmfh011"; break; + case 4: sItem = "nw_wblmfh006"; break; + case 5: sItem = "nw_wblmfh003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfh011"; break; + case 2: sItem = "nw_wblmfh006"; break; + case 3: sItem = "nw_wblmfh003"; break; + case 4: sItem = "nw_wblmfh005"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateKama(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka002"; break; + case 2: sItem = "nw_wspmka004"; break; + case 3: sItem = "nw_wspmka007"; break; + case 4: sItem = "nw_wspmka008"; break; + case 5: sItem = "nw_wspmka005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka004"; break; + case 2: sItem = "nw_wspmka007"; break; + case 3: sItem = "nw_wspmka008"; break; + case 4: sItem = "nw_wspmka005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka005"; break; + case 2: sItem = "nw_wspmka009"; break; + case 3: sItem = "nw_wspmka006"; break; + case 4: sItem = "nw_wspmka003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmka009"; break; + case 2: sItem = "nw_wspmka006"; break; + case 3: sItem = "nw_wspmka003"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateKatana(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka002"; break; + case 2: sItem = "nw_wswmka005"; break; + case 3: sItem = "nw_wswmka010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka005"; break; + case 2: sItem = "nw_wswmka010"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka011"; break; + case 2: sItem = "nw_wswmka007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmka011"; break; + case 2: sItem = "nw_wswmka007"; break; + case 3: sItem = "nw_wswmka006"; break; + case 4: sItem = "nw_wswmka004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateKukri(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku002"; break; + case 2: sItem = "nw_wspmku006"; break; + case 3: sItem = "nw_wspmku008"; break; + case 4: sItem = "nw_wspmku005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku006"; break; + case 2: sItem = "nw_wspmku008"; break; + case 3: sItem = "nw_wspmku005"; break; + case 4: sItem = "nw_wspmku004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku004"; break; + case 2: sItem = "nw_wspmku009"; break; + case 3: sItem = "nw_wspmku007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmku009"; break; + case 2: sItem = "nw_wspmku007"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateLightCrossbow(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwxl001"; break; + case 2: sItem = "nw_wbwmxl002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl002"; break; + case 2: sItem = "nw_wbwmxl008"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl008"; break; + case 2: sItem = "nw_wbwmxl009"; break; + case 3: sItem = "nw_wbwmxl005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl009"; break; + case 2: sItem = "nw_wbwmxl005"; break; + case 3: sItem = "nw_wbwmxl003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl003"; break; + case 2: sItem = "nw_wbwmxl004"; break; + case 3: sItem = "nw_wbwmxl007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmxl003"; break; + case 2: sItem = "nw_wbwmxl004"; break; + case 3: sItem = "nw_wbwmxl007"; break; + case 4: sItem = "nw_wbwmxl006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} + +void CreateLightFlail(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl002"; break; + case 2: sItem = "nw_wblmfl010"; break; + case 3: sItem = "nw_wblmfl004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl010"; break; + case 2: sItem = "nw_wblmfl004"; break; + case 3: sItem = "nw_wblmfl005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl005"; break; + case 2: sItem = "nw_wblmfl011"; break; + case 3: sItem = "nw_wblmfl007"; break; + case 4: sItem = "nw_wblmfl006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmfl011"; break; + case 2: sItem = "nw_wblmfl007"; break; + case 3: sItem = "nw_wblmfl006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} + +void CreateLightHammer(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl002"; break; + case 2: sItem = "nw_wblmhl010"; break; + case 3: sItem = "nw_wblmhl004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl010"; break; + case 2: sItem = "nw_wblmhl004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl005"; break; + case 2: sItem = "nw_wblmhl011"; break; + case 3: sItem = "nw_wblmhl006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhl005"; break; + case 2: sItem = "nw_wblmhl011"; break; + case 3: sItem = "nw_wblmhl006"; break; + case 4: sItem = "nw_wblmhl009"; break; + case 5: sItem = "nw_wblmhl003"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateLightMace(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml002"; break; + case 2: sItem = "nw_wblmml011"; break; + case 3: sItem = "nw_wblmml006"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml011"; break; + case 2: sItem = "nw_wblmml006"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml012"; break; + case 2: sItem = "nw_wblmml004"; break; + case 3: sItem = "nw_wblmml005"; break; + case 4: sItem = "nw_wblmml007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmml012"; break; + case 2: sItem = "nw_wblmml004"; break; + case 3: sItem = "nw_wblmml005"; break; + case 4: sItem = "nw_wblmml007"; break; + case 5: sItem = "nw_wblmml008"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateLongSword(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls002"; break; + case 2: sItem = "nw_wswmls010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls010"; break; + case 2: sItem = "nw_wswmls007"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls007"; break; + case 2: sItem = "nw_wswmls012"; break; + case 3: sItem = "nw_wswmls005"; break; + case 4: sItem = "nw_wswmls006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmls012"; break; + case 2: sItem = "nw_wswmls005"; break; + case 3: sItem = "nw_wswmls006"; break; + case 4: sItem = "nw_wswmls004"; break; + case 5: sItem = "nw_wswmls013"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateLongbow(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln002"; break; + case 2: sItem = "nw_wbwmln002"; break; + case 3: sItem = "nw_wbwmln008"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln002"; break; + case 2: sItem = "nw_wbwmln008"; break; + case 3: sItem = "nw_wbwmln009"; break; + case 4: sItem = "nw_wbwmln004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln009"; break; + case 2: sItem = "nw_wbwmln004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln004"; break; + case 2: sItem = "nw_wbwmln007"; break; + case 3: sItem = "nw_wbwmln006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmln007"; break; + case 2: sItem = "nw_wbwmln006"; break; + case 3: sItem = "nw_wbwmln005"; break; + case 4: sItem = "nw_wbwmln003"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateMorningstar(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms002"; break; + case 2: sItem = "nw_wblmms010"; break; + case 3: sItem = "nw_wblmms007"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms007"; break; + case 2: sItem = "nw_wblmms003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms003"; break; + case 2: sItem = "nw_wblmms011"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmms011"; break; + case 2: sItem = "nw_wblmms006"; break; + case 3: sItem = "nw_wblmms004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateRapier(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp002"; break; + case 2: sItem = "nw_wswmrp004"; break; + case 3: sItem = "nw_wswmrp010"; break; + case 4: sItem = "nw_wswmrp003"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp004"; break; + case 2: sItem = "nw_wswmrp010"; break; + case 3: sItem = "nw_wswmrp003"; break; + case 4: sItem = "nw_wswmrp005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp003"; break; + case 2: sItem = "nw_wswmrp005"; break; + case 3: sItem = "nw_wswmrp011"; break; + case 4: sItem = "nw_wswmrp007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmrp011"; break; + case 2: sItem = "nw_wswmrp007"; break; + case 3: sItem = "nw_wswmrp006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateScimitar(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc002"; break; + case 2: sItem = "nw_wswmsc010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc010"; break; + case 2: sItem = "nw_wswmsc004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc004"; break; + case 2: sItem = "nw_wswmsc011"; break; + case 3: sItem = "nw_wswmsc006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmsc011"; break; + case 2: sItem = "nw_wswmsc006"; break; + case 3: sItem = "nw_wswmsc007"; break; + case 4: sItem = "nw_wswmsc005"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateScythe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc002"; break; + case 2: sItem = "nw_wplmsc010"; break; + case 3: sItem = "nw_wplmsc003"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc010"; break; + case 2: sItem = "nw_wplmsc003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc003"; break; + case 2: sItem = "nw_wplmsc011"; break; + case 3: sItem = "nw_wplmsc006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmsc011"; break; + case 2: sItem = "nw_wplmsc006"; break; + case 3: sItem = "nw_wplmsc005"; break; + case 4: sItem = "nw_wplmsc004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateShortsword(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss002"; break; + case 2: sItem = "nw_wswmss009"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss009"; break; + case 2: sItem = "nw_wswmss011"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss011"; break; + case 2: sItem = "nw_wswmss005"; break; + case 3: sItem = "nw_wswmss004"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wswmss011"; break; + case 2: sItem = "nw_wswmss005"; break; + case 3: sItem = "nw_wswmss004"; break; + case 4: sItem = "nw_wswmss006"; break; + case 5: sItem = "nw_wswmss003"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateShortbow(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh002"; break; + case 2: sItem = "nw_wbwmsh002"; break; + } + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh002"; break; + case 2: sItem = "nw_wbwmsh008"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh008"; break; + case 2: sItem = "nw_wbwmsh009"; break; + case 3: sItem = "nw_wbwmsh003"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh009"; break; + case 2: sItem = "nw_wbwmsh003"; break; + case 3: sItem = "nw_wbwmsh006"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh006"; break; + case 2: sItem = "nw_wbwmsh007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsh007"; break; + case 2: sItem = "nw_wbwmsh005"; break; + case 3: sItem = "nw_wbwmsh004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateShuriken(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh002"; break; + case 2: sItem = "nw_wthmsh002"; break; + case 3: sItem = "nw_wthmsh003"; break; + case 4: sItem = "nw_wthmsh008"; break; + case 5: sItem = "nw_wthmsh006"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh002"; break; + case 2: sItem = "nw_wthmsh003"; break; + case 3: sItem = "nw_wthmsh008"; break; + case 4: sItem = "nw_wthmsh006"; break; + case 5: sItem = "nw_wthmsh009"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh006"; break; + case 2: sItem = "nw_wthmsh009"; break; + case 3: sItem = "nw_wthmsh005"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh009"; break; + case 2: sItem = "nw_wthmsh005"; break; + case 3: sItem = "nw_wthmsh004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh005"; break; + case 2: sItem = "nw_wthmsh004"; break; + case 3: sItem = "nw_wthmsh007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmsh005"; break; + case 2: sItem = "nw_wthmsh004"; break; + case 3: sItem = "nw_wthmsh007"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, Random(40) + 1); +} +void CreateSickle(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc002"; break; + case 2: sItem = "nw_wspmsc010"; break; + case 3: sItem = "nw_wspmsc004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc010"; break; + case 2: sItem = "nw_wspmsc004"; break; + case 3: sItem = "nw_wspmsc005"; break; + case 4: sItem = "nw_wspmsc006"; break; + case 5: sItem = "nw_wspmsc003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc005"; break; + case 2: sItem = "nw_wspmsc006"; break; + case 3: sItem = "nw_wspmsc003"; break; + case 4: sItem = "nw_wspmsc011"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wspmsc011"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateSling(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl001"; break; + case 2: sItem = "nw_wbwmsl001"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl001"; break; + case 2: sItem = "nw_wbwmsl009"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl009"; break; + case 2: sItem = "nw_wbwmsl010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl010"; break; + case 2: sItem = "nw_wbwmsl003"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl003"; break; + case 2: sItem = "nw_wbwmsl007"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl007"; break; + case 2: sItem = "nw_wbwmsl006"; break; + case 3: sItem = "nw_wbwmsl008"; break; + case 4: sItem = "nw_wbwmsl004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateSpear(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss002"; break; + } + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss002"; break; + case 2: sItem = "nw_wbwmsl005"; break; + case 3: sItem = "nw_wplmss010"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wbwmsl005"; break; + case 2: sItem = "nw_wplmss010"; break; + case 3: sItem = "nw_wplmss005"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss005"; break; + case 2: sItem = "nw_wplmss011"; break; + case 3: sItem = "nw_wplmss007"; break; + case 4: sItem = "nw_wplmss006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wplmss011"; break; + case 2: sItem = "nw_wplmss007"; break; + case 3: sItem = "nw_wplmss006"; break; + case 4: sItem = "nw_wplmss004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateStaff(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs002"; break; + case 2: sItem = "nw_wdbmqs005"; break; + case 3: sItem = "nw_wdbmqs006"; break; + case 4: sItem = "nw_wdbmqs008"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs005"; break; + case 2: sItem = "nw_wdbmqs006"; break; + case 3: sItem = "nw_wdbmqs008"; break; + case 4: sItem = "nw_wdbmqs004"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs004"; break; + case 2: sItem = "nw_wdbmqs009"; break; + case 3: sItem = "nw_wdbmqs003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmqs009"; break; + case 2: sItem = "nw_wdbmqs003"; break; + case 3: sItem = "nw_wdbmqs007"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateThrowingAxe(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax002"; break; + case 2: sItem = "nw_wthmax008"; break; + case 3: sItem = "nw_wthmax005"; break; + case 4: sItem = "nw_wthmax007"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(5) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax008"; break; + case 2: sItem = "nw_wthmax005"; break; + case 3: sItem = "nw_wthmax007"; break; + case 4: sItem = "nw_wthmax003"; break; + case 5: sItem = "nw_wthmax004"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax007"; break; + case 2: sItem = "nw_wthmax003"; break; + case 3: sItem = "nw_wthmax004"; break; + case 4: sItem = "nw_wthmax009"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax003"; break; + case 2: sItem = "nw_wthmax004"; break; + case 3: sItem = "nw_wthmax009"; break; + case 4: sItem = "nw_wthmax006"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wthmax009"; break; + case 2: sItem = "nw_wthmax006"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, Random(40) + 1); +} +void CreateTwoBladedSword(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw002"; break; + case 2: sItem = "nw_wdbmsw002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw002"; break; + case 2: sItem = "nw_wdbmsw010"; break; + case 3: sItem = "nw_wdbmsw006"; break; + case 4: sItem = "nw_wdbmsw007"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw010"; break; + case 2: sItem = "nw_wdbmsw006"; break; + case 3: sItem = "nw_wdbmsw007"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw011"; break; + case 2: sItem = "nw_wdbmsw005"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wdbmsw011"; break; + case 2: sItem = "nw_wdbmsw005"; break; + case 3: sItem = "nw_wdbmsw004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateWarhammer(object oTarget, object oAdventurer) +{ + + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw002"; break; + } + + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + int nRandom = Random(1) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw002"; break; + } + + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw002"; break; + case 2: sItem = "nw_wblmhw011"; break; + case 3: sItem = "nw_wblmhw006"; break; + } + + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw011"; break; + case 2: sItem = "nw_wblmhw006"; break; + } + + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + int nRandom = Random(4) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw006"; break; + case 2: sItem = "nw_wblmhw005"; break; + case 3: sItem = "nw_wblmhw012"; break; + case 4: sItem = "nw_wblmhw003"; break; + } + + } + else if (GetRange(6, nHD)) // * 16000 and up + { + int nRandom = Random(3) + 1; + switch (nRandom) + { + case 1: sItem = "nw_wblmhw012"; break; + case 2: sItem = "nw_wblmhw003"; break; + case 3: sItem = "nw_wblmhw004"; break; + } + + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} +void CreateWhip(object oTarget, object oAdventurer) +{ + string sItem = ""; + int nHD = GetHitDice(oAdventurer); + + if (GetRange(1, nHD)) // * 800 + { + sItem = "x2_it_wpmwhip1"; + } + else if (GetRange(2, nHD)) // * 200 - 2500 + { + sItem = "x2_it_wpmwhip1"; + } + else if (GetRange(3, nHD)) // * 800 - 10000 + { + int nRandom = Random(2) + 1; + switch (nRandom) + { + case 1: sItem = "x2_it_wpmwhip1"; break; + case 2: sItem = "x2_it_wpmwhip2"; break; + } + } + else if (GetRange(4, nHD)) // * 2500 - 16500 + { + sItem = "x2_it_wpmwhip2"; + } + else if (GetRange(5, nHD)) // * 8000 - 25000 + { + sItem = "x2_it_wpmwhip3"; + } + else if (GetRange(6, nHD)) // * 16000 and up + { + sItem = "x2_it_wpmwhip3"; + } + if (sItem != "") + dbCreateItemOnObject(sItem, oTarget, 1); +} + +//:://///////////////////////////////////////////// +//:: Prefers +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Returns true if oAdventurer prefers using + this weapon. + CRITERIA: They have Weapon Focus + nFeatWeaponType: Uses the feat constants + to differentiate the weapon types +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: March 2002 +//::////////////////////////////////////////////// +int Prefers(int nFeatWeaponType, object oAdventurer) +{ + if (GetHasFeat(nFeatWeaponType, oAdventurer) == TRUE) + return TRUE; + else + return FALSE; +} + +void main() +{ + object oLastOpener = GetLastOpener(); + object oContainer = OBJECT_SELF; + + if (GetLocalInt(OBJECT_SELF, "NW_L_OPENONCE") > 0 || GetIsObjectValid(oLastOpener) == FALSE) + { + return; // * abort treasure if no one opened the container + } + SetLocalInt(OBJECT_SELF, "NW_L_OPENONCE",1); + ShoutDisturbed(); + + // * CHoose the weapon type to create + if (Prefers(FEAT_WEAPON_FOCUS_BASTARD_SWORD, oLastOpener) == TRUE) + { + CreateBastardSword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_BATTLE_AXE,oLastOpener)) + { + CreateBattleAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_CLUB,oLastOpener)) + { + CreateClub(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_DAGGER,oLastOpener)) + { + CreateDagger(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_DART,oLastOpener)) + { + CreateDart(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_DIRE_MACE,oLastOpener)) + { + CreateDireMace(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_DOUBLE_AXE,oLastOpener)) + { + CreateDoubleAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_GREAT_AXE,oLastOpener)) + { + CreateGreatAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_GREAT_SWORD,oLastOpener)) + { + CreateGreatSword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_HALBERD,oLastOpener)) + { + CreateHalberd(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_HAND_AXE,oLastOpener)) + { + CreateHandAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW,oLastOpener)) + { + CreateHeavyCrossbow(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_HEAVY_FLAIL,oLastOpener)) + { + CreateHeavyFlail(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_KAMA,oLastOpener)) + { + CreateKama(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_KATANA,oLastOpener)) + { + CreateKatana(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_KUKRI,oLastOpener)) + { + CreateKukri(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW,oLastOpener)) + { + CreateLightCrossbow(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LIGHT_FLAIL,oLastOpener)) + { + CreateLightFlail(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LIGHT_HAMMER,oLastOpener)) + { + CreateLightHammer(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LIGHT_MACE,oLastOpener)) + { + CreateLightMace(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LONG_SWORD,oLastOpener)) + { + CreateLongSword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_LONGBOW,oLastOpener)) + { + CreateLongbow(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_MORNING_STAR,oLastOpener)) + { + CreateMorningstar(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_RAPIER,oLastOpener)) + { + CreateRapier(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SCIMITAR,oLastOpener)) + { + CreateScimitar(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SCYTHE,oLastOpener)) + { + CreateScythe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SHORT_SWORD,oLastOpener)) + { + CreateShortsword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SHORTBOW,oLastOpener)) + { + CreateShortbow(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SHURIKEN,oLastOpener)) + { + CreateShuriken(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SICKLE,oLastOpener)) + { + CreateSickle(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SLING,oLastOpener)) + { + CreateSling(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_SPEAR,oLastOpener)) + { + CreateSpear(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_STAFF,oLastOpener)) + { + CreateStaff(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_THROWING_AXE,oLastOpener)) + { + CreateThrowingAxe(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_TWO_BLADED_SWORD,oLastOpener)) + { + CreateTwoBladedSword(oContainer, oLastOpener); + } + else if (Prefers(FEAT_WEAPON_FOCUS_WAR_HAMMER,oLastOpener)) + { + CreateWarhammer(oContainer, oLastOpener); + } + else + { + // * if get to this point then the PC did not have Weapon Focus + // * in anything then do additional logic to give an appropriate weapon + if (GetLevelByClass(CLASS_TYPE_ALAGHAR, oLastOpener) >= 1) + { + CreateBattleAxe(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_HEARTWARDER, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_LASHER, oLastOpener) >= 1) + { + CreateWhip(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_STORMLORD, oLastOpener) >= 1) + { + CreateSpear(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_BLIGHTLORD, oLastOpener) >= 1) + { + CreateHalberd(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_HALFLING_WARSLINGER, oLastOpener) >= 1) + { + CreateSling(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_BOWMAN, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_BLARCHER, oLastOpener) >= 1) + { + CreateLongbow(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_SAMURAI, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_CW_SAMURAI, oLastOpener) >= 1) + { + CreateKatana(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_SWASHBUCKLER, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_PSYCHIC_ROGUE, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_DUELIST, oLastOpener) >= 1) + { + CreateRapier(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_WIZARD, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_PSION, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_SHADOWCASTER, oLastOpener) >= 1) + { + CreateSpecificWizardWeapon(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_DRUID, oLastOpener) >= 1) + { + CreateScimitar(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_MONK, oLastOpener) >= 1) + { + CreateSpecificMonkWeapon(oContainer, oLastOpener); + } + else + if (GetLevelByClass(CLASS_TYPE_ROGUE, oLastOpener) >= 1 + || GetLevelByClass(CLASS_TYPE_BARD, oLastOpener) >= 1) + { + CreateShortsword(oContainer, oLastOpener); + } + else + if (GetHasFeat(FEAT_WEAPON_PROFICIENCY_EXOTIC, oLastOpener)) + { + CreateBastardSword(oContainer, oLastOpener); + } + else + if (GetHasFeat(FEAT_WEAPON_PROFICIENCY_MARTIAL, oLastOpener)) + { + CreateLongSword(oContainer, oLastOpener); + } + else + if (GetHasFeat(FEAT_WEAPON_PROFICIENCY_SIMPLE, oLastOpener)) + { + CreateMorningstar(oContainer, oLastOpener); + } + } +} + + diff --git a/_module/nss/nw_o2_feat.nss b/_module/nss/nw_o2_feat.nss new file mode 100644 index 0000000..d9be1a3 --- /dev/null +++ b/_module/nss/nw_o2_feat.nss @@ -0,0 +1,20 @@ +//:://///////////////////////////////////////////// +//:: Weapon Spawn Script for Martial Classes +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in a magical SPECIFIC weapon suited for that class. + Will spawn in either a generic or specific, depending on the + value. + + NOTE: Only works on containers +*/ +//::////////////////////////////////////////////// +//:: Created By: Andrew, Brent +//:: Created On: February 2002 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_classweap", OBJECT_SELF); +} diff --git a/_module/nss/nw_o2_generalhig.nss b/_module/nss/nw_o2_generalhig.nss new file mode 100644 index 0000000..5714ef4 --- /dev/null +++ b/_module/nss/nw_o2_generalhig.nss @@ -0,0 +1,26 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script HIGH +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateHighTreasure(oLastOpener, OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ShoutDisturbed(); +} diff --git a/_module/nss/nw_o2_generallow.nss b/_module/nss/nw_o2_generallow.nss new file mode 100644 index 0000000..c028730 --- /dev/null +++ b/_module/nss/nw_o2_generallow.nss @@ -0,0 +1,25 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if(GetLocalInt(OBJECT_SELF,"NW_DO_ONCE")) + return; + + object oLastOpener = GetLastOpener(); + GenerateLowTreasure(oLastOpener, OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + ShoutDisturbed(); +} \ No newline at end of file diff --git a/_module/nss/nw_o2_generalmed.nss b/_module/nss/nw_o2_generalmed.nss new file mode 100644 index 0000000..d447bf0 --- /dev/null +++ b/_module/nss/nw_o2_generalmed.nss @@ -0,0 +1,27 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script Medium +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" + +void main() + +{ + if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + object oLastOpener = GetLastOpener(); + GenerateMediumTreasure(oLastOpener, OBJECT_SELF); + SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + + ShoutDisturbed(); +} diff --git a/_module/nss/nw_o2_generalmid.nss b/_module/nss/nw_o2_generalmid.nss new file mode 100644 index 0000000..a6b2ef6 --- /dev/null +++ b/_module/nss/nw_o2_generalmid.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: General Treasure Spawn Script Medium +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Spawns in general purpose treasure, usable + by all classes. +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: February 26 2001 +//::////////////////////////////////////////////// + +void main() +{ + ExecuteScript("nw_o2_generalmed", OBJECT_SELF); +} diff --git a/_module/nss/nw_s1_aurablnda.nss b/_module/nss/nw_s1_aurablnda.nss new file mode 100644 index 0000000..0babfaa --- /dev/null +++ b/_module/nss/nw_s1_aurablnda.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Aura of Blinding On Enter +//:: NW_S1_AuraBlndA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura of the creature the player + must make a will save or be blinded because of the + sheer ugliness or beauty of the creature. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD/3); + + effect eBlind = EffectBlindness(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVis = EffectVisualEffect(VFX_IMP_BLIND_DEAF_M); + effect eLink = EffectLinkEffects(eBlind, eDur); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + //Entering object must make a will save or be blinded for the duration. + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_BLINDING)); + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC)) + { + //Apply the blind effect and the VFX impact + DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_auracoldc.nss b/_module/nss/nw_s1_auracoldc.nss new file mode 100644 index 0000000..49cd95e --- /dev/null +++ b/_module/nss/nw_s1_auracoldc.nss @@ -0,0 +1,62 @@ +//:://///////////////////////////////////////////// +//:: Aura of Frost on Heartbeat +//:: NW_S1_AuraColdC.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Prolonged exposure to the aura of the creature + causes frost damage to all within the aura. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nFrost = 1 + (nHD/3); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + effect eDam; + effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); + + //Get the first target in the aura of cold + oTarget = GetFirstInPersistentObject(); + + while (GetIsObjectValid(oTarget)) + { +/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) + { + oTarget = GetNextInPersistentObject(OBJECT_SELF); + continue; + } */ + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_COLD)); + //Roll damage based on the creatures HD + nDamage = d4(nFrost); + //Make a Fortitude save for half + if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_COLD)) + { + nDamage = nDamage / 2; + } + //Set the damage effect + eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD); + //Apply the VFX constant and damage effect + ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + //Get the next target in the aura of cold + oTarget = GetNextInPersistentObject(); + } +} diff --git a/_module/nss/nw_s1_auraelecc.nss b/_module/nss/nw_s1_auraelecc.nss new file mode 100644 index 0000000..06994f4 --- /dev/null +++ b/_module/nss/nw_s1_auraelecc.nss @@ -0,0 +1,58 @@ +//:://///////////////////////////////////////////// +//:: Aura of Electricity on Heartbeat +//:: NW_S1_AuraElecC.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Prolonged exposure to the aura of the creature + causes electrical damage to all within the aura. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + int nHD = GetHitDice(oNPC); + int nZap = 1 + (nHD / 3); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 + nCHAMod + (nHD/2); + int nDamage; + + effect eDam; + effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); + + //Get first target in spell area + object oTarget = GetFirstInPersistentObject(); + while (GetIsObjectValid(oTarget)) + { +/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) + { + oTarget = GetNextInPersistentObject(OBJECT_SELF); + continue; + } */ + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + nDamage = d4(nZap); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_ELECTRICITY)); + //Make a saving throw check + if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY)) + { + nDamage = nDamage / 2; + } + eDam = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); + //Apply the VFX impact and effects + DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); + DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + //Get next target in spell area + oTarget = GetNextInPersistentObject(); + } +} diff --git a/_module/nss/nw_s1_aurafirec.nss b/_module/nss/nw_s1_aurafirec.nss new file mode 100644 index 0000000..a6b9638 --- /dev/null +++ b/_module/nss/nw_s1_aurafirec.nss @@ -0,0 +1,59 @@ +//:://///////////////////////////////////////////// +//:: Aura of Fire on Heartbeat +//:: NW_S1_AuraFireC.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Prolonged exposure to the aura of the creature + causes fire damage to all within the aura. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetFirstInPersistentObject(); //:: Get first target in spell area + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nBurn = 1 + (nHD/3); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nDamSave; + + effect eDam; + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); + + while(GetIsObjectValid(oTarget)) + { +/* if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) + { + oTarget = GetNextInPersistentObject(OBJECT_SELF); + continue; + } */ + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FIRE)); + //Roll damage + nDamage = d4(nBurn); + //Make a saving throw check + if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_FIRE)) + { + nDamage = nDamage / 2; + } + //Set the damage effect + eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); + } + //Get next target in spell area + oTarget = GetNextInPersistentObject(); + } +} diff --git a/_module/nss/nw_s1_auramenca.nss b/_module/nss/nw_s1_auramenca.nss new file mode 100644 index 0000000..e786aaa --- /dev/null +++ b/_module/nss/nw_s1_auramenca.nss @@ -0,0 +1,46 @@ +//:://///////////////////////////////////////////// +//:: Aura of Menace On Enter +//:: NW_S1_AuraMencA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura all those that fail + a will save are stricken with Doom. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + int nDuration = 1 + (GetHitDice(oNPC)/3); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (GetHitDice(oNPC)/2); + int nLevel = GetCasterLevel(OBJECT_SELF); + int nMetaMagic = PRCGetMetaMagicFeat(); + + effect eVis = EffectVisualEffect(VFX_IMP_DOOM); + effect eLink = CreateDoomEffectsLink(); + + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_AURA_MENACE)); + //Spell Resistance and Saving throw + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC)) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, TurnsToSeconds(nDuration)); + } + } +} diff --git a/_module/nss/nw_s1_auraprota.nss b/_module/nss/nw_s1_auraprota.nss new file mode 100644 index 0000000..548f284 --- /dev/null +++ b/_module/nss/nw_s1_auraprota.nss @@ -0,0 +1,35 @@ +//:://///////////////////////////////////////////// +//:: Aura of Protection: On Enter +//:: NW_S1_AuraProtA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Acts as a double strength Magic Circle against + evil and a Minor Globe for those friends in + the area. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On:Jan 8, 2002, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +void main() +{ + //Declare major variables + effect eProt = CreateProtectionFromAlignmentLink(ALIGNMENT_EVIL); + effect eGlobe = EffectSpellLevelAbsorption(3, 0); + effect eDur = EffectVisualEffect(VFX_DUR_GLOBE_MINOR); + + effect eLink = EffectLinkEffects(eProt, eGlobe); + eLink = EffectLinkEffects(eLink, eDur); + + object oTarget = GetEnteringObject(); + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + //Faction Check + if(GetIsFriend(oTarget, GetAreaOfEffectCreator())) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oTarget); + } +} diff --git a/_module/nss/nw_s1_aurastuna.nss b/_module/nss/nw_s1_aurastuna.nss new file mode 100644 index 0000000..03d0aae --- /dev/null +++ b/_module/nss/nw_s1_aurastuna.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Aura Stunning On Enter +//:: NW_S1_AuraStunA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura of the creature the player + must make a will save or be stunned. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDuration = GetHitDice(oNPC); + int nDC = 10 + nCHAMod + (nDuration/2); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + effect eVis = EffectVisualEffect(VFX_IMP_STUN); + effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eDeath = EffectStunned(); + effect eLink = EffectLinkEffects(eVis2, eDeath); + + nDuration = GetScaledDuration(nDuration, oTarget); + + if(!GetIsFriend(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_STUN)); + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_auraunata.nss b/_module/nss/nw_s1_auraunata.nss new file mode 100644 index 0000000..a597062 --- /dev/null +++ b/_module/nss/nw_s1_auraunata.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Aura of the Unnatural On Enter +//:: NW_S1_AuraMencA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura all animals are struck with + fear. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eFear = EffectFrightened(); + effect eLink = EffectLinkEffects(eVis, eFear); + object oTarget = GetEnteringObject(); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + int nDuration = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nRacial = GetRacialType(oTarget); + int nDC = 10 + nCHAMod + (GetHitDice(oNPC)/2); + + if(GetIsEnemy(oTarget)) + { + nDuration = (nDuration / 3) + 1; + //Make a saving throw check + if(nRacial == RACIAL_TYPE_ANIMAL) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_UNNATURAL)); + //if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) //:: This ability only affects animals & they don't get a save. + //{ + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); + //} + } + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_aurauneaa.nss b/_module/nss/nw_s1_aurauneaa.nss new file mode 100644 index 0000000..6f4a75b --- /dev/null +++ b/_module/nss/nw_s1_aurauneaa.nss @@ -0,0 +1,46 @@ +//:://///////////////////////////////////////////// +//:: Aura Unearthly Visage On Enter +//:: NW_S1_AuraUnEaA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura of the creature the player + must make a will save or be killed because of the + sheer ugliness or beauty of the creature. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + effect eDeath = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + if(GetIsEnemy(oTarget, oNPC)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_AURA_UNEARTHLY_VISAGE)); + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oTarget); + //ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltacid.nss b/_module/nss/nw_s1_bltacid.nss new file mode 100644 index 0000000..ef53a16 --- /dev/null +++ b/_module/nss/nw_s1_bltacid.nss @@ -0,0 +1,66 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Acid +//:: NW_S1_BltAcid +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); + effect eBolt; + + //ankheg + if(GetAppearanceType(oNPC) == APPEARANCE_TYPE_BEETLE_SLICER) + { + nDamage = d4(4); + } + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ACID)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ACID); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ACID); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltcharm.nss b/_module/nss/nw_s1_bltcharm.nss new file mode 100644 index 0000000..df11d65 --- /dev/null +++ b/_module/nss/nw_s1_bltcharm.nss @@ -0,0 +1,47 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Charm +//:: NW_S1_BltCharm +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" +#include "NW_I0_SPELLS" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis = EffectVisualEffect(VFX_IMP_CHARM); + effect eBolt = EffectCharmed(); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_CHARM)); + //Make a saving throw check + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_bltchrdr.nss b/_module/nss/nw_s1_bltchrdr.nss new file mode 100644 index 0000000..e734580 --- /dev/null +++ b/_module/nss/nw_s1_bltchrdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Charisma Drain +//:: NW_S1_BltChrDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fortitude save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD / 3; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_ABILITY_DRAIN_CHARISMA)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_CHARISMA, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltcold.nss b/_module/nss/nw_s1_bltcold.nss new file mode 100644 index 0000000..657f0fe --- /dev/null +++ b/_module/nss/nw_s1_bltcold.nss @@ -0,0 +1,60 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Cold +//:: NW_S1_BltCold +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_COLD)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_COLD); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_COLD); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltcondr.nss b/_module/nss/nw_s1_bltcondr.nss new file mode 100644 index 0000000..9d85f04 --- /dev/null +++ b/_module/nss/nw_s1_bltcondr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Constitution Drain +//:: NW_S1_BltConDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fort save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD /3); + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_CONSTITUTION)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_CONSTITUTION, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltconf.nss b/_module/nss/nw_s1_bltconf.nss new file mode 100644 index 0000000..5bed7dc --- /dev/null +++ b/_module/nss/nw_s1_bltconf.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Confuse +//:: NW_S1_BltConf +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" +#include "NW_I0_SPELLS" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis2 = EffectVisualEffect(VFX_IMP_CONFUSION_S); + effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eBolt = EffectConfused(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + eLink = EffectLinkEffects(eLink, eVis); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_CONFUSE)); + //Make a saving throw check + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_bltdaze.nss b/_module/nss/nw_s1_bltdaze.nss new file mode 100644 index 0000000..68d15c7 --- /dev/null +++ b/_module/nss/nw_s1_bltdaze.nss @@ -0,0 +1,47 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Daze +//:: NW_S1_BltDaze +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" +#include "NW_I0_SPELLS" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eBolt = EffectDazed(); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + eLink = EffectLinkEffects(eLink, eVis); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DAZE)); + //Make a saving throw check + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + } +} diff --git a/_module/nss/nw_s1_bltdeath.nss b/_module/nss/nw_s1_bltdeath.nss new file mode 100644 index 0000000..e2cbcd7 --- /dev/null +++ b/_module/nss/nw_s1_bltdeath.nss @@ -0,0 +1,47 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Death +//:: NW_S1_BltDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + effect eBolt = EffectDeath(); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DEATH)); + //Make a saving throw check + if(TouchAttackRanged(oTarget)) + { + if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DEATH)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + //ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} + diff --git a/_module/nss/nw_s1_bltdexdr.nss b/_module/nss/nw_s1_bltdexdr.nss new file mode 100644 index 0000000..4ef34d8 --- /dev/null +++ b/_module/nss/nw_s1_bltdexdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Dexterity Drain +//:: NW_S1_BltDexDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fort save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_DEXTERITY)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_DEXTERITY, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltdisese.nss b/_module/nss/nw_s1_bltdisese.nss new file mode 100644 index 0000000..6513a06 --- /dev/null +++ b/_module/nss/nw_s1_bltdisese.nss @@ -0,0 +1,73 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Disease +//:: NW_S1_BltDisease +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to infect + the target with a disease. The disease used + is chosen based upon the racial type of the + caster. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nRacial = MyPRCGetRacialType(oNPC); + int nDisease; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DISEASE)); + + //Here we use the racial type of the attacker to select an + //appropriate disease. + switch (nRacial) + { + case RACIAL_TYPE_VERMIN: + nDisease = DISEASE_VERMIN_MADNESS; + break; + case RACIAL_TYPE_UNDEAD: + nDisease = DISEASE_FILTH_FEVER; + break; + case RACIAL_TYPE_OUTSIDER: + if(GetTag(oNPC) == "NW_SLAADRED") + { + nDisease = DISEASE_RED_SLAAD_EGGS; + } + else + { + nDisease = DISEASE_DEMON_FEVER; + } + break; + case RACIAL_TYPE_MAGICAL_BEAST: + nDisease = DISEASE_SOLDIER_SHAKES; + break; + case RACIAL_TYPE_ABERRATION: + nDisease = DISEASE_BLINDING_SICKNESS; + break; + default: + nDisease = DISEASE_SOLDIER_SHAKES; + break; + } + //Assign effect and chosen disease + effect eBolt = EffectDisease(nDisease); + //Make the ranged touch attack. + if (TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltdomn.nss b/_module/nss/nw_s1_bltdomn.nss new file mode 100644 index 0000000..5027b45 --- /dev/null +++ b/_module/nss/nw_s1_bltdomn.nss @@ -0,0 +1,53 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Dominated +//:: NW_S1_BltDomn +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S); + effect eBolt = EffectDominated(); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eVis2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + eLink = EffectLinkEffects(eLink, eVis2); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_DOMINATE)); + + //Make a saving throw check + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltfire.nss b/_module/nss/nw_s1_bltfire.nss new file mode 100644 index 0000000..4f7a423 --- /dev/null +++ b/_module/nss/nw_s1_bltfire.nss @@ -0,0 +1,58 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Fire +//:: NW_S1_BoltFire +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_FIRE)); + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_FIRE); + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltintdr.nss b/_module/nss/nw_s1_bltintdr.nss new file mode 100644 index 0000000..f3ffbad --- /dev/null +++ b/_module/nss/nw_s1_bltintdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Intelligence Drain +//:: NW_S1_BltIntDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_INTELLIGENCE)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_INTELLIGENCE, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltknckd.nss b/_module/nss/nw_s1_bltknckd.nss new file mode 100644 index 0000000..6816964 --- /dev/null +++ b/_module/nss/nw_s1_bltknckd.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Knockdown +//:: NW_S1_BltKnckD +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + + effect eVis = EffectVisualEffect(VFX_IMP_SONIC); + effect eBolt = EffectKnockdown(); + effect eDam = EffectDamage(d6(), DAMAGE_TYPE_BLUDGEONING); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_KNOCKDOWN)); + + //Make a saving throw check + if (!/*Reflex Save*/ PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBolt, oTarget, RoundsToSeconds(3)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltlightn.nss b/_module/nss/nw_s1_bltlightn.nss new file mode 100644 index 0000000..024eafb --- /dev/null +++ b/_module/nss/nw_s1_bltlightn.nss @@ -0,0 +1,59 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Lightning +//:: NW_S1_BltLightn +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Does 1d6 per level to a single target. Reflex + save for half +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Aug 10, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, OBJECT_SELF,BODY_NODE_HAND); + effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_LIGHTNING)); + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,SAVING_THROW_TYPE_ELECTRICITY); + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.7); + } + } +} diff --git a/_module/nss/nw_s1_bltlvldr.nss b/_module/nss/nw_s1_bltlvldr.nss new file mode 100644 index 0000000..e3f14ca --- /dev/null +++ b/_module/nss/nw_s1_bltlvldr.nss @@ -0,0 +1,49 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Level Drain +//:: NW_S1_BltLvlDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = nHD/5; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt = EffectNegativeLevel(1); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_LEVEL_DRAIN)); + + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + //eBolt = LEVEL DRAIN EFFECT + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltparal.nss b/_module/nss/nw_s1_bltparal.nss new file mode 100644 index 0000000..e4a6b59 --- /dev/null +++ b/_module/nss/nw_s1_bltparal.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Paralyze +//:: NW_S1_BltParal +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + nCount = GetScaledDuration(nCount, oTarget); + + effect eVis = EffectVisualEffect(VFX_DUR_PARALYZED); + effect eBolt = EffectParalyze(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + eLink = EffectLinkEffects(eLink, eVis); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_PARALYZE)); + //Make a saving throw check + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + } +} diff --git a/_module/nss/nw_s1_bltpoison.nss b/_module/nss/nw_s1_bltpoison.nss new file mode 100644 index 0000000..8a34aca --- /dev/null +++ b/_module/nss/nw_s1_bltpoison.nss @@ -0,0 +1,123 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Poison +//:: NW_S1_BltPoison.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Must make a ranged touch attack. If successful + the target is struck down with poison that + scales with level. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nRacial = MyPRCGetRacialType(OBJECT_SELF); + int nPoison; + + effect ePoison; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_POISON)); + + //Determine the poison type based on the Racial Type and HD + switch (nRacial) + { + case RACIAL_TYPE_OUTSIDER: + if (nHD <= 9) + { + nPoison = POISON_QUASIT_VENOM; + } + else if (nHD > 9 && nHD < 13) + { + nPoison = POISON_BEBILITH_VENOM; + } + else if (nHD >= 13) + { + nPoison = POISON_PIT_FIEND_ICHOR; + } + break; + case RACIAL_TYPE_VERMIN: + if (nHD < 3) + { + nPoison = POISON_TINY_SPIDER_VENOM; + } + else if (nHD <= 3 && nHD < 6) + { + nPoison = POISON_SMALL_SPIDER_VENOM; + } + else if (nHD <= 6 && nHD < 9) + { + nPoison = POISON_MEDIUM_SPIDER_VENOM; + } + else if (nHD <= 9 && nHD < 12) + { + nPoison = POISON_LARGE_SPIDER_VENOM; + } + else if (nHD <= 12 && nHD < 15) + { + nPoison = POISON_HUGE_SPIDER_VENOM; + } + else if (nHD <= 15 && nHD < 18) + { + nPoison = POISON_GARGANTUAN_SPIDER_VENOM; + } + else if (nHD >= 18) + { + nPoison = POISON_COLOSSAL_SPIDER_VENOM; + } + break; + default: + if (nHD < 3) + { + nPoison = POISON_NIGHTSHADE; + } + else if (nHD <= 3 && nHD < 6) + { + nPoison = POISON_BLADE_BANE; + } + else if (nHD <= 6 && nHD < 9) + { + nPoison = POISON_BLOODROOT; + } + else if (nHD <= 9 && nHD < 12) + { + nPoison = POISON_LARGE_SPIDER_VENOM; + } + else if (nHD <= 12 && nHD < 15) + { + nPoison = POISON_LICH_DUST; + } + else if (nHD <= 15 && nHD < 18) + { + nPoison = POISON_DARK_REAVER_POWDER; + } + else if (nHD >= 18 ) + { + nPoison = POISON_BLACK_LOTUS_EXTRACT; + } + + break; + } + //Make a ranged touch attack + if (TouchAttackRanged (oTarget)) + { + ePoison = EffectPoison(nPoison); + //Apply effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget); + } +} + diff --git a/_module/nss/nw_s1_bltshards.nss b/_module/nss/nw_s1_bltshards.nss new file mode 100644 index 0000000..1b96e2b --- /dev/null +++ b/_module/nss/nw_s1_bltshards.nss @@ -0,0 +1,58 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Shards +//:: NW_S1_BltShard +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_SHARDS)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Set damage effect + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_PIERCING, DAMAGE_POWER_PLUS_ONE); + if(nDamage > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_bltslow.nss b/_module/nss/nw_s1_bltslow.nss new file mode 100644 index 0000000..bf4813a --- /dev/null +++ b/_module/nss/nw_s1_bltslow.nss @@ -0,0 +1,47 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Slow +//:: NW_S1_BltSlow +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex save is + needed to or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: June 18 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + + effect eVis = EffectVisualEffect(VFX_IMP_SLOW); + effect eBolt = EffectSlow(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_SLOW)); + //Make a saving throw check + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltstrdr.nss b/_module/nss/nw_s1_bltstrdr.nss new file mode 100644 index 0000000..dd03161 --- /dev/null +++ b/_module/nss/nw_s1_bltstrdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Strength Drain +//:: NW_S1_BltStrDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fort save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BOLT_ABILITY_DRAIN_STRENGTH)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_STRENGTH, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget, RoundsToSeconds(nHD)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_bltstun.nss b/_module/nss/nw_s1_bltstun.nss new file mode 100644 index 0000000..1d77008 --- /dev/null +++ b/_module/nss/nw_s1_bltstun.nss @@ -0,0 +1,50 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Stun +//:: NW_S1_BltStun +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Reflex or Will save is + needed to halve damage or avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD + 1) / 2; + if (nCount == 0) { nCount = 1; } + nCount = GetScaledDuration(nCount, oTarget); + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_STUN); + effect eBolt = EffectStunned(); + eBolt = GetScaledEffect(eBolt, oTarget); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBolt, eDur); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_STUN)); + //Make a saving throw check + if (!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_bltweb.nss b/_module/nss/nw_s1_bltweb.nss new file mode 100644 index 0000000..9ed210a --- /dev/null +++ b/_module/nss/nw_s1_bltweb.nss @@ -0,0 +1,44 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Web +//:: NW_S1_BltWeb +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Glues a single target to the ground with + sticky strands of webbing. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 28, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nCount = 1 + (nHD /2); + if (nCount == 0) { nCount = 1; } + + effect eVis = EffectVisualEffect(VFX_DUR_WEB); + effect eStick = EffectEntangle(); + effect eLink = EffectLinkEffects(eVis, eStick); + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_WEB)); + //Make a saving throw check + if (!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC) && TouchAttackRanged(oTarget)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount)); + } +} diff --git a/_module/nss/nw_s1_bltwisdr.nss b/_module/nss/nw_s1_bltwisdr.nss new file mode 100644 index 0000000..49643c0 --- /dev/null +++ b/_module/nss/nw_s1_bltwisdr.nss @@ -0,0 +1,48 @@ +//:://///////////////////////////////////////////// +//:: Bolt: Wisdom Drain +//:: NW_S1_BltWisDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature must make a ranged touch attack to hit + the intended target. Fort save is + needed to avoid effect. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nCount = (nHD /3); + if (nCount == 0) { nCount = 1; } + int nDamage = d6(nCount); + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eBolt; + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_BOLT_ABILITY_DRAIN_WISDOM)); + //Make a saving throw check + if (!/*Fort Save*/ PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE) && TouchAttackRanged(oTarget)) + { + eBolt = EffectAbilityDecrease(ABILITY_WISDOM, nCount); + eBolt = SupernaturalEffect(eBolt); + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_coneacid.nss b/_module/nss/nw_s1_coneacid.nss new file mode 100644 index 0000000..2ab7dcf --- /dev/null +++ b/_module/nss/nw_s1_coneacid.nss @@ -0,0 +1,76 @@ +//:://///////////////////////////////////////////// +//:: Cone: Acid +//:: NW_S1_ConeAcid +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of damage eminated from the monster. Does + a set amount of damage based upon the creatures HD + and can be halved with a Reflex Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nLoop = nHD / 3; + + float fDelay; + + if(nLoop == 0) + { + nLoop = 1; + } + + //Calculate the damage + for (nLoop; nLoop > 0; nLoop--) + { + nDamage = nDamage + d6(2); + } + location lTargetLocation = GetSpellTargetLocation(); + + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_ACID)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ACID); + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_ACID); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + + diff --git a/_module/nss/nw_s1_conecold.nss b/_module/nss/nw_s1_conecold.nss new file mode 100644 index 0000000..24cc011 --- /dev/null +++ b/_module/nss/nw_s1_conecold.nss @@ -0,0 +1,76 @@ +//:://///////////////////////////////////////////// +//:: Cone: Cold +//:: NW_S1_ConeCold +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of damage eminated from the monster. Does + a set amount of damage based upon the creatures HD + and can be halved with a Reflex Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nLoop = nHD / 3; + + float fDelay; + + if(nLoop == 0) + { + nLoop = 1; + } + + //Calculate the damage + for (nLoop; nLoop > 0; nLoop--) + { + nDamage = nDamage + d6(2); + } + location lTargetLocation = GetSpellTargetLocation(); + + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_COLD)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD); + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_COLD); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + } +} + + diff --git a/_module/nss/nw_s1_conedisea.nss b/_module/nss/nw_s1_conedisea.nss new file mode 100644 index 0000000..9abedbb --- /dev/null +++ b/_module/nss/nw_s1_conedisea.nss @@ -0,0 +1,99 @@ +//:://///////////////////////////////////////////// +//:: Cone: Disease +//:: NW_S1_ConeDisea +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creature spits out a cone of disease that cannot + be avoided unless a Reflex save is made. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nRacial = MyPRCGetRacialType(oNPC); + int nDisease; + + location lTargetLocation = GetSpellTargetLocation(); + + float fDelay; + + effect eCone = EffectDisease(nDisease); + effect eVis = EffectVisualEffect(VFX_IMP_DISEASE_S); + + + //Determine the disease type based on the Racial Type and HD + switch (nRacial) + { + case RACIAL_TYPE_OUTSIDER: + nDisease = DISEASE_DEMON_FEVER; + break; + case RACIAL_TYPE_VERMIN: + nDisease = DISEASE_VERMIN_MADNESS; + break; + case RACIAL_TYPE_UNDEAD: + if(nHD <= 3) + { + nDisease = DISEASE_ZOMBIE_CREEP; + } + else if (nHD > 3 && nHD <= 10) + { + nDisease = DISEASE_GHOUL_ROT; + } + else if(nHD > 10) + { + nDisease = DISEASE_MUMMY_ROT; + } + default: + if(nHD <= 3) + { + nDisease = DISEASE_MINDFIRE; + } + else if (nHD > 3 && nHD <= 10) + { + nDisease = DISEASE_RED_ACHE; + } + else if(nHD > 10) + { + nDisease = DISEASE_SHAKES; + } + + + break; + } + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_DISEASE)); + //Get the delay time + fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + + } +} + + + diff --git a/_module/nss/nw_s1_coneelec.nss b/_module/nss/nw_s1_coneelec.nss new file mode 100644 index 0000000..a4fa75b --- /dev/null +++ b/_module/nss/nw_s1_coneelec.nss @@ -0,0 +1,78 @@ +//:://///////////////////////////////////////////// +//:: Cone: Lightning +//:: NW_S1_ConeElec +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of damage eminates from the monster. Does + a set amount of damage based upon the creatures HD + and can be halved with a Reflex Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nLoop = nHD / 3; + + float fDelay; + + if(nLoop == 0) + { + nLoop = 1; + } + + //Calculate the damage + for (nLoop; nLoop > 0; nLoop--) + { + nDamage = nDamage + d6(2); + } + location lTargetLocation = GetSpellTargetLocation(); + + effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNPC, BODY_NODE_HAND); + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_CONE_LIGHTNING)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY); + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget,0.5)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + } +} + + diff --git a/_module/nss/nw_s1_conesonic.nss b/_module/nss/nw_s1_conesonic.nss new file mode 100644 index 0000000..79c1d46 --- /dev/null +++ b/_module/nss/nw_s1_conesonic.nss @@ -0,0 +1,75 @@ +//:://///////////////////////////////////////////// +//:: Cone: Sonic +//:: NW_S1_ConeSonic +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of damage eminated from the monster. Does + a set amount of damage based upon the creatures HD + and can be halved with a Reflex Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + int nLoop = nHD / 3; + + float fDelay; + + if(nLoop == 0) + { + nLoop = 1; + } + + //Calculate the damage + for (nLoop; nLoop > 0; nLoop--) + { + nDamage = nDamage + d6(2); + } + location lTargetLocation = GetSpellTargetLocation(); + + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_SONIC); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_CONE_SONIC)); + //Determine effect delay + fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC,DAMAGE_TYPE_SONIC); + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_SONIC); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_dragfear.nss b/_module/nss/nw_s1_dragfear.nss new file mode 100644 index 0000000..f95e397 --- /dev/null +++ b/_module/nss/nw_s1_dragfear.nss @@ -0,0 +1,119 @@ +//:://///////////////////////////////////////////// +//:: Dragon Breath Fear +//:: NW_S1_DragFear +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calculates the proper DC Save for the + breath weapon based on the HD of the dragon. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + //Declare major variables + int nAge = GetHitDice(OBJECT_SELF); + int nCount; + int nDC; + float fDelay; + object oTarget; + effect eBreath = EffectFrightened(); + effect eFear = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eBreath, eDur); + eLink = EffectLinkEffects(eLink, eFear); + + //Determine the duration and save DC + if (nAge <= 6) //Wyrmling + { + nDC = 13; + nCount = 1; + } + else if (nAge >= 7 && nAge <= 9) //Very Young + { + nDC = 15; + nCount = 2; + } + else if (nAge >= 10 && nAge <= 12) //Young + { + nDC = 17; + nCount = 3; + } + else if (nAge >= 13 && nAge <= 15) //Juvenile + { + nDC = 19; + nCount = 4; + } + else if (nAge >= 16 && nAge <= 18) //Young Adult + { + nDC = 21; + nCount = 5; + } + else if (nAge >= 19 && nAge <= 21) //Adult + { + nDC = 24; + nCount = 6; + } + else if (nAge >= 22 && nAge <= 24) //Mature Adult + { + nDC = 27; + nCount = 7; + } + else if (nAge >= 25 && nAge <= 27) //Old + { + nDC = 28; + nCount = 8; + } + else if (nAge >= 28 && nAge <= 30) //Very Old + { + nDC = 30; + nCount = 9; + } + else if (nAge >= 31 && nAge <= 33) //Ancient + { + nDC = 32; + nCount = 10; + } + else if (nAge >= 34 && nAge <= 37) //Wyrm + { + nDC = 34; + nCount = 11; + } + else if (nAge > 37) //Great Wyrm + { + nDC = 37; + nCount = 12; + } + PlayDragonBattleCry(); + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE); + //Get first target in spell area + while(GetIsObjectValid(oTarget)) + { + if(oTarget != OBJECT_SELF && !GetIsReactionTypeFriendly(oTarget)) + { + nCount = GetScaledDuration(nCount, oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_DRAGON_BREATH_FEAR)); + //Determine the effect delay time + fDelay = GetDistanceBetween(oTarget, OBJECT_SELF)/20; + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR, OBJECT_SELF, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 14.0, GetSpellTargetLocation(), TRUE); + } +} + + diff --git a/_module/nss/nw_s1_dragfeara.nss b/_module/nss/nw_s1_dragfeara.nss new file mode 100644 index 0000000..2bb5009 --- /dev/null +++ b/_module/nss/nw_s1_dragfeara.nss @@ -0,0 +1,45 @@ +//:://///////////////////////////////////////////// +//:: Aura of Fear On Enter +//:: NW_S1_DragFearA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Upon entering the aura of the creature the player + must make a will save or be struck with fear because + of the creatures presence. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" +void main() +{ + //Declare major variables + object oTarget = GetEnteringObject(); + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eFear = EffectFrightened(); + effect eLink = EffectLinkEffects(eFear, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + int nHD = GetHitDice(GetAreaOfEffectCreator()); + int nDC = 10 + GetHitDice(GetAreaOfEffectCreator())/3; + int nDuration = GetScaledDuration(nHD, oTarget); + if(GetIsEnemy(oTarget, GetAreaOfEffectCreator())) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELLABILITY_AURA_FEAR)); + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } +} diff --git a/_module/nss/nw_s1_feroc3.nss b/_module/nss/nw_s1_feroc3.nss new file mode 100644 index 0000000..58a44cb --- /dev/null +++ b/_module/nss/nw_s1_feroc3.nss @@ -0,0 +1,41 @@ +//:://///////////////////////////////////////////// +//:: Ferocity 3 +//:: NW_S1_Feroc3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + The Dex and Str of the target increases +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Aug 13, 2001 +//::////////////////////////////////////////////// + +void main() +{ +//:: Declare major variables + object oNPC = OBJECT_SELF; + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION); //:: Determine the duration by getting the con modifier + int nIncrease = 9; + int nDuration = 1 + nCONMod; + if(nDuration == 0) { nDuration = 1; } + + + effect eDex = EffectAbilityIncrease(ABILITY_DEXTERITY, nIncrease); + effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, nIncrease); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); + effect eLink = EffectLinkEffects(eStr, eDex); + eLink = EffectLinkEffects(eLink, eDur); + eLink = ExtraordinaryEffect(eLink); //:: Make effect extraordinary + + //effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE); + SignalEvent(oNPC, EventSpellCastAt(oNPC, SPELLABILITY_FEROCITY_3, FALSE)); + if (nCONMod > 0) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oNPC, RoundsToSeconds(nDuration)); + //ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF) ; + } +} diff --git a/_module/nss/nw_s1_gazechaos.nss b/_module/nss/nw_s1_gazechaos.nss new file mode 100644 index 0000000..950ce62 --- /dev/null +++ b/_module/nss/nw_s1_gazechaos.nss @@ -0,0 +1,69 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Destroy Law +//:: NW_S1_GazeChaos +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save and are of Lawful alignment. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 13, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_LAWFUL) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DESTROY_LAW)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazecharm.nss b/_module/nss/nw_s1_gazecharm.nss new file mode 100644 index 0000000..e4a0622 --- /dev/null +++ b/_module/nss/nw_s1_gazecharm.nss @@ -0,0 +1,76 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Charm +//:: NW_S1_GazeCharm +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectCharmed(); + + effect eVis = EffectVisualEffect(VFX_IMP_CHARM); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_NEGATIVE); + effect eLink = EffectLinkEffects(eDur, eVisDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + nDuration = GetScaledDuration(nDuration, oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_CHARM)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + eGaze = GetScaledEffect(eGaze, oTarget); + eLink = EffectLinkEffects(eLink, eGaze); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + + diff --git a/_module/nss/nw_s1_gazeconfu.nss b/_module/nss/nw_s1_gazeconfu.nss new file mode 100644 index 0000000..4add32f --- /dev/null +++ b/_module/nss/nw_s1_gazeconfu.nss @@ -0,0 +1,77 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Confusion +//:: NW_S1_GazeConfu +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectConfused(); + effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eLink = EffectLinkEffects(eDur, eVisDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_CONFUSION)); + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + eGaze = GetScaledEffect(eGaze, oTarget); + eLink = EffectLinkEffects(eLink, eGaze); + + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_gazedaze.nss b/_module/nss/nw_s1_gazedaze.nss new file mode 100644 index 0000000..f0a8c2d --- /dev/null +++ b/_module/nss/nw_s1_gazedaze.nss @@ -0,0 +1,74 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Daze +//:: NW_S1_GazeDaze +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDazed(); + effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eLink = EffectLinkEffects(eGaze, eVisDur); + eLink = EffectLinkEffects(eLink, eDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DAZE)); + + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazedeath.nss b/_module/nss/nw_s1_gazedeath.nss new file mode 100644 index 0000000..635ee53 --- /dev/null +++ b/_module/nss/nw_s1_gazedeath.nss @@ -0,0 +1,66 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Death +//:: NW_S1_GazeDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) || oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazedomn.nss b/_module/nss/nw_s1_gazedomn.nss new file mode 100644 index 0000000..56e56e0 --- /dev/null +++ b/_module/nss/nw_s1_gazedomn.nss @@ -0,0 +1,78 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Dominate +//:: NW_S1_GazeDomn +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDominated(); + effect eVis = EffectVisualEffect(VFX_IMP_DOMINATE_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DOMINATED); + effect eLink = EffectLinkEffects(eDur, eVisDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DOMINATE)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(GetIsEnemy(oTarget)) + { + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + eGaze = GetScaledEffect(eGaze, oTarget); + eLink = EffectLinkEffects(eLink, eGaze); + + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazedoom.nss b/_module/nss/nw_s1_gazedoom.nss new file mode 100644 index 0000000..cb359b5 --- /dev/null +++ b/_module/nss/nw_s1_gazedoom.nss @@ -0,0 +1,74 @@ +//:://///////////////////////////////////////////// +//:: Gaze of Doom +//:: NW_S1_GazeDoom.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + If the target fails a save they recieve a -2 + penalty to all saves, attack rolls, damage and + skill checks for the duration of the spell. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 22, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eVis = EffectVisualEffect(VFX_IMP_DOOM); + effect eSaves = EffectSavingThrowDecrease(SAVING_THROW_ALL, 2); + effect eAttack = EffectAttackDecrease(2); + effect eDamage = EffectDamageDecrease(2); + effect eSkill = EffectSkillDecrease(SKILL_ALL_SKILLS, 2); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eAttack, eDamage); + eLink = EffectLinkEffects(eLink, eSaves); + eLink = EffectLinkEffects(eLink, eSkill); + eLink = EffectLinkEffects(eLink, eDur); + + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, GetSpellTargetLocation()); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(oTarget != oNPC) + { + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DOOM)); + //Spell Resistance and Saving throw + if (!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC)) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink , oTarget, RoundsToSeconds(nDuration)); + } + } + } + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, GetSpellTargetLocation()); + } +} diff --git a/_module/nss/nw_s1_gazeevil.nss b/_module/nss/nw_s1_gazeevil.nss new file mode 100644 index 0000000..eb2a269 --- /dev/null +++ b/_module/nss/nw_s1_gazeevil.nss @@ -0,0 +1,70 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Deatroy Good +//:: NW_S1_GazeEvil +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 13, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_GOOD) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazefear.nss b/_module/nss/nw_s1_gazefear.nss new file mode 100644 index 0000000..333d85c --- /dev/null +++ b/_module/nss/nw_s1_gazefear.nss @@ -0,0 +1,74 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Fear +//:: NW_S1_GazeFear +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + nDuration = GetScaledDuration(nDuration , oTarget); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectFrightened(); + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eLink = EffectLinkEffects(eGaze, eVisDur); + eLink = EffectLinkEffects(eLink, eDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + nDuration = GetScaledDuration(nDuration , oTarget); + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_FEAR)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazegood.nss b/_module/nss/nw_s1_gazegood.nss new file mode 100644 index 0000000..6ce014d --- /dev/null +++ b/_module/nss/nw_s1_gazegood.nss @@ -0,0 +1,70 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Deatroy Evil +//:: NW_S1_GazeGood +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 13, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_EVIL) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazelaw.nss b/_module/nss/nw_s1_gazelaw.nss new file mode 100644 index 0000000..14a9401 --- /dev/null +++ b/_module/nss/nw_s1_gazelaw.nss @@ -0,0 +1,71 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Deatroy Chaos +//:: NW_S1_GazeLaw +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 13, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + if(nDuration == 0) { nDuration = 1; } + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectDeath(); + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + if(GetAlignmentLawChaos(oTarget) == ALIGNMENT_CHAOTIC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DESTROY_LAW)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_gazestun.nss b/_module/nss/nw_s1_gazestun.nss new file mode 100644 index 0000000..8c44399 --- /dev/null +++ b/_module/nss/nw_s1_gazestun.nss @@ -0,0 +1,73 @@ +//:://///////////////////////////////////////////// +//:: Gaze: Stun +//:: NW_S1_GazeStun +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Cone shape that affects all within the AoE if they + fail a Will Save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 9, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "x0_i0_match" + +void main() +{ +//-------------------------------------------------------------------------- +// Make sure we are not blind +//-------------------------------------------------------------------------- + if (GetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF)) + { + FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE); + return; + } + + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDuration = 1 + (nHD / 3); + + location lTargetLocation = GetSpellTargetLocation(); + + effect eGaze = EffectStunned(); + effect eVis = EffectVisualEffect(VFX_IMP_STUN); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eVisDur = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eLink = EffectLinkEffects(eDur, eVisDur); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_STUNNED)); + //Determine effect delay + float fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*WillSave*/PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + eGaze = GetScaledEffect(eGaze, oTarget); + eLink = EffectLinkEffects(eLink, eGaze); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + diff --git a/_module/nss/nw_s1_golemgas.nss b/_module/nss/nw_s1_golemgas.nss new file mode 100644 index 0000000..6fb1495 --- /dev/null +++ b/_module/nss/nw_s1_golemgas.nss @@ -0,0 +1,41 @@ +//:://///////////////////////////////////////////// +//:: Golem Breath +//:: NW_S1_GolemGas +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Iron Golem spits out a cone of poison. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2001 +//::////////////////////////////////////////////// + +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + //Declare major variables + location lTargetLocation = GetSpellTargetLocation(); + object oTarget; + effect eCone = EffectPoison(POISON_IRON_GOLEM); + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_GOLEM_BREATH_GAS)); + //Determine effect delay + float fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + //Apply poison effect + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE); + } +} + + + diff --git a/_module/nss/nw_s1_hndbreath.nss b/_module/nss/nw_s1_hndbreath.nss new file mode 100644 index 0000000..e142797 --- /dev/null +++ b/_module/nss/nw_s1_hndbreath.nss @@ -0,0 +1,66 @@ +//:://///////////////////////////////////////////// +//:: Hell Hound Fire Breath +//:: NW_S1_HndBreath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A cone of fire eminates from the hound. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nDamage = d6(2); + + float fDelay; + + location lTargetLocation = GetSpellTargetLocation(); + + effect eCone; + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HELL_HOUND_FIREBREATH)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE); + + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + + //Set damage effect + eCone = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eCone, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE); + } +} + + + diff --git a/_module/nss/nw_s1_howlconf.nss b/_module/nss/nw_s1_howlconf.nss new file mode 100644 index 0000000..f9d770e --- /dev/null +++ b/_module/nss/nw_s1_howlconf.nss @@ -0,0 +1,67 @@ +//:://///////////////////////////////////////////// +//:: Howl: Confuse +//:: NW_S1_HowlConf +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 20ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + if(nDuration == 0) { nDuration = 1; } + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_CONFUSION_S); + effect eHowl = EffectConfused(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_CONFUSE)); + fDelay = GetDistanceToObject(oTarget)/10; + //Make a saving throw check + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_howldaze.nss b/_module/nss/nw_s1_howldaze.nss new file mode 100644 index 0000000..bd8e20c --- /dev/null +++ b/_module/nss/nw_s1_howldaze.nss @@ -0,0 +1,65 @@ +//:://///////////////////////////////////////////// +//:: Howl: Daze +//:: NW_S1_HowlDaze +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + if(nDuration == 0) { nDuration = 1; } + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S); + effect eHowl = EffectDazed(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_DAZE)); + fDelay = GetDistanceToObject(oTarget)/10; + //Make a saving throw check + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_howldeath.nss b/_module/nss/nw_s1_howldeath.nss new file mode 100644 index 0000000..5730647 --- /dev/null +++ b/_module/nss/nw_s1_howldeath.nss @@ -0,0 +1,59 @@ +//:://///////////////////////////////////////////// +//:: Howl: Death +//:: NW_S1_HowlDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_ODD); + effect eHowl = EffectDeath(); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_DEATH)); + fDelay = GetDistanceToObject(oTarget)/10; + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + //ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_howlfear.nss b/_module/nss/nw_s1_howlfear.nss new file mode 100644 index 0000000..13dcfaf --- /dev/null +++ b/_module/nss/nw_s1_howlfear.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Howl: Fear +//:: NW_S1_HowlFear +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + if(nDuration == 0) { nDuration = 1; } + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eHowl = EffectFrightened(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + fDelay = GetDistanceToObject(oTarget)/10; + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_FEAR)); + + //Make a saving throw check + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_howlparal.nss b/_module/nss/nw_s1_howlparal.nss new file mode 100644 index 0000000..b0ecd43 --- /dev/null +++ b/_module/nss/nw_s1_howlparal.nss @@ -0,0 +1,65 @@ +//:://///////////////////////////////////////////// +//:: Howl: Paralysis +//:: NW_S1_HowlParal +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + if(nDuration == 0) { nDuration = 1; } + + float fDelay; + + effect eHowl = EffectParalyze(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_ODD); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + fDelay = GetDistanceToObject(oTarget)/10; + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_PARALYSIS)); + + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_NONE, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_howlsonic.nss b/_module/nss/nw_s1_howlsonic.nss new file mode 100644 index 0000000..4de9768 --- /dev/null +++ b/_module/nss/nw_s1_howlsonic.nss @@ -0,0 +1,65 @@ +//:://///////////////////////////////////////////// +//:: Howl: Sonic +//:: NW_S1_HowlSonic +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDamage; + int nSonic = nHD/4; + if(nSonic == 0) { nSonic = 1; } + + effect eVis = EffectVisualEffect(VFX_IMP_SONIC); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_WAR_CRY); + + float fDelay; + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsFriend(oTarget) && oTarget != oNPC) + { + fDelay = GetDistanceToObject(oTarget)/20; + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_SONIC)); + nDamage = d6(nSonic); + //Make a saving throw check + if(PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_SONIC, oNPC, fDelay)) + { + nDamage = nDamage / 2; + } + //Set damage effect + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_SONIC); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} \ No newline at end of file diff --git a/_module/nss/nw_s1_howlstun.nss b/_module/nss/nw_s1_howlstun.nss new file mode 100644 index 0000000..962d9b9 --- /dev/null +++ b/_module/nss/nw_s1_howlstun.nss @@ -0,0 +1,66 @@ +//:://///////////////////////////////////////////// +//:: Howl: Stun +//:: NW_S1_HowlStun +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A howl emanates from the creature which affects + all within 10ft unless they make a save. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "NW_I0_SPELLS" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/4); + int nDuration = 1 + (nHD/4); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_STUN); + effect eHowl = EffectStunned(); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eDur2 = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eImpact = EffectVisualEffect(VFX_FNF_HOWL_MIND); + effect eLink = EffectLinkEffects(eHowl, eDur); + eLink = EffectLinkEffects(eLink, eDur2); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && !GetIsFriend(oTarget) && oTarget != oNPC) + { + fDelay = GetDistanceToObject(oTarget)/10; + nDuration = GetScaledDuration(nDuration , oTarget); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_HOWL_STUN)); + + //Make a saving throw check + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_MIND_SPELLS)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_krenscare.nss b/_module/nss/nw_s1_krenscare.nss new file mode 100644 index 0000000..7909916 --- /dev/null +++ b/_module/nss/nw_s1_krenscare.nss @@ -0,0 +1,61 @@ +//:://///////////////////////////////////////////// +//:: Krenshar Fear Stare +//:: NW_S1_KrenScare +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Causes those in the gaze to be struck with fear +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 8, 2002 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nMetaMagic = PRCGetMetaMagicFeat(); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_FEAR_S); + effect eFear = EffectFrightened(); + effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + //Link the fear and mind effects + effect eLink = EffectLinkEffects(eFear, eMind); + eLink = EffectLinkEffects(eLink, eDur); + + + //Get first target in the spell cone + oTarget = GetFirstObjectInShape(SHAPE_CONE, 10.0, GetSpellTargetLocation(), TRUE); + while(GetIsObjectValid(oTarget)) + { + //Make faction check + if(GetIsEnemy(oTarget)) + { + fDelay = GetDistanceToObject(oTarget)/20; + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_KRENSHAR_SCARE)); + //Make a will save + if(!/*Will Save*/ PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_FEAR)) + { + //Apply the linked effects and the VFX impact + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get next target in the spell cone + oTarget = GetNextObjectInShape(SHAPE_CONE, 10.0, GetSpellTargetLocation(), TRUE); + } +} diff --git a/_module/nss/nw_s1_mephsalt.nss b/_module/nss/nw_s1_mephsalt.nss new file mode 100644 index 0000000..03b0b97 --- /dev/null +++ b/_module/nss/nw_s1_mephsalt.nss @@ -0,0 +1,63 @@ +//:://///////////////////////////////////////////// +//:: Salt Mephit Breath +//:: NW_S1_MephSalt +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Salt Mephit shoots out a bolt of corrosive material + that causes 1d4 damage and reduces AC and Attack by 2 + + This should be a cone - Jaysyn +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nDamage = d4(); + + effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); + effect eBolt, eAttack, eAC; + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ACID); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nDamage == 0) {nTouch = 0;} + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MEPHIT_SALT_BREATH)); + + //Set damage, AC mod and attack mod effects + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_ACID); + eAC = EffectACDecrease(2); + eAttack = EffectAttackDecrease(2); + effect eLink = EffectLinkEffects(eAttack, eAC); + eLink = EffectLinkEffects(eLink, eDur); + + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_mephsteam.nss b/_module/nss/nw_s1_mephsteam.nss new file mode 100644 index 0000000..9b46d89 --- /dev/null +++ b/_module/nss/nw_s1_mephsteam.nss @@ -0,0 +1,67 @@ +//:://///////////////////////////////////////////// +//:: Steam Mephit Breath +//:: NW_S1_MephSteam +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Steam Mephit shoots out a bolt of steam + that causes 1d4 damage and reduces AC by 4 + and Attack by 2 + + This should be a cone - Jaysyn +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 11, 2001 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nDamage = d4(); + + + effect eVis = EffectVisualEffect(VFX_IMP_ACID_S); + effect eBolt, eAttack, eAC; + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE); + + //Make a ranged touch attack + int nTouch = TouchAttackRanged(oTarget); + if(nDamage == 0) {nTouch = 0;} + + if(nTouch > 0) + { + if(nTouch == 2) + { + nDamage *= 2; + } + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MEPHIT_STEAM_BREATH)); + + //Set damage, AC mod and attack mod effects + eBolt = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + eAC = EffectACDecrease(4); + eAttack = EffectAttackDecrease(2); + effect eLink = EffectLinkEffects(eAC, eAttack); + eLink = EffectLinkEffects(eLink, eDur); + + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(3)); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); + } +} diff --git a/_module/nss/nw_s1_mumundead.nss b/_module/nss/nw_s1_mumundead.nss new file mode 100644 index 0000000..f11db57 --- /dev/null +++ b/_module/nss/nw_s1_mumundead.nss @@ -0,0 +1,53 @@ +//:://///////////////////////////////////////////// +//:: Bolster Undead +//:: NW_S1_MumUndead +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This spell increases the Turn Resistance of + all undead around the caster by an amount + scaled with HD. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nScaling = nHD / 4; + + if(nScaling == 0) {nScaling = 1;} + + float fDelay; + + effect eTurn = EffectTurnResistanceIncrease(nScaling); + effect eVis = EffectVisualEffect(VFX_IMP_HEAD_EVIL); + effect eImpact = EffectVisualEffect(VFX_FNF_LOS_EVIL_30); + + ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetLocation(oNPC)); + + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(GetIsFriend(oTarget)) + { + fDelay = GetRandomDelay(); + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_MUMMY_BOLSTER_UNDEAD, FALSE)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eTurn, oTarget, RoundsToSeconds(10))); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, GetLocation(oNPC)); + } +} diff --git a/_module/nss/nw_s1_pulschrdr.nss b/_module/nss/nw_s1_pulschrdr.nss new file mode 100644 index 0000000..b55902c --- /dev/null +++ b/_module/nss/nw_s1_pulschrdr.nss @@ -0,0 +1,73 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Charisma Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_CHARISMA)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_CHARISMA, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulscold.nss b/_module/nss/nw_s1_pulscold.nss new file mode 100644 index 0000000..c5ff7d2 --- /dev/null +++ b/_module/nss/nw_s1_pulscold.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Cold +//:: NW_S1_PulsCold +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage = d6(nHD); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_FROST_S); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_COLD); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_COLD)); + + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_COLD); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulscondr.nss b/_module/nss/nw_s1_pulscondr.nss new file mode 100644 index 0000000..bfdbfcf --- /dev/null +++ b/_module/nss/nw_s1_pulscondr.nss @@ -0,0 +1,71 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Constitution Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_CONSTITUTION)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_CONSTITUTION, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsdeath.nss b/_module/nss/nw_s1_pulsdeath.nss new file mode 100644 index 0000000..7c949d1 --- /dev/null +++ b/_module/nss/nw_s1_pulsdeath.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Death +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_DEATH); + effect eHowl = EffectDeath(); + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + if(oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_DEATH)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay)) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulsdexdr.nss b/_module/nss/nw_s1_pulsdexdr.nss new file mode 100644 index 0000000..d29872a --- /dev/null +++ b/_module/nss/nw_s1_pulsdexdr.nss @@ -0,0 +1,70 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Dexterity Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_DEXTERITY)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_DEXTERITY, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsdis.nss b/_module/nss/nw_s1_pulsdis.nss new file mode 100644 index 0000000..f81568c --- /dev/null +++ b/_module/nss/nw_s1_pulsdis.nss @@ -0,0 +1,85 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Disease +//:: NW_S1_PulsDis +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of disease spreads out from the creature + and infects all those within 10ft +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Aug 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nRacial = MyPRCGetRacialType(oNPC); + int nHD = GetHitDice(oNPC); + int nDamage = d6(nHD); + int nDisease; + + float fDelay; + + effect eDisease; + effect ePulse = EffectVisualEffect(266); + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE); + + ApplyEffectAtLocation(DURATION_TYPE_INSTANT, ePulse, GetLocation(oNPC)); + + //Determine the disease type based on the Racial Type + switch (nRacial) + { + case RACIAL_TYPE_VERMIN: + nDisease = DISEASE_VERMIN_MADNESS; + break; + case RACIAL_TYPE_UNDEAD: + nDisease = DISEASE_FILTH_FEVER; + break; + case RACIAL_TYPE_OUTSIDER: + nDisease = DISEASE_DEMON_FEVER; + break; + case RACIAL_TYPE_MAGICAL_BEAST: + nDisease = DISEASE_SOLDIER_SHAKES; + break; + case RACIAL_TYPE_ABERRATION: + nDisease = DISEASE_BLINDING_SICKNESS; + break; + default: + nDisease = DISEASE_MINDFIRE; + break; + } + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_DISEASE)); + //Determine effect delay + fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + eDisease = EffectDisease(nDisease); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDisease, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulselec.nss b/_module/nss/nw_s1_pulselec.nss new file mode 100644 index 0000000..2f85614 --- /dev/null +++ b/_module/nss/nw_s1_pulselec.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Lightning +//:: NW_S0_CallLghtn.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + All creatures within 10ft of the creature take + 1d6 per HD up to 10d6 +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 22, 2001 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_S); + effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING, oNPC, BODY_NODE_CHEST); + effect eHowl = EffectVisualEffect(VFX_IMP_PULSE_COLD); + + DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eHowl, GetLocation(oNPC))); + + float fDelay; + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_LIGHTNING)); + //Roll the damage + nDamage = d6(nHD); + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_ELECTRICITY); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_ELECTRICAL); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eLightning,oTarget, 0.5)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsfire.nss b/_module/nss/nw_s1_pulsfire.nss new file mode 100644 index 0000000..9270aa9 --- /dev/null +++ b/_module/nss/nw_s1_pulsfire.nss @@ -0,0 +1,69 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Fire +//:: NW_S1_PulsFire +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_FIRE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != OBJECT_SELF) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_FIRE)); + //Roll the damage + nDamage = d6(nHD); + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_FIRE); + //Determine effect delay + fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20; + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + if(nDamage > 0) + { + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF)); + } +} + + diff --git a/_module/nss/nw_s1_pulsholy.nss b/_module/nss/nw_s1_pulsholy.nss new file mode 100644 index 0000000..20ae463 --- /dev/null +++ b/_module/nss/nw_s1_pulsholy.nss @@ -0,0 +1,89 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Holy +//:: NW_S1_PulsHoly +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. Undead are damaged, allies are healed. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M); + effect eVis2 = EffectVisualEffect(VFX_IMP_SUNSTRIKE); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_HOLY); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Roll the amount to heal or damage + nDamage = d4(nHD); + //If the target is not undead + if (MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD) + { + //Make a faction check + if(oTarget != oNPC) + { + if(GetIsFriend(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY, FALSE)); + //Set heal effect + eHowl = EffectHeal(nDamage); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + else + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_DIVINE); + //Set damage effect + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_DIVINE) ; + if(nDamage > 0) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY)); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsintdr.nss b/_module/nss/nw_s1_pulsintdr.nss new file mode 100644 index 0000000..8558364 --- /dev/null +++ b/_module/nss/nw_s1_pulsintdr.nss @@ -0,0 +1,72 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Intelligence Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_INTELLIGENCE)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_INTELLIGENCE, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF)); + } +} + diff --git a/_module/nss/nw_s1_pulslvldr.nss b/_module/nss/nw_s1_pulslvldr.nss new file mode 100644 index 0000000..f65e073 --- /dev/null +++ b/_module/nss/nw_s1_pulslvldr.nss @@ -0,0 +1,62 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Level Drain +//:: NW_S1_PulsLvlDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetLocation(oNPC)); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + fDelay = GetSpellEffectDelay(GetLocation(oNPC), oTarget)/20; + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Apply the VFX impact and effects + eHowl = EffectNegativeLevel(1); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulsneg.nss b/_module/nss/nw_s1_pulsneg.nss new file mode 100644 index 0000000..9bfa749 --- /dev/null +++ b/_module/nss/nw_s1_pulsneg.nss @@ -0,0 +1,87 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Negative +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. Undead are healed. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + int nDamage; + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_HEALING_M); + effect eVis2 = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Roll the amount to heal or damage + nDamage = d4(nHD); + //If the target is undead + if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD) + { + //Make a faction check + if(GetIsFriend(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY, FALSE)); + //Set heal effect + eHowl = EffectHeal(nDamage); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + else + { + if(!GetIsReactionTypeFriendly(oTarget) && MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD) + { + //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE); + //Set damage effect + eHowl = EffectDamage(nDamage, DAMAGE_TYPE_NEGATIVE); + if(nDamage > 0) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_HOLY)); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oTarget)); + } + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} diff --git a/_module/nss/nw_s1_pulspois.nss b/_module/nss/nw_s1_pulspois.nss new file mode 100644 index 0000000..252ae3a --- /dev/null +++ b/_module/nss/nw_s1_pulspois.nss @@ -0,0 +1,138 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Poison +//:: NW_S1_PulsPois +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. All who make a reflex save are not + poisoned. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 23, 2000 +//::////////////////////////////////////////////// +#include "prc_inc_racial" +//#include "wm_include" + +void main() +{ +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + int nRacial = MyPRCGetRacialType(oNPC); + int nPoison; + + float fDelay; + + effect ePoison; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE); + + //Determine the poison type based on the Racial Type and HD + switch (nRacial) + { + case RACIAL_TYPE_OUTSIDER: + if (nHD <= 9) + { + nPoison = POISON_QUASIT_VENOM; + } + else if (nHD > 9 && nHD < 13) + { + nPoison = POISON_BEBILITH_VENOM; + } + else if (nHD >= 13) + { + nPoison = POISON_PIT_FIEND_ICHOR; + } + break; + case RACIAL_TYPE_VERMIN: + if (nHD < 3) + { + nPoison = POISON_TINY_SPIDER_VENOM; + } + else if (nHD <= 3 && nHD < 6) + { + nPoison = POISON_SMALL_SPIDER_VENOM; + } + else if (nHD <= 6 && nHD < 9) + { + nPoison = POISON_MEDIUM_SPIDER_VENOM; + } + else if (nHD <= 9 && nHD < 12) + { + nPoison = POISON_LARGE_SPIDER_VENOM; + } + else if (nHD <= 12 && nHD < 15) + { + nPoison = POISON_HUGE_SPIDER_VENOM; + } + else if (nHD <= 15 && nHD < 18) + { + nPoison = POISON_GARGANTUAN_SPIDER_VENOM; + } + else if (nHD >= 18) + { + nPoison = POISON_COLOSSAL_SPIDER_VENOM; + } + break; + default: + if (nHD < 3) + { + nPoison = POISON_NIGHTSHADE; + } + else if (nHD <= 3 && nHD < 6) + { + nPoison = POISON_BLADE_BANE; + } + else if (nHD <= 6 && nHD < 9) + { + nPoison = POISON_BLOODROOT; + } + else if (nHD <= 9 && nHD < 12) + { + nPoison = POISON_LARGE_SPIDER_VENOM; + } + else if (nHD <= 12 && nHD < 15) + { + nPoison = POISON_LICH_DUST; + } + else if (nHD <= 15 && nHD < 18) + { + nPoison = POISON_DARK_REAVER_POWDER; + } + else if (nHD >= 18 ) + { + nPoison = POISON_BLACK_LOTUS_EXTRACT; + } + break; + } + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_POISON)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + ePoison = EffectPoison(nPoison); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + + diff --git a/_module/nss/nw_s1_pulsspore.nss b/_module/nss/nw_s1_pulsspore.nss new file mode 100644 index 0000000..7e9e34d --- /dev/null +++ b/_module/nss/nw_s1_pulsspore.nss @@ -0,0 +1,50 @@ +//:://///////////////////////////////////////////// +//:: Vrock Spores +//:: NW_S1_PulsSpore +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of disease spreads out from the creature + and infects all those within 10ft +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 8, 2002 +//::////////////////////////////////////////////// +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + float fDelay; + effect eDisease; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_DISEASE)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + eDisease = EffectDisease(DISEASE_SOLDIER_SHAKES); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDisease, oTarget)); + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(oNPC)); + } +} diff --git a/_module/nss/nw_s1_pulsstrdr.nss b/_module/nss/nw_s1_pulsstrdr.nss new file mode 100644 index 0000000..5f88eab --- /dev/null +++ b/_module/nss/nw_s1_pulsstrdr.nss @@ -0,0 +1,71 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Strength Drain +//:: NW_S1_PulsDeath +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + while(GetIsObjectValid(oTarget)) + { + if(oTarget != oNPC) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_STRENGTH)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_STRENGTH, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + } + //Get next target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} + diff --git a/_module/nss/nw_s1_pulswind.nss b/_module/nss/nw_s1_pulswind.nss new file mode 100644 index 0000000..0572407 --- /dev/null +++ b/_module/nss/nw_s1_pulswind.nss @@ -0,0 +1,51 @@ +//:://///////////////////////////////////////////// +//:: Pulse Whirlwind +//:: NW_S1_PulsWind +//:: Copyright (c) 2001 Bioware Corp. +//:://///////////////////////////////////////////// +/* + All those that fail a save are knocked + down by the elemental whirlwind. +*/ +//:://///////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 8, 2002 +//:://///////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nSTRMod = GetAbilityModifier(ABILITY_STRENGTH, oNPC); + int nDC = 10 +nSTRMod+ (nHD/2); + + effect eDown = EffectKnockdown(); + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_WIND); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC) + { + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_REFLEX, oTarget, nDC)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDown, oTarget, 5.0); + } + //Get next target in spell area + } + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC)); + } +} diff --git a/_module/nss/nw_s1_pulswisdr.nss b/_module/nss/nw_s1_pulswisdr.nss new file mode 100644 index 0000000..b1bf68c --- /dev/null +++ b/_module/nss/nw_s1_pulswisdr.nss @@ -0,0 +1,68 @@ +//:://///////////////////////////////////////////// +//:: Pulse: Wisdom Drain +//:: NW_S1_PulsWisDr +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + A wave of energy emanates from the creature which affects + all within 10ft. Damage can be reduced by half for all + damaging variants. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 14, 2000 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget; + + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + int nDamage = nHD/5; + + if (nDamage == 0) {nDamage = 1;} + + float fDelay; + + effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY); + effect eHowl; + effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE); + + ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF); + + //Get first target in spell area + oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(OBJECT_SELF)); + while(GetIsObjectValid(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget) && oTarget != OBJECT_SELF) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_ABILITY_DRAIN_WISDOM)); + //Determine effect delay + fDelay = GetDistanceBetween(oNPC, oTarget)/20; + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NEGATIVE, oNPC, fDelay)) + { + //Set the Ability mod and change to supernatural effect + eHowl = EffectAbilityDecrease(ABILITY_WISDOM, nDamage); + eHowl = SupernaturalEffect(eHowl); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHowl, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + //Get first target in spell area + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(OBJECT_SELF)); + } +} + diff --git a/_module/nss/nw_s1_smokeclaw.nss b/_module/nss/nw_s1_smokeclaw.nss new file mode 100644 index 0000000..6db3666 --- /dev/null +++ b/_module/nss/nw_s1_smokeclaw.nss @@ -0,0 +1,64 @@ +//:://///////////////////////////////////////////// +//:: Smoke Claws +//:: NW_S1_SmokeClaw +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + If a Belker succeeds at a touch attack the + target breaths in part of the Belker and suffers + 3d4 damage per round until a Fortitude save is + made. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 23 , 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//#include "wm_include" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + + int bSave = FALSE; + + effect eVis = EffectVisualEffect(VFX_COM_BLOOD_REG_RED); + effect eSmoke; + float fDelay = 0.0; + + //Make a touch attack + if(TouchAttackMelee(oTarget)) + { + if(!GetIsReactionTypeFriendly(oTarget)) + { + //Make a saving throw check + while (bSave == FALSE) + { + //Make a saving throw check + if(!/*FortSave*/PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_NONE, oNPC, fDelay)) + { + bSave = TRUE; + } + else + { + //Set damage + eSmoke = EffectDamage(d4(3)); + //Apply the VFX impact and effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eSmoke, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + //Increment the delay + fDelay = fDelay + 6.0; + } + } + } + } +} diff --git a/_module/nss/nw_s1_stink_a.nss b/_module/nss/nw_s1_stink_a.nss new file mode 100644 index 0000000..67652dd --- /dev/null +++ b/_module/nss/nw_s1_stink_a.nss @@ -0,0 +1,57 @@ +//:://///////////////////////////////////////////// +//:: Stinking Cloud On Enter +//:: NW_S1_Stink_A.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Those within the area of effect must make a + fortitude save or be dazed. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 17, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); //Get the first object in the persistant area + + int nHD = GetHitDice(oNPC); + int nCONMod = GetAbilityModifier(ABILITY_CONSTITUTION, oNPC); + int nDC = 10 +nCONMod+ (nHD/2); + + effect eStink = EffectDazed(); + effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_DISABLED); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eMind, eStink); + eLink = EffectLinkEffects(eLink, eDur); + + effect eVis = EffectVisualEffect(VFX_IMP_DAZED_S); + + float fDelay; + + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + if(MyPRCGetRacialType(oTarget) != RACIAL_TYPE_VERMIN) + { + if(GetIsEnemy(oTarget)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_STINKING_CLOUD)); + //Make a Fort Save + if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_POISON)) + { + fDelay = GetRandomDelay(0.25, 1.0); + //Apply the VFX impact and linked effects + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(2))); + } + } + } +} diff --git a/_module/nss/nw_s1_tyrantfga.nss b/_module/nss/nw_s1_tyrantfga.nss new file mode 100644 index 0000000..a2752cb --- /dev/null +++ b/_module/nss/nw_s1_tyrantfga.nss @@ -0,0 +1,56 @@ +//:://///////////////////////////////////////////// +//:: Tyrant Fog Zombie Mist Heartbeat +//:: NW_S1_TyrantFgA.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creatures entering the area around the zombie + must save or take 1 point of Constitution + damage. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_SPELLS" +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = GetAreaOfEffectCreator(); + object oTarget = GetEnteringObject(); + //if (NullMagicOverride(GetArea(oTarget), oTarget, oTarget)) {return;} + + int bAbsent = TRUE; + int nHD = GetHitDice(oNPC); + int nCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oNPC); + int nDC = 10 +nCHAMod+ (nHD/2); + + effect eTest; + effect eCon = EffectAbilityDecrease(ABILITY_CONSTITUTION, 1); + eCon = ExtraordinaryEffect(eCon); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE); + effect eLink = EffectLinkEffects(eCon, eDur); + + if(!GetHasSpellEffect(SPELLABILITY_TYRANT_FOG_MIST, oTarget)) + { + if(bAbsent == TRUE) + { + if(GetIsEnemy(oTarget, oNPC)) + { + //Fire cast spell at event for the specified target + SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_TYRANT_FOG_MIST)); + //Make a saving throw check + if(!PRCMySavingThrow(SAVING_THROW_FORT, oTarget, nDC, SAVING_THROW_TYPE_POISON)) + { + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(5)); + } + } + } + } +} diff --git a/_module/nss/nw_s1_tyrantfog.nss b/_module/nss/nw_s1_tyrantfog.nss new file mode 100644 index 0000000..e3ab9e6 --- /dev/null +++ b/_module/nss/nw_s1_tyrantfog.nss @@ -0,0 +1,25 @@ +//:://///////////////////////////////////////////// +//:: Tyrant Fog Zombie Mist +//:: NW_S1_TyrantFog.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Creatures entering the area around the zombie + must save or take 1 point of Constitution + damage. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: May 25, 2001 +//::////////////////////////////////////////////// +//#include "wm_include" +#include "prc_inc_spells" + +void main() +{ + //if (WildMagicOverride()) { return; } + + //Declare and apply the AOE + effect eAOE = EffectAreaOfEffect(AOE_MOB_TYRANT_FOG); + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAOE, OBJECT_SELF, HoursToSeconds(100)); +} diff --git a/_module/nss/nw_s2_divprot.nss b/_module/nss/nw_s2_divprot.nss new file mode 100644 index 0000000..fff40ab --- /dev/null +++ b/_module/nss/nw_s2_divprot.nss @@ -0,0 +1,45 @@ +//:://///////////////////////////////////////////// +//:: Divine Protection +//:: NW_S2_DivProt.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Makes the target creature invisible to hostile + creatures unless they make a Will Save to ignore + the Sanctuary Effect +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 8, 2002 +//::////////////////////////////////////////////// +#include "prc_inc_spells" +//#include "wm_include" +void main() +{ + //if (WildMagicOverride()) { return; } + +//:: Declare major variables + object oNPC = OBJECT_SELF; + object oTarget = PRCGetSpellTargetObject(); + + effect eVis = EffectVisualEffect(VFX_DUR_SANCTUARY); + effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); + int nDC = 10 + GetAbilityModifier(ABILITY_CHARISMA) + GetLevelByTypeDivine(oNPC); + effect eSanc = EffectSanctuary(nDC); + + effect eLink = EffectLinkEffects(eVis, eSanc); + eLink = EffectLinkEffects(eLink, eDur); + //Fire cast spell at event for the specified target + SignalEvent(OBJECT_SELF, EventSpellCastAt(oNPC, SPELLABILITY_DIVINE_PROTECTION, FALSE)); + + int nDuration = GetLevelByTypeDivine(oNPC); + //Enter Metamagic conditions + int nMetaMagic = PRCGetMetaMagicFeat(); + if (nMetaMagic == METAMAGIC_EXTEND) + { + nDuration = nDuration *2; //Duration is +100% + } + //Apply the VFX impact and effects + ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration)); +} + diff --git a/_module/nss/nw_s3_balordeth.nss b/_module/nss/nw_s3_balordeth.nss new file mode 100644 index 0000000..96d0afb --- /dev/null +++ b/_module/nss/nw_s3_balordeth.nss @@ -0,0 +1,62 @@ +// HCR v3.2.0 - Execute default death script after fireball effects is complete. +//:://////////////////////////////////////////////////////////////////////////// +//:: FileName: NW_S3_BALORDETH +//:://////////////////////////////////////////////////////////////////////////// +/* + Fireball explosion does 50 damage to all within 20ft. +*/ +//:://////////////////////////////////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 9, 2002 +//:://////////////////////////////////////////////////////////////////////////// +#include "NW_I0_SPELLS" +#include "prc_inc_spells" +//:://////////////////////////////////////////////////////////////////////////// +void main() +{ + // Declare major variables. + int nMetaMagic = PRCGetMetaMagicFeat(); + int nDamage; + float fDelay; + effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M); + effect eDam; + + // Apply the fireball explosion. + effect eExplode = EffectVisualEffect(VFX_FNF_FIREBALL); + location lTarget = GetLocation(OBJECT_SELF); + ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget); + + // Cycle through the targets until an invalid object is captured. + object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR); + while (GetIsObjectValid(oTarget)) + { + // Fire cast spell at event for the specified target. + SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL)); + + // Calculate delay based on distance between explosion and the target. + fDelay = (GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20); + if (!PRCDoResistSpell(OBJECT_SELF, oTarget, FloatToInt(fDelay))) + { + // Adjust damage based on Reflex Save, Evasion and Improved Evasion. + nDamage = PRCGetReflexAdjustedDamage(50, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE); + if (nDamage > 0) + { + // Apply effects to the currently selected target. + eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); + + // This visual effect is applied to the target object not the + // location as above. This visual effect represents the flame that + // erupts on the target not on the ground. + DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); + } + } + + // Select the next target. + oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR); + } + + // HCR 3.0 - Call default death script. + ExecuteScript("nw_c2_default7", OBJECT_SELF); +} +//:://////////////////////////////////////////////////////////////////////////// diff --git a/_module/nss/nw_startconv.nss b/_module/nss/nw_startconv.nss new file mode 100644 index 0000000..f96f6ce --- /dev/null +++ b/_module/nss/nw_startconv.nss @@ -0,0 +1,4 @@ +void main() +{ + ActionStartConversation(OBJECT_SELF); +} diff --git a/_module/nss/nwnx.nss b/_module/nss/nwnx.nss new file mode 100644 index 0000000..f764821 --- /dev/null +++ b/_module/nss/nwnx.nss @@ -0,0 +1,137 @@ +/// @addtogroup nwnx NWNX +/// @brief Functions for plugin developers. +/// @{ +/// @file nwnx.nss + +const string NWNX_Core = "NWNX_Core"; ///< @private + +/// @brief Scripting interface to NWNX. +/// @param pluginName The plugin name. +/// @param functionName The function name (do not include NWNX_Plugin_). +void NWNX_CallFunction(string pluginName, string functionName); +/// @brief Pushes the specified type to the c++ side +/// @param value The value of specified type to push. +void NWNX_PushArgumentInt(int value); +/// @copydoc NWNX_PushArgumentInt() +void NWNX_PushArgumentFloat(float value); +/// @copydoc NWNX_PushArgumentInt() +void NWNX_PushArgumentObject(object value); +/// @copydoc NWNX_PushArgumentInt() +void NWNX_PushArgumentString(string value); +/// @copydoc NWNX_PushArgumentInt() +void NWNX_PushArgumentEffect(effect value); +/// @copydoc NWNX_PushArgumentInt() +void NWNX_PushArgumentItemProperty(itemproperty value); +/// @copydoc NWNX_PushArgumentInt() +void NWNX_PushArgumentJson(json value); +/// @brief Returns the specified type from the c++ side +/// @return The value of specified type. +int NWNX_GetReturnValueInt(); +/// @copydoc NWNX_GetReturnValueInt() +float NWNX_GetReturnValueFloat(); +/// @copydoc NWNX_GetReturnValueInt() +object NWNX_GetReturnValueObject(); +/// @copydoc NWNX_GetReturnValueInt() +string NWNX_GetReturnValueString(); +/// @copydoc NWNX_GetReturnValueInt() +effect NWNX_GetReturnValueEffect(); +/// @copydoc NWNX_GetReturnValueInt() +itemproperty NWNX_GetReturnValueItemProperty(); +/// @copydoc NWNX_GetReturnValueInt() +json NWNX_GetReturnValueJson(); + +/// @brief Determines if the given plugin exists and is enabled. +/// @param sPlugin The name of the plugin to check. This is the case sensitive plugin name as used by NWNX_CallFunction, NWNX_PushArgumentX +/// @note Example usage: NWNX_PluginExists("NWNX_Creature"); +/// @return TRUE if the plugin exists and is enabled, otherwise FALSE. +int NWNX_PluginExists(string sPlugin); + +/// @private +const string NWNX_PUSH = "NWNXEE!ABIv2!X!Y!PUSH"; +const string NWNX_POP = "NWNXEE!ABIv2!X!Y!POP"; +/// @} + +void NWNX_CallFunction(string pluginName, string functionName) +{ + PlaySound("NWNXEE!ABIv2!" + pluginName + "!" + functionName + "!CALL"); +} + +void NWNX_PushArgumentInt(int value) +{ + SetLocalInt(OBJECT_INVALID, NWNX_PUSH, value); +} + +void NWNX_PushArgumentFloat(float value) +{ + SetLocalFloat(OBJECT_INVALID, NWNX_PUSH, value); +} + +void NWNX_PushArgumentObject(object value) +{ + SetLocalObject(OBJECT_INVALID, NWNX_PUSH, value); +} + +void NWNX_PushArgumentString(string value) +{ + SetLocalString(OBJECT_INVALID, NWNX_PUSH, value); +} + +void NWNX_PushArgumentEffect(effect value) +{ + TagEffect(value, NWNX_PUSH); +} + +void NWNX_PushArgumentItemProperty(itemproperty value) +{ + TagItemProperty(value, NWNX_PUSH); +} + +void NWNX_PushArgumentJson(json value) +{ + SetLocalJson(OBJECT_INVALID, NWNX_PUSH, value); +} + +int NWNX_GetReturnValueInt() +{ + return GetLocalInt(OBJECT_INVALID, NWNX_POP); +} + +float NWNX_GetReturnValueFloat() +{ + return GetLocalFloat(OBJECT_INVALID, NWNX_POP); +} + +object NWNX_GetReturnValueObject() +{ + return GetLocalObject(OBJECT_INVALID, NWNX_POP); +} + +string NWNX_GetReturnValueString() +{ + return GetLocalString(OBJECT_INVALID, NWNX_POP); +} + +effect NWNX_GetReturnValueEffect() +{ + effect e; + return TagEffect(e, NWNX_POP); +} + +itemproperty NWNX_GetReturnValueItemProperty() +{ + itemproperty ip; + return TagItemProperty(ip, NWNX_POP); +} + +json NWNX_GetReturnValueJson() +{ + return GetLocalJson(OBJECT_INVALID, NWNX_POP); +} + +int NWNX_PluginExists(string sPlugin) +{ + string sFunc = "PluginExists"; + NWNX_PushArgumentString(sPlugin); + NWNX_CallFunction(NWNX_Core, sFunc); + return NWNX_GetReturnValueInt(); +} diff --git a/_module/nss/nwnx_util.nss b/_module/nss/nwnx_util.nss new file mode 100644 index 0000000..cb018bd --- /dev/null +++ b/_module/nss/nwnx_util.nss @@ -0,0 +1,609 @@ +/// @addtogroup util Util +/// @brief Provides various utility functions that don't have a better home +/// @{ +/// @file nwnx_util.nss +#include "nwnx" + +const string NWNX_Util = "NWNX_Util"; ///< @private + +/// @name Resref Types +/// @anchor resref_types +/// Constants for the various types of resrefs. +/// +/// @{ +const int NWNX_UTIL_RESREF_TYPE_NSS = 2009; +const int NWNX_UTIL_RESREF_TYPE_NCS = 2010; +const int NWNX_UTIL_RESREF_TYPE_AREA_ARE = 2012; +const int NWNX_UTIL_RESREF_TYPE_TWODA = 2017; +const int NWNX_UTIL_RESREF_TYPE_AREA_GIT = 2023; +const int NWNX_UTIL_RESREF_TYPE_ITEM = 2025; +const int NWNX_UTIL_RESREF_TYPE_CREATURE = 2027; +const int NWNX_UTIL_RESREF_TYPE_DIALOG = 2029; +const int NWNX_UTIL_RESREF_TYPE_TRIGGER = 2032; +const int NWNX_UTIL_RESREF_TYPE_SOUND = 2035; +const int NWNX_UTIL_RESREF_TYPE_ENCOUNTER = 2040; +const int NWNX_UTIL_RESREF_TYPE_DOOR = 2042; +const int NWNX_UTIL_RESREF_TYPE_PLACEABLE = 2044; +const int NWNX_UTIL_RESREF_TYPE_STORE = 2051; +const int NWNX_UTIL_RESREF_TYPE_WAYPOINT = 2058; +///@} + +/// @brief A world time struct +struct NWNX_Util_WorldTime +{ + int nCalendarDay; ///< The calendar day + int nTimeOfDay; ///< The time of day +}; + +/// @brief A high resolution timestamp +struct NWNX_Util_HighResTimestamp +{ + int seconds; ///< Seconds since epoch + int microseconds; ///< Microseconds +}; + +/// @brief Gets the name of the currently executing script. +/// @note If depth is > 0, it will return the name of the script that called this one via ExecuteScript(). +/// @param depth to seek the executing script. +/// @return The name of the currently executing script. +string NWNX_Util_GetCurrentScriptName(int depth = 0); + +/// @brief Gets a string that contains the ascii table. +/// @note The character at index 0 is a space. +/// @return A string that contains all characters at their position (e.g. 'A' at 65). +string NWNX_Util_GetAsciiTableString(); + +/// @brief Gets an integer hash of a string. +/// @param str The string to hash. +/// @return The hashed string as an integer. +int NWNX_Util_Hash(string str); + +/// @brief Gets the last modified timestamp (mtime) of the module file in seconds. +/// @return The mtime of the module file. +int NWNX_Util_GetModuleMtime(); + +/// @brief Gets the value of customTokenNumber. +/// @param customTokenNumber The token number to query. +/// @return The string representation of the token value. +string NWNX_Util_GetCustomToken(int customTokenNumber); + +/// @brief Convert an effect type to an itemproperty type. +/// @param e The effect to convert to an itemproperty. +/// @return The converted itemproperty. +itemproperty NWNX_Util_EffectToItemProperty(effect e); + +/// @brief Convert an itemproperty type to an effect type. +/// @param ip The itemproperty to convert to an effect. +/// @return The converted effect. +effect NWNX_Util_ItemPropertyToEffect(itemproperty ip); + +/// @brief Strip any color codes from a string. +/// @param str The string to strip of color. +/// @return The new string without any color codes. +string NWNX_Util_StripColors(string str); + +/// @brief Retrieves an environment variable. +/// @param sVarname The environment variable to query. +/// @return The value of the environment variable. +string NWNX_Util_GetEnvironmentVariable(string sVarname); + +/// @brief Gets the module real life minutes per in game hour. +/// @return The minutes per hour. +int NWNX_Util_GetMinutesPerHour(); + +/// @brief Set module real life minutes per in game hour. +/// @param minutes The minutes per hour. +void NWNX_Util_SetMinutesPerHour(int minutes); + +/// @anchor util_encode_url +/// @brief Encodes a string for usage in a URL. +/// @param str The string to encode for a URL. +/// @return The url encoded string. +string NWNX_Util_EncodeStringForURL(string str); + +/// @brief Get the first resref of nType. +/// @param nType A @ref resref_types "Resref Type". +/// @param sRegexFilter Lets you filter out resrefs using a regexfilter. +/// For example: **nwnx_.\*** gets you all scripts prefixed with nwnx_ +/// when using the NSS resref type. +/// @param bModuleResourcesOnly If TRUE only custom resources will be returned. +/// @return The first resref found or "" if none is found. +string NWNX_Util_GetFirstResRef(int nType, string sRegexFilter = "", int bModuleResourcesOnly = TRUE); + +/// @brief Get the next resref. +/// @return The next resref found or "" if none is found. +string NWNX_Util_GetNextResRef(); + +/// @brief Get the last created object. +/// @param nObjectType Does not take the NWScript OBJECT_TYPE_* constants. +/// Use NWNX_Consts_TranslateNWScriptObjectType() to get their NWNX equivalent. +/// @param nNthLast The nth last object created. +/// @return The last created object. On error, this returns OBJECT_INVALID. +object NWNX_Util_GetLastCreatedObject(int nObjectType, int nNthLast = 1); + +/// @brief Compiles and adds a script to the UserDirectory/nwnx folder, or to the location of sAlias. +/// @note Will override existing scripts that are in the module. +/// @param sFileName The script filename without extension, 16 or less characters. +/// @param sScriptData The script data to compile +/// @param bWrapIntoMain Set to TRUE to wrap sScriptData into void main(){}. +/// @param sAlias The alias of the resource directory to add the ncs file to. Default: UserDirectory/nwnx +/// @return "" on success, or the compilation error. +string NWNX_Util_AddScript(string sFileName, string sScriptData, int bWrapIntoMain = FALSE, string sAlias = "NWNX"); + +/// @brief Adds a nss file to the UserDirectory/nwnx folder, or to the location of sAlias. +/// @note Will override existing nss files that are in the module +/// @param sFileName The script filename without extension, 16 or less characters. +/// @param sContents The contents of the nss file +/// @param sAlias The alias of the resource directory to add the nss file to. Default: UserDirectory/nwnx +/// @return TRUE on success. +int NWNX_Util_AddNSSFile(string sFileName, string sContents, string sAlias = "NWNX"); + +/// @brief Remove sFileName of nType from the UserDirectory/nwnx folder, or from the location of sAlias. +/// @param sFileName The filename without extension, 16 or less characters. +/// @param nType The @ref resref_types "Resref Type". +/// @param sAlias The alias of the resource directory to remove the file from. Default: UserDirectory/nwnx +/// @return TRUE on success. +int NWNX_Util_RemoveNWNXResourceFile(string sFileName, int nType, string sAlias = "NWNX"); + +/// @brief Set the NWScript instruction limit. +/// @param nInstructionLimit The new limit or -1 to reset to default. +void NWNX_Util_SetInstructionLimit(int nInstructionLimit); + +/// @brief Get the NWScript instruction limit. +int NWNX_Util_GetInstructionLimit(); + +/// @brief Set the number of NWScript instructions currently executed. +/// @param nInstructions The number of instructions, must be >= 0. +void NWNX_Util_SetInstructionsExecuted(int nInstructions); + +/// @brief Get the number of NWScript instructions currently executed. +int NWNX_Util_GetInstructionsExecuted(); + +/// @brief Register a server console command that will execute a script chunk. +/// @note Example usage: NWNX_Util_RegisterServerConsoleCommand("test", "PrintString(\"Test Command -> Args: $args\");"); +/// @param sCommand The name of the command. +/// @param sScriptChunk The script chunk to run. You can use $args to get the console command arguments. +/// @return TRUE on success. +int NWNX_Util_RegisterServerConsoleCommand(string sCommand, string sScriptChunk); + +/// @brief Unregister a server console command that was registered with NWNX_Util_RegisterServerConsoleCommand(). +/// @param sCommand The name of the command. +void NWNX_Util_UnregisterServerConsoleCommand(string sCommand); + +/// @brief Determines if the given plugin exists and is enabled. +/// @param sPlugin The name of the plugin to check. This is the case sensitive plugin name as used by NWNX_CallFunction, NWNX_PushArgumentX +/// @note Example usage: NWNX_Util_PluginExists("NWNX_Creature"); +/// @return TRUE if the plugin exists and is enabled, otherwise FALSE. +int NWNX_Util_PluginExists(string sPlugin); + +/// @brief Gets the server's current working user folder. +/// @return The absolute path of the server's home directory (-userDirectory) +string NWNX_Util_GetUserDirectory(); + +/// @brief Get the return value of the last run script with a StartingConditional +/// @return Return value of the last run script. +int NWNX_Util_GetScriptReturnValue(); + +/// @brief Create a door. +/// @param sResRef The ResRef of the door. +/// @param locLocation The location to create the door at. +/// @param sNewTag An optional new tag for the door. +/// @param nAppearanceType An optional index into doortypes.2da for appearance. +/// @return The door, or OBJECT_INVALID on failure. +object NWNX_Util_CreateDoor(string sResRef, location locLocation, string sNewTag = "", int nAppearanceType = -1); + +/// @brief Set the object that will be returned by GetItemActivator. +/// @param oObject An object. +void NWNX_Util_SetItemActivator(object oObject); + +/// @brief Get the world time as calendar day and time of day. +/// @note This function is useful for calculating effect expiry times. +/// @param fAdjustment An adjustment in seconds, 0.0f will return the current world time, +/// positive or negative values will return a world time in the future or past. +/// @return A NWNX_Util_WorldTime struct with the calendar day and time of day. +struct NWNX_Util_WorldTime NWNX_Util_GetWorldTime(float fAdjustment = 0.0f); + +/// @brief Set a server-side resource override. +/// @param nResType A @ref resref_types "Resref Type". +/// @param sOldName The old resource name, 16 characters or less. +/// @param sNewName The new resource name or "" to clear a previous override, 16 characters or less. +void NWNX_Util_SetResourceOverride(int nResType, string sOldName, string sNewName); + +/// @brief Get a server-side resource override. +/// @param nResType A @ref resref_types "Resref Type". +/// @param sName The name of the resource, 16 characters or less. +/// @return The resource override, or "" if one is not set. +string NWNX_Util_GetResourceOverride(int nResType, string sName); + +/// @brief Get if a script param is set. +/// @param sParamName The script parameter name to check. +/// @return TRUE if the script param is set, FALSE if not or on error. +int NWNX_Util_GetScriptParamIsSet(string sParamName); + +/// @brief Set the module dawn hour. +/// @param nDawnHour The new dawn hour +void NWNX_Util_SetDawnHour(int nDawnHour); + +/// @brief Set the module dusk hour. +/// @param nDuskHour The new dusk hour +void NWNX_Util_SetDuskHour(int nDuskHour); + +/// @return Returns the number of microseconds since midnight on January 1, 1970. +struct NWNX_Util_HighResTimestamp NWNX_Util_GetHighResTimeStamp(); + +/// @return Return name of a terminal, "" if not a TTY +string NWNX_Util_GetTTY(); + +/// @brief Set the currently running script event. +/// @param nEventID The ID of the event. +void NWNX_Util_SetCurrentlyRunningEvent(int nEventID); + +/// @brief Calculate the levenshtein distance of two strings +/// @param sString The string to compare with. +/// @param sCompareTo The string to compare sString to. +/// @return The number of characters different between the compared strings. +int NWNX_Util_GetStringLevenshteinDistance(string sString, string sCompareTo); + +/// @} + +string NWNX_Util_GetCurrentScriptName(int depth = 0) +{ + string sFunc = "GetCurrentScriptName"; + NWNX_PushArgumentInt(depth); + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueString(); +} + +string NWNX_Util_GetAsciiTableString() +{ + string sFunc = "GetAsciiTableString"; + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueString(); +} + +int NWNX_Util_Hash(string str) +{ + string sFunc = "Hash"; + NWNX_PushArgumentString(str); + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueInt(); +} + +int NWNX_Util_GetModuleMtime() +{ + NWNX_CallFunction(NWNX_Util, "GetModuleMtime"); + return NWNX_GetReturnValueInt(); +} + +string NWNX_Util_GetCustomToken(int customTokenNumber) +{ + string sFunc = "GetCustomToken"; + NWNX_PushArgumentInt(customTokenNumber); + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueString(); +} + +itemproperty NWNX_Util_EffectToItemProperty(effect e) +{ + string sFunc = "EffectTypeCast"; + NWNX_PushArgumentEffect(e); + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueItemProperty(); +} + +effect NWNX_Util_ItemPropertyToEffect(itemproperty ip) +{ + string sFunc = "EffectTypeCast"; + NWNX_PushArgumentItemProperty(ip); + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueEffect(); +} + +string NWNX_Util_StripColors(string str) +{ + string sFunc = "StripColors"; + NWNX_PushArgumentString(str); + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueString(); +} + +string NWNX_Util_GetEnvironmentVariable(string sVarname) +{ + string sFunc = "GetEnvironmentVariable"; + NWNX_PushArgumentString(sVarname); + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueString(); +} + +int NWNX_Util_GetMinutesPerHour() +{ + string sFunc = "GetMinutesPerHour"; + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueInt(); +} + +void NWNX_Util_SetMinutesPerHour(int minutes) +{ + string sFunc = "SetMinutesPerHour"; + NWNX_PushArgumentInt(minutes); + NWNX_CallFunction(NWNX_Util, sFunc); +} + +string NWNX_Util_EncodeStringForURL(string sURL) +{ + string sFunc = "EncodeStringForURL"; + + NWNX_PushArgumentString(sURL); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueString(); +} + +string NWNX_Util_GetFirstResRef(int nType, string sRegexFilter = "", int bModuleResourcesOnly = TRUE) +{ + string sFunc = "GetFirstResRef"; + + NWNX_PushArgumentInt(bModuleResourcesOnly); + NWNX_PushArgumentString(sRegexFilter); + NWNX_PushArgumentInt(nType); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueString(); +} + +string NWNX_Util_GetNextResRef() +{ + string sFunc = "GetNextResRef"; + + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueString(); +} + +object NWNX_Util_GetLastCreatedObject(int nObjectType, int nNthLast = 1) +{ + string sFunc = "GetLastCreatedObject"; + + NWNX_PushArgumentInt(nNthLast); + NWNX_PushArgumentInt(nObjectType); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueObject(); +} + +string NWNX_Util_AddScript(string sFileName, string sScriptData, int bWrapIntoMain = FALSE, string sAlias = "NWNX") +{ + string sFunc = "AddScript"; + + NWNX_PushArgumentString(sAlias); + NWNX_PushArgumentInt(bWrapIntoMain); + NWNX_PushArgumentString(sScriptData); + NWNX_PushArgumentString(sFileName); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueString(); +} + +int NWNX_Util_AddNSSFile(string sFileName, string sContents, string sAlias = "NWNX") +{ + string sFunc = "AddNSSFile"; + + NWNX_PushArgumentString(sAlias); + NWNX_PushArgumentString(sContents); + NWNX_PushArgumentString(sFileName); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueInt(); +} + +int NWNX_Util_RemoveNWNXResourceFile(string sFileName, int nType, string sAlias = "NWNX") +{ + string sFunc = "RemoveNWNXResourceFile"; + + NWNX_PushArgumentString(sAlias); + NWNX_PushArgumentInt(nType); + NWNX_PushArgumentString(sFileName); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueInt(); +} + +void NWNX_Util_SetInstructionLimit(int nInstructionLimit) +{ + string sFunc = "SetInstructionLimit"; + + NWNX_PushArgumentInt(nInstructionLimit); + NWNX_CallFunction(NWNX_Util, sFunc); +} + +int NWNX_Util_GetInstructionLimit() +{ + string sFunc = "GetInstructionLimit"; + + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueInt(); +} + +void NWNX_Util_SetInstructionsExecuted(int nInstructions) +{ + string sFunc = "SetInstructionsExecuted"; + + NWNX_PushArgumentInt(nInstructions); + NWNX_CallFunction(NWNX_Util, sFunc); +} + +int NWNX_Util_GetInstructionsExecuted() +{ + string sFunc = "GetInstructionsExecuted"; + + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueInt(); +} + +int NWNX_Util_RegisterServerConsoleCommand(string sCommand, string sScriptChunk) +{ + string sFunc = "RegisterServerConsoleCommand"; + + NWNX_PushArgumentString(sScriptChunk); + NWNX_PushArgumentString(sCommand); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueInt(); +} + +void NWNX_Util_UnregisterServerConsoleCommand(string sCommand) +{ + string sFunc = "UnregisterServerConsoleCommand"; + + NWNX_PushArgumentString(sCommand); + NWNX_CallFunction(NWNX_Util, sFunc); +} + +int NWNX_Util_PluginExists(string sPlugin) +{ + WriteTimestampedLogEntry("WARNING: NWNX_Util_PluginExists is deprecated. You should migrate to NWNX_PluginExists."); + return NWNX_PluginExists(sPlugin); +} + +string NWNX_Util_GetUserDirectory() +{ + string sFunc = "GetUserDirectory"; + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueString(); +} + +int NWNX_Util_GetScriptReturnValue() +{ + string sFunc = "GetScriptReturnValue"; + + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueInt(); +} + +object NWNX_Util_CreateDoor(string sResRef, location locLocation, string sNewTag = "", int nAppearanceType = -1) +{ + string sFunc = "CreateDoor"; + + vector vPosition = GetPositionFromLocation(locLocation); + + NWNX_PushArgumentInt(nAppearanceType); + NWNX_PushArgumentString(sNewTag); + NWNX_PushArgumentFloat(GetFacingFromLocation(locLocation)); + NWNX_PushArgumentFloat(vPosition.z); + NWNX_PushArgumentFloat(vPosition.y); + NWNX_PushArgumentFloat(vPosition.x); + NWNX_PushArgumentObject(GetAreaFromLocation(locLocation)); + NWNX_PushArgumentString(sResRef); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueObject(); +} + +void NWNX_Util_SetItemActivator(object oObject) +{ + string sFunc = "SetItemActivator"; + + NWNX_PushArgumentObject(oObject); + NWNX_CallFunction(NWNX_Util, sFunc); +} + +struct NWNX_Util_WorldTime NWNX_Util_GetWorldTime(float fAdjustment = 0.0f) +{ + string sFunc = "GetWorldTime"; + + NWNX_PushArgumentFloat(fAdjustment); + NWNX_CallFunction(NWNX_Util, sFunc); + + struct NWNX_Util_WorldTime strWorldTime; + strWorldTime.nTimeOfDay = NWNX_GetReturnValueInt(); + strWorldTime.nCalendarDay = NWNX_GetReturnValueInt(); + + return strWorldTime; +} + +void NWNX_Util_SetResourceOverride(int nResType, string sOldName, string sNewName) +{ + string sFunc = "SetResourceOverride"; + + NWNX_PushArgumentString(sNewName); + NWNX_PushArgumentString(sOldName); + NWNX_PushArgumentInt(nResType); + NWNX_CallFunction(NWNX_Util, sFunc); +} + +string NWNX_Util_GetResourceOverride(int nResType, string sName) +{ + string sFunc = "GetResourceOverride"; + + NWNX_PushArgumentString(sName); + NWNX_PushArgumentInt(nResType); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueString(); +} + +int NWNX_Util_GetScriptParamIsSet(string sParamName) +{ + string sFunc = "GetScriptParamIsSet"; + + NWNX_PushArgumentString(sParamName); + NWNX_CallFunction(NWNX_Util, sFunc); + + return NWNX_GetReturnValueInt(); +} + +void NWNX_Util_SetDawnHour(int nDawnHour) +{ + string sFunc = "SetDawnHour"; + + NWNX_PushArgumentInt(nDawnHour); + NWNX_CallFunction(NWNX_Util, sFunc); +} + +void NWNX_Util_SetDuskHour(int nDuskHour) +{ + string sFunc = "SetDuskHour"; + + NWNX_PushArgumentInt(nDuskHour); + NWNX_CallFunction(NWNX_Util, sFunc); +} + +struct NWNX_Util_HighResTimestamp NWNX_Util_GetHighResTimeStamp() +{ + struct NWNX_Util_HighResTimestamp t; + string sFunc = "GetHighResTimeStamp"; + + NWNX_CallFunction(NWNX_Util, sFunc); + t.microseconds = NWNX_GetReturnValueInt(); + t.seconds = NWNX_GetReturnValueInt(); + return t; +} + +string NWNX_Util_GetTTY() +{ + string sFunc = "GetTTY"; + + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueString(); +} + +void NWNX_Util_SetCurrentlyRunningEvent(int nEventID) +{ + string sFunc = "SetCurrentlyRunningEvent"; + + NWNX_PushArgumentInt(nEventID); + NWNX_CallFunction(NWNX_Util, sFunc); +} + +int NWNX_Util_GetStringLevenshteinDistance(string sString, string sCompareTo) +{ + string sFunc = "LevenshteinDistance"; + + NWNX_PushArgumentString(sCompareTo); + NWNX_PushArgumentString(sString); + NWNX_CallFunction(NWNX_Util, sFunc); + return NWNX_GetReturnValueInt(); +} diff --git a/_module/nss/nwnx_webhook.nss b/_module/nss/nwnx_webhook.nss new file mode 100644 index 0000000..f1f2e82 --- /dev/null +++ b/_module/nss/nwnx_webhook.nss @@ -0,0 +1,43 @@ +/// @addtogroup webhook Webhook +/// @brief Send messages to external entities through web hooks. +/// @{ +/// @file nwnx_webhook.nss +#include "nwnx" + +const string NWNX_WebHook = "NWNX_WebHook"; ///< @private + +/// @brief Send a slack compatible webhook. +/// @param host The web server to send the hook. +/// @param path The path to the hook. +/// @param message The message to dispatch. +/// @param username The username to display as the originator of the hook. +/// @param mrkdwn Set to false if you do not wish your message's markdown be parsed. +void NWNX_WebHook_SendWebHookHTTPS(string host, string path, string message, string username = "", int mrkdwn = 1); + +/// @brief Resends a webhook message after a defined delay. +/// +/// Handy when a submission is rate limited, since the message that the event sends in NWNX_Events_GetEventData +/// is already constructed. So it just resends the WebHook with an optional delay. +/// @param host The web server to send the hook. +/// @param path The path to the hook. +/// @param sMessage The message to dispatch. +/// @param delay The delay in seconds to send the message again. +void NWNX_WebHook_ResendWebHookHTTPS(string host, string path, string sMessage, float delay = 0.0f); + +/// @} + +void NWNX_WebHook_SendWebHookHTTPS(string host, string path, string message, string username = "", int mrkdwn = 1) +{ + string sFunc = "SendWebHookHTTPS"; + NWNX_PushArgumentInt(mrkdwn); + NWNX_PushArgumentString(username); + NWNX_PushArgumentString(message); + NWNX_PushArgumentString(path); + NWNX_PushArgumentString(host); + NWNX_CallFunction(NWNX_WebHook, sFunc); +} + +void NWNX_WebHook_ResendWebHookHTTPS(string host, string path, string sMessage, float delay = 0.0f) +{ + DelayCommand(delay, NWNX_WebHook_SendWebHookHTTPS(host, path, sMessage)); +} diff --git a/_module/nss/oldmanhb.nss b/_module/nss/oldmanhb.nss new file mode 100644 index 0000000..f64a2cf --- /dev/null +++ b/_module/nss/oldmanhb.nss @@ -0,0 +1,100 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } +} diff --git a/_module/nss/ondeathhench.nss b/_module/nss/ondeathhench.nss new file mode 100644 index 0000000..48e7a22 --- /dev/null +++ b/_module/nss/ondeathhench.nss @@ -0,0 +1,146 @@ +//:://///////////////////////////////////////////// +//:: Henchman Death Script +//:: +//:: NW_CH_AC7.nss +//:: +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +//:: +//::////////////////////////////////////////////// +//:: +//:: Created By: +//:: Modified by: Brent, April 3 2002 +//:: Removed delay in respawning +//:: the henchman - caused bugs +//::////////////////////////////////////////////// + +//:://///////////////////////////////////////////// +//:: Greater Restoration +//:: NW_S0_GrRestore.nss +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Removes all negative effects of a temporary nature + and all permanent effects of a supernatural nature + from the character. Does not remove the effects + relating to Mind-Affecting spells or movement alteration. + Heals target for 5d8 + 1 point per caster level. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Jan 7, 2002 +//::////////////////////////////////////////////// +//:: VFX Pass By: Preston W, On: June 20, 2001 +#include "nw_i0_generic" +#include "nw_i0_plot" + +/* +// * June 1: use RemoveEffects from plot include instead +void GreaterRestore(object oHench) +{ + //Declare major variables + object oTarget = oHench; + effect eVisual = EffectVisualEffect(VFX_IMP_RESTORATION_GREATER); + + effect eBad = GetFirstEffect(oTarget); + //Search for negative effects + while(GetIsEffectValid(eBad)) + { + if (GetEffectType(eBad) == EFFECT_TYPE_ABILITY_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_AC_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_ATTACK_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_SAVING_THROW_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_SPELL_RESISTANCE_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_SKILL_DECREASE || + GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS || + GetEffectType(eBad) == EFFECT_TYPE_DEAF || + GetEffectType(eBad) == EFFECT_TYPE_CURSE || + GetEffectType(eBad) == EFFECT_TYPE_DISEASE || + GetEffectType(eBad) == EFFECT_TYPE_POISON || + GetEffectType(eBad) == EFFECT_TYPE_PARALYZE || + GetEffectType(eBad) == EFFECT_TYPE_NEGATIVELEVEL) + { + //Remove effect if it is negative. + RemoveEffect(oTarget, eBad); + } + eBad = GetNextEffect(oTarget); + } + // ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget); +} */ + + +void BringBack() +{ + SetLocalObject(OBJECT_SELF,"NW_L_FORMERMASTER", GetMaster()); + // : REMINDER: The delay is here for a reason + DelayCommand(0.1, RemoveEffects(OBJECT_SELF)); + DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectResurrection(), OBJECT_SELF)); + DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectHeal(GetMaxHitPoints(OBJECT_SELF)), OBJECT_SELF)); + DelayCommand(5.1, SetIsDestroyable(TRUE, TRUE, TRUE)); + object oWay = GetObjectByTag("NW_DEATH_TEMPLE"); + if (GetIsObjectValid(oWay) == TRUE) + { + // * if in Source stone area, respawn at opening to area + if (GetTag(GetArea(OBJECT_SELF)) == "M4Q1D2") + { + DelayCommand(0.2, JumpToObject(GetObjectByTag("M4QD07_ENTER"), FALSE)); + } + else + DelayCommand(0.2, JumpToObject(oWay, FALSE)); + } + else + DelayCommand(0.3, ActionSpeakString("UT: No place to go")); + + +} +void main() +{ + // * This is used by the advanced henchmen + // * Let Brent know if it interferes with animal + // * companions et cetera + if (GetIsObjectValid(GetMaster()) == TRUE) + { + object oMe = GetAssociate(ASSOCIATE_TYPE_HENCHMAN, GetMaster()); + if (oMe == OBJECT_SELF + // * this is to prevent 'double hits' from stopping + // * the henchmen from moving to the temple of tyr + // * I.e., henchmen dies 'twice', once after leaving your party + || GetLocalInt(OBJECT_SELF, "NW_L_HEN_I_DIED") == TRUE) + { + SetPlotFlag(oMe, TRUE); + SetAssociateState(NW_ASC_IS_BUSY, TRUE); + // AddJournalQuestEntry("Henchman", 99, GetMaster(), FALSE, FALSE, FALSE); + SetIsDestroyable(FALSE, TRUE, TRUE); + SetLocalInt(OBJECT_SELF, "NW_L_HEN_I_DIED", TRUE); + // RemoveHenchman(GetMaster()); + // effect eRaise = EffectResurrection(); + ClearAllActions(); + DelayCommand(0.5, ActionDoCommand(SetCommandable(TRUE))); + DelayCommand(5.0, ActionDoCommand(SetAssociateState(NW_ASC_IS_BUSY, FALSE))); + + DelayCommand(5.0, SetPlotFlag(oMe, FALSE)); + + BringBack(); + SetCommandable(FALSE); + + + } + else + // * I am a familiar, give 1d6 damage to my master + if (GetAssociate(ASSOCIATE_TYPE_FAMILIAR, GetMaster()) == OBJECT_SELF) + { + // April 2002: Made it so that familiar death can never kill the player + // only wound them. + int nDam =d6(); + if (nDam >= GetCurrentHitPoints(GetMaster())) + { + nDam = GetCurrentHitPoints(GetMaster()) - 1; + } + effect eDam = EffectDamage(nDam); + FloatingTextStrRefOnCreature(63489, GetMaster(), FALSE); + ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDam, GetMaster()); + } + } +} diff --git a/_module/nss/onenter.nss b/_module/nss/onenter.nss new file mode 100644 index 0000000..76191d2 --- /dev/null +++ b/_module/nss/onenter.nss @@ -0,0 +1,8 @@ +void main() +{ + object oPC = GetEnteringObject(); + AddJournalQuestEntry("Category000", 1, oPC, TRUE, TRUE); + + AddJournalQuestEntry("xprules", 1, oPC, FALSE, FALSE, FALSE); + AddJournalQuestEntry("lvl_adj", 1, oPC, FALSE, FALSE, FALSE); +} diff --git a/_module/nss/op10shaman.nss b/_module/nss/op10shaman.nss new file mode 100644 index 0000000..e5d7fa9 --- /dev/null +++ b/_module/nss/op10shaman.nss @@ -0,0 +1,80 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("ai_horde010a")); + ActionMoveToObject(GetObjectByTag("ai_horde010b")); + +} + + diff --git a/_module/nss/op9shaman.nss b/_module/nss/op9shaman.nss new file mode 100644 index 0000000..83496ab --- /dev/null +++ b/_module/nss/op9shaman.nss @@ -0,0 +1,81 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Outpost + ActionMoveToObject(GetObjectByTag("ai_horde009a")); + ActionMoveToObject(GetObjectByTag("ai_horde009b")); + + +} + + diff --git a/_module/nss/openbannerstore.nss b/_module/nss/openbannerstore.nss new file mode 100644 index 0000000..5d37839 --- /dev/null +++ b/_module/nss/openbannerstore.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: FileName openmagicstore +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 8:02:08 PM +//::////////////////////////////////////////////// +void main() +{ + + // Either open the store with that tag or let the user know that no store exists. + object oStore = GetNearestObjectByTag("NW_STOROUTPOST"); + if(GetObjectType(oStore) == OBJECT_TYPE_STORE) + OpenStore(oStore, GetLastUsedBy()); + else + ActionSpeakStringByStrRef(53090, TALKVOLUME_TALK); +} diff --git a/_module/nss/opengeneralstore.nss b/_module/nss/opengeneralstore.nss new file mode 100644 index 0000000..c561554 --- /dev/null +++ b/_module/nss/opengeneralstore.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: FileName openmagicstore +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 8:02:08 PM +//::////////////////////////////////////////////// +void main() +{ + + // Either open the store with that tag or let the user know that no store exists. + object oStore = GetNearestObjectByTag("NW_STORGENRAL001"); + if(GetObjectType(oStore) == OBJECT_TYPE_STORE) + OpenStore(oStore, GetPCSpeaker()); + else + ActionSpeakStringByStrRef(53090, TALKVOLUME_TALK); +} diff --git a/_module/nss/openmagicstore.nss b/_module/nss/openmagicstore.nss new file mode 100644 index 0000000..63986d4 --- /dev/null +++ b/_module/nss/openmagicstore.nss @@ -0,0 +1,17 @@ +//:://///////////////////////////////////////////// +//:: FileName openmagicstore +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 8:02:08 PM +//::////////////////////////////////////////////// +void main() +{ + + // Either open the store with that tag or let the user know that no store exists. + object oStore = GetNearestObjectByTag("NW_STORESPEC002"); + if(GetObjectType(oStore) == OBJECT_TYPE_STORE) + OpenStore(oStore, GetPCSpeaker()); + else + ActionSpeakStringByStrRef(53090, TALKVOLUME_TALK); +} diff --git a/_module/nss/orccontrap.nss b/_module/nss/orccontrap.nss new file mode 100644 index 0000000..bc24e10 --- /dev/null +++ b/_module/nss/orccontrap.nss @@ -0,0 +1,5 @@ +void main() +{ +string smessage = "This strange contraption is probably one of the foremost examples of successful orcish innovation.\nAlthough clumsily crafted, it is strong, has wheels and comes equipped with a harness.\nCombined with the oxen, one might think that the orcs intended to move something... something big."; +SpeakString(smessage, TALKVOLUME_TALK); +} diff --git a/_module/nss/orcfree1.nss b/_module/nss/orcfree1.nss new file mode 100644 index 0000000..b9ba8a8 --- /dev/null +++ b/_module/nss/orcfree1.nss @@ -0,0 +1,15 @@ +//:://///////////////////////////////////////////// +//:: FileName orcfree1 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/17/2002 2:08:31 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + + object oPrisoner = GetObjectByTag("orc_prisoner"); + SetLocalInt(oPrisoner, "nFreeOrc", 1); + +} diff --git a/_module/nss/orctext.nss b/_module/nss/orctext.nss new file mode 100644 index 0000000..7d3e44e --- /dev/null +++ b/_module/nss/orctext.nss @@ -0,0 +1,7 @@ +int StartingConditional() +{ + if (!(GetCurrentHitPoints(GetObjectByTag("orc_prisoner")) > 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/pathfinding.nss b/_module/nss/pathfinding.nss new file mode 100644 index 0000000..de5cd26 --- /dev/null +++ b/_module/nss/pathfinding.nss @@ -0,0 +1,136 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Primary NPC selecting a random pathway + int npathchoice = d2(); + if(npathchoice == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde000")); + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde002")); + ActionMoveToObject(GetObjectByTag("ai_horde004")); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde000")); + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde003")); + ActionMoveToObject(GetObjectByTag("ai_horde006")); + } + + int npathchoice2 = d3(); + if(npathchoice2 == 1) + { + ActionMoveToObject(GetObjectByTag("ai_horde007")); + ActionMoveToObject(GetObjectByTag("ai_horde009")); + } + if(npathchoice2 == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde010")); + } + if(npathchoice2 == 3) + { + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + } + + int npathchoice3 = d2(); + if(npathchoice3 == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde020")); + ActionMoveToObject(GetObjectByTag("ai_horde012")); + ActionMoveToObject(GetObjectByTag("ai_horde014")); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde021")); + ActionMoveToObject(GetObjectByTag("ai_horde013")); + ActionMoveToObject(GetObjectByTag("ai_horde016")); + } + + ActionMoveToObject(GetObjectByTag("ai_horde015")); + ActionMoveToObject(GetObjectByTag("ai_horde017")); + + int npathchoice4 = d10(); + if(npathchoice4 < 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde019")); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde018")); + } +} + + diff --git a/_module/nss/pathfindingrun.nss b/_module/nss/pathfindingrun.nss new file mode 100644 index 0000000..9deafe1 --- /dev/null +++ b/_module/nss/pathfindingrun.nss @@ -0,0 +1,138 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + + +// Modified By: Dalantriel Jul 22, 2002 +// Run to Primary NPC selecting a random pathway + int npathchoice = d2(); + if(npathchoice == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde000"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde001"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde002"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde004"), TRUE); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde000"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde001"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde003"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde006"), TRUE); + } + + int npathchoice2 = d3(); + if(npathchoice2 == 1) + { + ActionMoveToObject(GetObjectByTag("ai_horde007"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde009"), TRUE); + } + if(npathchoice2 == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde005"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde010"), TRUE); + } + if(npathchoice2 == 3) + { + ActionMoveToObject(GetObjectByTag("ai_horde008"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde011"), TRUE); + } + + int npathchoice3 = d2(); + if(npathchoice3 == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde020"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde012"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde014"), TRUE); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde021"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde013"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde016"), TRUE); + } + + ActionMoveToObject(GetObjectByTag("ai_horde015"), TRUE); + ActionMoveToObject(GetObjectByTag("ai_horde017"), TRUE); + + int npathchoice4 = d10(); + if(npathchoice4 < 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde019"), TRUE); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde018"), TRUE); + } +} + + diff --git a/_module/nss/pathfindingscale.nss b/_module/nss/pathfindingscale.nss new file mode 100644 index 0000000..9481360 --- /dev/null +++ b/_module/nss/pathfindingscale.nss @@ -0,0 +1,187 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + int nChallengeFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nChallengelevel"); + location loc = GetLocation(OBJECT_SELF); + int nRandom; + + nRandom = d8() + nChallengeFactor; + if(nScaleFactor > 0 && nScaleFactor < 3 && nRandom > 9) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnogre9") + { + CreateObject(OBJECT_TYPE_CREATURE, "ogrebeserk009", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnogre10") + { + CreateObject(OBJECT_TYPE_CREATURE, "ogrebeserk010", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnogreboss9") + { + CreateObject(OBJECT_TYPE_CREATURE, "ogrebeserk009", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnogreboss10") + { + CreateObject(OBJECT_TYPE_CREATURE, "ogrebeserk010", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + + } + nRandom = d4() + nChallengeFactor; + if(nScaleFactor > 2 && nRandom > 10) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnogre9") + { + CreateObject(OBJECT_TYPE_CREATURE, "ogreboss009", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnogre10") + { + CreateObject(OBJECT_TYPE_CREATURE, "ogreboss010", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnogrebeserk9") + { + CreateObject(OBJECT_TYPE_CREATURE, "ogreboss009", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnogrebeserk10") + { + CreateObject(OBJECT_TYPE_CREATURE, "ogreboss010", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + } + + + + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Walk to Primary NPC selecting a random pathway + int npathchoice = d2(); + if(npathchoice == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde000")); + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde002")); + ActionMoveToObject(GetObjectByTag("ai_horde004")); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde000")); + ActionMoveToObject(GetObjectByTag("ai_horde001")); + ActionMoveToObject(GetObjectByTag("ai_horde003")); + ActionMoveToObject(GetObjectByTag("ai_horde006")); + } + + int npathchoice2 = d3(); + if(npathchoice2 == 1) + { + ActionMoveToObject(GetObjectByTag("ai_horde007")); + ActionMoveToObject(GetObjectByTag("ai_horde009")); + } + if(npathchoice2 == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde005")); + ActionMoveToObject(GetObjectByTag("ai_horde010")); + } + if(npathchoice2 == 3) + { + ActionMoveToObject(GetObjectByTag("ai_horde008")); + ActionMoveToObject(GetObjectByTag("ai_horde011")); + } + + int npathchoice3 = d2(); + if(npathchoice3 == 2) + { + ActionMoveToObject(GetObjectByTag("ai_horde020")); + ActionMoveToObject(GetObjectByTag("ai_horde012")); + ActionMoveToObject(GetObjectByTag("ai_horde014")); + } + else + { + ActionMoveToObject(GetObjectByTag("ai_horde021")); + ActionMoveToObject(GetObjectByTag("ai_horde013")); + ActionMoveToObject(GetObjectByTag("ai_horde016")); + } + + ActionMoveToObject(GetObjectByTag("ai_horde015")); + ActionMoveToObject(GetObjectByTag("ai_horde017")); + ActionMoveToObject(GetObjectByTag("ai_horde018")); +} + + diff --git a/_module/nss/pay100.nss b/_module/nss/pay100.nss new file mode 100644 index 0000000..f16599b --- /dev/null +++ b/_module/nss/pay100.nss @@ -0,0 +1,9 @@ +//:: FileName pay100 +// PC pays 100 gp to NPC + +void main() +{ + + // Remove some gold from the player + TakeGoldFromCreature(100, GetPCSpeaker(), TRUE); +} diff --git a/_module/nss/pay200.nss b/_module/nss/pay200.nss new file mode 100644 index 0000000..f063c93 --- /dev/null +++ b/_module/nss/pay200.nss @@ -0,0 +1,9 @@ +//:: FileName pay200 +// PC pays 200 gp to NPC + +void main() +{ + + // Remove some gold from the player + TakeGoldFromCreature(200, GetPCSpeaker(), TRUE); +} diff --git a/_module/nss/payforhench.nss b/_module/nss/payforhench.nss new file mode 100644 index 0000000..1b1ec5f --- /dev/null +++ b/_module/nss/payforhench.nss @@ -0,0 +1,10 @@ +// * script: pay100 +// * Removes 100 gp from PC. +// Use in [Actions Taken] tab of PC hiring dialog line. + +void main() +{ +TakeGoldFromCreature(150, GetPCSpeaker(), TRUE); +} + + diff --git a/_module/nss/pcbanner1.nss b/_module/nss/pcbanner1.nss new file mode 100644 index 0000000..69f228b --- /dev/null +++ b/_module/nss/pcbanner1.nss @@ -0,0 +1,40 @@ +/* + Series of scripts: 1-10 + Upon death of PC banner, spawn in Horde Banner + Scripts 1-5 also burn the neighbouring house + Created By: Dalantriel Jul 22, 2002 +*/ + + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner001", loc, TRUE); + + object oflame = GetObjectByTag("op1_f1"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("op1_f2"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("Hordedoor001"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(oflame); + + loc = GetLocation(GetObjectByTag("spawnshamanscout1")); + object oCreature = GetObjectByTag("ms_spawnshamanscout1"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "shamanscout001", loc, TRUE); + } + + + + SoundObjectPlay(GetObjectByTag("FireOutpost1")); + +} + diff --git a/_module/nss/pcbanner10.nss b/_module/nss/pcbanner10.nss new file mode 100644 index 0000000..952ba93 --- /dev/null +++ b/_module/nss/pcbanner10.nss @@ -0,0 +1,49 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner010", loc, TRUE); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + object oCreature = GetObjectByTag("ms_spawnshaman10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnshaman10")); + CreateObject(OBJECT_TYPE_CREATURE, "shaman010", loc, TRUE); + } + + +// Get average PC level + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + +// Spawn in additional creature based on Scalefactor + + + if(nScaleFactor > 0) + { + oCreature = GetObjectByTag("ms_spawnelite10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnelite10")); + CreateObject(OBJECT_TYPE_CREATURE, "orcelite010", loc, TRUE); + } + } + + if(nScaleFactor == 0) + { + oCreature = GetObjectByTag("ms_spawnchamp10"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnchamp10")); + CreateObject(OBJECT_TYPE_CREATURE, "orcchampion010", loc, TRUE); + } + } + + + } +} + diff --git a/_module/nss/pcbanner2.nss b/_module/nss/pcbanner2.nss new file mode 100644 index 0000000..1a6fd43 --- /dev/null +++ b/_module/nss/pcbanner2.nss @@ -0,0 +1,30 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner002", loc, TRUE); + + object oflame = GetObjectByTag("op2_f1"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("op2_f2"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("Hordedoor002"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(oflame); + + loc = GetLocation(GetObjectByTag("spawnshamanscout2")); + object oCreature = GetObjectByTag("ms_spawnshamanscout2"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "shamanscout002", loc, TRUE); + } + + SoundObjectPlay(GetObjectByTag("FireOutpost2")); +} + diff --git a/_module/nss/pcbanner3.nss b/_module/nss/pcbanner3.nss new file mode 100644 index 0000000..29ae3cb --- /dev/null +++ b/_module/nss/pcbanner3.nss @@ -0,0 +1,31 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner003", loc, TRUE); + + object oflame = GetObjectByTag("op3_f1"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("op3_f2"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("Hordedoor003"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(oflame); + + loc = GetLocation(GetObjectByTag("spawnchamp3")); + object oCreature = GetObjectByTag("ms_spawnchamp3"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "orcchamp003", loc, TRUE); + } + + SoundObjectPlay(GetObjectByTag("FireOutpost3")); + +} + diff --git a/_module/nss/pcbanner4.nss b/_module/nss/pcbanner4.nss new file mode 100644 index 0000000..7c89115 --- /dev/null +++ b/_module/nss/pcbanner4.nss @@ -0,0 +1,35 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner004", loc, TRUE); + + object oflame = GetObjectByTag("op4_f1"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("op4_f2"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("op4_f3"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("Hordedoor004"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(oflame); + + loc = GetLocation(GetObjectByTag("spawnchamp4")); + object oCreature = GetObjectByTag("ms_spawnchamp4"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "orcchamp004", loc, TRUE); + } + + SoundObjectPlay(GetObjectByTag("FireOutpost4")); + +} + diff --git a/_module/nss/pcbanner5.nss b/_module/nss/pcbanner5.nss new file mode 100644 index 0000000..67cb8e7 --- /dev/null +++ b/_module/nss/pcbanner5.nss @@ -0,0 +1,31 @@ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner005", loc, TRUE); + + object oflame = GetObjectByTag("op5_f1"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("op5_f2"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + + oflame = GetObjectByTag("Hordedoor005"); + loc = GetLocation(oflame); + CreateObject(OBJECT_TYPE_PLACEABLE, "flamelarge", loc, TRUE); + DestroyObject(oflame); + + loc = GetLocation(GetObjectByTag("spawnchamp5")); + object oCreature = GetObjectByTag("ms_spawnchamp5"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "orcchamp005", loc, TRUE); + } + + SoundObjectPlay(GetObjectByTag("FireOutpost5")); + +} + diff --git a/_module/nss/pcbanner6.nss b/_module/nss/pcbanner6.nss new file mode 100644 index 0000000..a3c6ff9 --- /dev/null +++ b/_module/nss/pcbanner6.nss @@ -0,0 +1,59 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner006", loc, TRUE); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + + loc = GetLocation(GetObjectByTag("spawngruntscout6")); + object oCreature = GetObjectByTag("ms_spawngruntscout6"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "orcgruntscout006", loc, TRUE); + } + + oCreature = GetObjectByTag("ms_spawnshaman6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnshaman6")); + CreateObject(OBJECT_TYPE_CREATURE, "shaman006", loc, TRUE); + } + + +// Get average PC level + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + +// Spawn in additional creature based on Scalefactor + + + if(nScaleFactor > 0) + { + oCreature = GetObjectByTag("ms_spawnelite6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnelite6")); + CreateObject(OBJECT_TYPE_CREATURE, "orcelite006", loc, TRUE); + } + } + + + if(nScaleFactor == 0) + { + oCreature = GetObjectByTag("ms_spawnchamp6"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnchamp6")); + CreateObject(OBJECT_TYPE_CREATURE, "orcchampion006", loc, TRUE); + } + } + + } + +} + diff --git a/_module/nss/pcbanner7.nss b/_module/nss/pcbanner7.nss new file mode 100644 index 0000000..35b70bd --- /dev/null +++ b/_module/nss/pcbanner7.nss @@ -0,0 +1,57 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner007", loc, TRUE); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + + loc = GetLocation(GetObjectByTag("spawngruntscout7")); + object oCreature = GetObjectByTag("ms_spawngruntscout7"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "orcgruntscout007", loc, TRUE); + } + + oCreature = GetObjectByTag("ms_spawnshaman7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnshaman7")); + CreateObject(OBJECT_TYPE_CREATURE, "shaman007", loc, TRUE); + } + +// Get average PC level + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + +// Spawn in additional creature based on Scalefactor + + + if(nScaleFactor > 0) + { + oCreature = GetObjectByTag("ms_spawnelite7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnelite7")); + CreateObject(OBJECT_TYPE_CREATURE, "orcelite007", loc, TRUE); + } + } + + if(nScaleFactor == 0) + { + oCreature = GetObjectByTag("ms_spawnchamp7"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnchamp7")); + CreateObject(OBJECT_TYPE_CREATURE, "orcchampion007", loc, TRUE); + } + } + + + } +} + diff --git a/_module/nss/pcbanner8.nss b/_module/nss/pcbanner8.nss new file mode 100644 index 0000000..bd66ada --- /dev/null +++ b/_module/nss/pcbanner8.nss @@ -0,0 +1,57 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner008", loc, TRUE); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + + loc = GetLocation(GetObjectByTag("spawngruntscout8")); + object oCreature = GetObjectByTag("ms_spawngruntscout8"); + + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + CreateObject(OBJECT_TYPE_CREATURE, "orcgruntscout008", loc, TRUE); + } + + oCreature = GetObjectByTag("ms_spawnshaman8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnshaman8")); + CreateObject(OBJECT_TYPE_CREATURE, "shaman008", loc, TRUE); + } + +// Get average PC level + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + +// Spawn in additional creature based on Scalefactor + + + if(nScaleFactor > 0) + { + oCreature = GetObjectByTag("ms_spawnelite8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnelite8")); + CreateObject(OBJECT_TYPE_CREATURE, "orcelite008", loc, TRUE); + } + } + + if(nScaleFactor == 0) + { + oCreature = GetObjectByTag("ms_spawnchamp8"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnchamp8")); + CreateObject(OBJECT_TYPE_CREATURE, "orcchampion008", loc, TRUE); + } + } + + + } +} + diff --git a/_module/nss/pcbanner9.nss b/_module/nss/pcbanner9.nss new file mode 100644 index 0000000..bd6c638 --- /dev/null +++ b/_module/nss/pcbanner9.nss @@ -0,0 +1,50 @@ +// A series of scripts "pcbanner6-10" which is fired on the death of a Helm Banner +void main() +{ +// Respawn Horde Banner + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "hordebanner009", loc, TRUE); + +// Respawn Outpost dependent creatures if not already alive + object oPrimaryNPC = GetObjectByTag("Henrick"); + if(!(GetLocalInt(oPrimaryNPC, "nWarlordDead") == 1)) + { + + object oCreature = GetObjectByTag("ms_spawnshaman9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnshaman9")); + CreateObject(OBJECT_TYPE_CREATURE, "shaman009", loc, TRUE); + } + + +// Get average PC level + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + +// Spawn in additional creature based on Scalefactor + + + if(nScaleFactor > 0) + { + oCreature = GetObjectByTag("ms_spawnelite9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnelite9")); + CreateObject(OBJECT_TYPE_CREATURE, "orcelite009", loc, TRUE); + } + } + + if(nScaleFactor == 0) + { + oCreature = GetObjectByTag("ms_spawnchamp9"); + if(!(GetCurrentHitPoints(oCreature) > 0)) + { + loc = GetLocation(GetObjectByTag("spawnchamp9")); + CreateObject(OBJECT_TYPE_CREATURE, "orcchampion009", loc, TRUE); + } + } + + } + +} + diff --git a/_module/nss/placardmessage.nss b/_module/nss/placardmessage.nss new file mode 100644 index 0000000..e9e8c00 --- /dev/null +++ b/_module/nss/placardmessage.nss @@ -0,0 +1,5 @@ +void main() +{ +string smessage = "The Horde: Orcs\nv2.0 August 17 2002\n\nCreated by Mithral Hammer\nURL: http://wind.prohosting.com/mithral\n\nAuthor: Dalantriel\nmailto: Sylvan_Blades@yahoo.com"; +SpeakString(smessage, TALKVOLUME_TALK); +} diff --git a/_module/nss/primarynpcis1.nss b/_module/nss/primarynpcis1.nss new file mode 100644 index 0000000..2edbbc4 --- /dev/null +++ b/_module/nss/primarynpcis1.nss @@ -0,0 +1,12 @@ +//:://///////////////////////////////////////////// +//:: FileName primarynpcis1 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/27/2002 7:43:05 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + return TRUE; +} diff --git a/_module/nss/releaseorc.nss b/_module/nss/releaseorc.nss new file mode 100644 index 0000000..0111a88 --- /dev/null +++ b/_module/nss/releaseorc.nss @@ -0,0 +1,112 @@ +//:://///////////////////////////////////////////// +//:: Default On Heartbeat +//:: NW_C2_DEFAULT1 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + This script will have people perform default + animations. +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Nov 23, 2001 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + if(GetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY)) + { + if(TalentAdvancedBuff(40.0)) + { + SetSpawnInCondition(NW_FLAG_FAST_BUFF_ENEMY, FALSE); + return; + } + } + + if(GetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING)) + { + int nDay = FALSE; + if(GetIsDay() || GetIsDawn()) + { + nDay = TRUE; + } + if(GetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT") != nDay) + { + if(nDay == TRUE) + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", TRUE); + } + else + { + SetLocalInt(OBJECT_SELF, "NW_GENERIC_DAY_NIGHT", FALSE); + } + WalkWayPoints(); + } + } + + if(!GetHasEffect(EFFECT_TYPE_SLEEP)) + { + if(!GetIsPostOrWalking()) + { + if(!GetIsObjectValid(GetAttemptedAttackTarget()) && !GetIsObjectValid(GetAttemptedSpellTarget())) + { + if(!GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + if(!GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL) && !IsInConversation(OBJECT_SELF)) + { + if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS) || GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) + { + PlayMobileAmbientAnimations(); + } + else if(GetIsEncounterCreature() && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayMobileAmbientAnimations(); + } + else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS) && + !GetIsObjectValid(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN))) + { + PlayImmobileAmbientAnimations(); + } + } + else + { + DetermineSpecialBehavior(); + } + } + else + { + //DetermineCombatRound(); + } + } + } + } + else + { + if(GetSpawnInCondition(NW_FLAG_SLEEPING_AT_NIGHT)) + { + effect eVis = EffectVisualEffect(VFX_IMP_SLEEP); + if(d10() > 6) + { + ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF); + } + } + } + if(GetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1001)); + } + + if(GetLocalInt(OBJECT_SELF, "nFreeOrc") > 0) + { + location loc = GetLocation(GetObjectByTag("leave")); + ActionMoveToLocation(loc, TRUE); + } + + if (GetDistanceToObject(GetObjectByTag("leave")) < 5.0f) + { + DestroyObject(OBJECT_SELF); + } + +} diff --git a/_module/nss/resshrine.nss b/_module/nss/resshrine.nss new file mode 100644 index 0000000..6157b8c --- /dev/null +++ b/_module/nss/resshrine.nss @@ -0,0 +1,63 @@ +//:://///////////////////////////////////////////// +//:: Generic On Pressed Respawn Button +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* +// * June 1: moved RestoreEffects into plot include +*/ +//::////////////////////////////////////////////// +//:: Created By: Brent +//:: Created On: November +//::////////////////////////////////////////////// +#include "nw_i0_plot" +#include "nw_i0_generic" + +// * Applies an XP and GP penalty +// * to the player respawning +void ApplyPenalty(object oDead) +{ + int nXP = GetXP(oDead); + int nPenalty = 50 * GetHitDice(oDead); + int nHD = GetHitDice(oDead); + // * You can not lose a level with this respawning + int nMin = ((nHD * (nHD - 1)) / 2) * 1000; + + int nNewXP = nXP - nPenalty; + if (nNewXP < nMin) + nNewXP = nMin; + SetXP(oDead, nNewXP); + int nGoldToTake = FloatToInt(0.10 * GetGold(oDead)); + // * a cap of 10 000gp taken from you + if (nGoldToTake > 10000) + { + nGoldToTake = 10000; + } + AssignCommand(oDead, TakeGoldFromCreature(nGoldToTake, oDead, TRUE)); + DelayCommand(4.0, FloatingTextStrRefOnCreature(58299, oDead, FALSE)); + DelayCommand(4.8, FloatingTextStrRefOnCreature(58300, oDead, FALSE)); + +} + +// Resurrection Shrine Script +// July 2002 +// By: Dalantriel +// Teleports player to res shrine and returns factions towards neutral +// if the primary NPC of that faction still lives + +void main() +{ + object oRespawner = GetLastRespawnButtonPresser(); + ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(),oRespawner); + ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(GetMaxHitPoints(oRespawner)), oRespawner); + RemoveEffects(oRespawner); + + // Adjust the player faction to neutral (11) for Defender and Merchant + AdjustReputation(oRespawner, GetObjectByTag("Henrick"), 11); + AdjustReputation(oRespawner, GetObjectByTag("Belonor"), 11); + + location respawnLoc; + respawnLoc = GetLocation(GetObjectByTag("Respoint")); + AssignCommand(oRespawner, JumpToLocation(respawnLoc)); + ActionCastSpellAtObject (SPELL_HEAL, oRespawner, METAMAGIC_ANY, TRUE, 1, PROJECTILE_PATH_TYPE_DEFAULT, FALSE); + +} diff --git a/_module/nss/returnop1.nss b/_module/nss/returnop1.nss new file mode 100644 index 0000000..e62c017 --- /dev/null +++ b/_module/nss/returnop1.nss @@ -0,0 +1,43 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant001")); + } +} + + diff --git a/_module/nss/returnop10.nss b/_module/nss/returnop10.nss new file mode 100644 index 0000000..fcc9860 --- /dev/null +++ b/_module/nss/returnop10.nss @@ -0,0 +1,46 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant010"), FALSE, 5.0f); + } + + } +} + + diff --git a/_module/nss/returnop10sham.nss b/_module/nss/returnop10sham.nss new file mode 100644 index 0000000..60b6515 --- /dev/null +++ b/_module/nss/returnop10sham.nss @@ -0,0 +1,52 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } + + else if (GetDistanceToObject(GetObjectByTag("ai_horde010b")) < 3.0f) + { + ClearAllActions(); + } + + else + { + ActionMoveToObject(GetObjectByTag("ai_horde010a")); + ActionMoveToObject(GetObjectByTag("ai_horde010b")); + } + } +} + + diff --git a/_module/nss/returnop2.nss b/_module/nss/returnop2.nss new file mode 100644 index 0000000..08a137f --- /dev/null +++ b/_module/nss/returnop2.nss @@ -0,0 +1,42 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) >> 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant002")); + } +} + + diff --git a/_module/nss/returnop3.nss b/_module/nss/returnop3.nss new file mode 100644 index 0000000..eb9c530 --- /dev/null +++ b/_module/nss/returnop3.nss @@ -0,0 +1,42 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) >> 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant003")); + } +} + + diff --git a/_module/nss/returnop4.nss b/_module/nss/returnop4.nss new file mode 100644 index 0000000..7c07950 --- /dev/null +++ b/_module/nss/returnop4.nss @@ -0,0 +1,43 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) >> 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant004")); + } +} + + diff --git a/_module/nss/returnop5.nss b/_module/nss/returnop5.nss new file mode 100644 index 0000000..fea0e76 --- /dev/null +++ b/_module/nss/returnop5.nss @@ -0,0 +1,42 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) >> 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant005")); + } +} + + diff --git a/_module/nss/returnop6.nss b/_module/nss/returnop6.nss new file mode 100644 index 0000000..3838199 --- /dev/null +++ b/_module/nss/returnop6.nss @@ -0,0 +1,46 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant006"), FALSE, 5.0f); + } + + } +} + + diff --git a/_module/nss/returnop7.nss b/_module/nss/returnop7.nss new file mode 100644 index 0000000..3b88306 --- /dev/null +++ b/_module/nss/returnop7.nss @@ -0,0 +1,46 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant007"), FALSE, 5.0f); + } + + } +} + + diff --git a/_module/nss/returnop8.nss b/_module/nss/returnop8.nss new file mode 100644 index 0000000..d8b953c --- /dev/null +++ b/_module/nss/returnop8.nss @@ -0,0 +1,46 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant008"), FALSE, 5.0f); + } + + } +} + + diff --git a/_module/nss/returnop9.nss b/_module/nss/returnop9.nss new file mode 100644 index 0000000..3c5ec89 --- /dev/null +++ b/_module/nss/returnop9.nss @@ -0,0 +1,46 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } + else + { + ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant009"), FALSE, 5.0f); + } + + } +} + + diff --git a/_module/nss/returnop9sham.nss b/_module/nss/returnop9sham.nss new file mode 100644 index 0000000..9a13c25 --- /dev/null +++ b/_module/nss/returnop9sham.nss @@ -0,0 +1,54 @@ +//:://///////////////////////////////////////////// +//:: Default: End of Combat Round +//:: NW_C2_DEFAULT3 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Calls the end of combat script every round +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 16, 2001 +//::////////////////////////////////////////////// + +#include "NW_I0_GENERIC" +void main() +{ + if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) + { + DetermineSpecialBehavior(); + } + else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) + { + DetermineCombatRound(); + } + if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1003)); + } + +// Modified By: Dalantriel Jul 22, 2002 +// If not in combat, recapture or return to designated Outpost + if(!GetIsInCombat(OBJECT_SELF)) + { + if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } + + + else if (GetDistanceToObject(GetObjectByTag("ai_horde009b")) < 3.0f) + { + ClearAllActions(); + } + + else + { + ActionMoveToObject(GetObjectByTag("ai_horde009a")); + ActionMoveToObject(GetObjectByTag("ai_horde009b")); + } + + } +} + + diff --git a/_module/nss/rove1.nss b/_module/nss/rove1.nss new file mode 100644 index 0000000..ce50963 --- /dev/null +++ b/_module/nss/rove1.nss @@ -0,0 +1,181 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + int nChallengeFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nChallengelevel"); + location loc = GetLocation(OBJECT_SELF); + int nRandom; + + nRandom = d8() + nChallengeFactor; + if(nScaleFactor > 1 && nScaleFactor < 4 && nRandom > 9) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnpoint1") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite001", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnpoint2") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite002", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnlord1") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite001", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnlord2") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite002", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + } + nRandom = d2() + nChallengeFactor; + if(nScaleFactor > 3 && nRandom > 11) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnpoint1") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord001", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnpoint2") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord002", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnelite1") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord001", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnelite2") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord002", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + } + + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else +{ +ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant001")); +} + +} + + diff --git a/_module/nss/rove1attack.nss b/_module/nss/rove1attack.nss new file mode 100644 index 0000000..a0f1e99 --- /dev/null +++ b/_module/nss/rove1attack.nss @@ -0,0 +1,143 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + int nChallengeFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nChallengelevel"); + location loc = GetLocation(OBJECT_SELF); + int nRandom; + + nRandom = d8() + nChallengeFactor; + if(nScaleFactor > 1 && nScaleFactor < 4 && nRandom > 9) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnpoint3") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite003", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnlord3") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite003", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + + } + nRandom = d2() + nChallengeFactor; + if(nScaleFactor > 3 && nRandom > 11) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnpoint3") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord003", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnelite3") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord003", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + + } + + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else +{ +ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant001")); +} + +} + + diff --git a/_module/nss/rove2.nss b/_module/nss/rove2.nss new file mode 100644 index 0000000..a9606c1 --- /dev/null +++ b/_module/nss/rove2.nss @@ -0,0 +1,180 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + int nChallengeFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nChallengelevel"); + location loc = GetLocation(OBJECT_SELF); + int nRandom; + + nRandom = d8() + nChallengeFactor; + if(nScaleFactor > 1 && nScaleFactor < 4 && nRandom > 9) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnpoint1") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite001", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnpoint2") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite002", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnlord1") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite001", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnlord2") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite002", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + } + nRandom = d2() + nChallengeFactor; + if(nScaleFactor > 3 && nRandom > 11) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnpoint1") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord001", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnpoint2") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord002", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnelite1") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord001", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnelite2") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord002", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + } + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + if(GetCurrentHitPoints(GetObjectByTag("pcbanner010")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner010")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner008")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner008")); + } + else if(GetCurrentHitPoints(GetObjectByTag("pcbanner007")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner007")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner006")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner006")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner009")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner009")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else +{ +ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant002")); +} + +} + + diff --git a/_module/nss/rove2attack.nss b/_module/nss/rove2attack.nss new file mode 100644 index 0000000..12c1f40 --- /dev/null +++ b/_module/nss/rove2attack.nss @@ -0,0 +1,141 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// +#include "NW_O2_CONINCLUDE" +#include "NW_I0_GENERIC" + +void main() +{ +// 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); + //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 + + int nScaleFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nDifficultylevel"); + int nChallengeFactor = GetLocalInt(GetObjectByTag("TrashCan"), "nChallengelevel"); + location loc = GetLocation(OBJECT_SELF); + int nRandom; + + nRandom = d8() + nChallengeFactor; + if(nScaleFactor > 1 && nScaleFactor < 4 && nRandom > 9) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnpoint5") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite005", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnlord5") + { + CreateObject(OBJECT_TYPE_CREATURE, "orcelite005", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + } + nRandom = d2() + nChallengeFactor; + if(nScaleFactor > 3 && nRandom > 11) + { + string sTag = GetTag(OBJECT_SELF); + if (sTag == "ms_spawnpoint5") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord005", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + if (sTag == "ms_spawnelite5") + { + CreateObject(OBJECT_TYPE_CREATURE, "orclord005", loc, TRUE); + DestroyObject(OBJECT_SELF); + } + } + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + GenerateNPCTreasure(2); //* Use this to create a small amount of treasure on the creature + +// Modified By: Dalantriel Jul 22, 2002 +// If a PC Banner exists at this outpost destroy it, otherwise move to it + + +if(GetCurrentHitPoints(GetObjectByTag("pcbanner005")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner005")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner004")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner004")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner003")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner003")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner002")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner002")); + } +else if(GetCurrentHitPoints(GetObjectByTag("pcbanner001")) > 0) + { + ActionAttack(GetObjectByTag("pcbanner001")); + } +else +{ +ActionMoveToObject(GetObjectByTag("POST_ms_spawnmerchant001")); +} + +} + + diff --git a/_module/nss/sc_001.nss b/_module/nss/sc_001.nss new file mode 100644 index 0000000..b223f78 --- /dev/null +++ b/_module/nss/sc_001.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_001 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:08:14 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoguard") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_002.nss b/_module/nss/sc_002.nss new file mode 100644 index 0000000..601305d --- /dev/null +++ b/_module/nss/sc_002.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_002 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:08:14 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoguard") < 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_003.nss b/_module/nss/sc_003.nss new file mode 100644 index 0000000..196f366 --- /dev/null +++ b/_module/nss/sc_003.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_003 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:08:14 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoguard") == 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_004.nss b/_module/nss/sc_004.nss new file mode 100644 index 0000000..d5c34c2 --- /dev/null +++ b/_module/nss/sc_004.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_004 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:43:12 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoguard") == 2)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_005.nss b/_module/nss/sc_005.nss new file mode 100644 index 0000000..145ae69 --- /dev/null +++ b/_module/nss/sc_005.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_005 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 2:56:18 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "spokentoprimarynpc") < 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_006.nss b/_module/nss/sc_006.nss new file mode 100644 index 0000000..49867ff --- /dev/null +++ b/_module/nss/sc_006.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName sc_006 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/23/2002 4:06:12 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Add the randomness + if(Random(10) >= 1) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/sc_lvlup_once.nss b/_module/nss/sc_lvlup_once.nss new file mode 100644 index 0000000..9adc10f --- /dev/null +++ b/_module/nss/sc_lvlup_once.nss @@ -0,0 +1,9 @@ +int StartingConditional() +{ + object oPC=GetPCSpeaker(); + + string sTag=GetTag(OBJECT_SELF); + + return (GetLocalInt(oPC, sTag)==0); + //only returns true when variable is 0 +} diff --git a/_module/nss/signpost.nss b/_module/nss/signpost.nss new file mode 100644 index 0000000..c458625 --- /dev/null +++ b/_module/nss/signpost.nss @@ -0,0 +1,5 @@ +void main() +{ +string smessage = "East: Helmsfield\nWest: The Long Road"; +SpeakString(smessage, TALKVOLUME_TALK); +} diff --git a/_module/nss/signupexp.nss b/_module/nss/signupexp.nss new file mode 100644 index 0000000..e50ddec --- /dev/null +++ b/_module/nss/signupexp.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName signupexp +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/20/2002 8:41:47 PM +//::////////////////////////////////////////////// +void main() +{ + // Give the speaker some XP and Gold + GiveXPToCreature(GetPCSpeaker(), 500); + GiveGoldToCreature(GetPCSpeaker(), 200); +} diff --git a/_module/nss/singlemagictres.nss b/_module/nss/singlemagictres.nss new file mode 100644 index 0000000..ea29048 --- /dev/null +++ b/_module/nss/singlemagictres.nss @@ -0,0 +1,18 @@ +/* + Single use magic generation of up to 2 items from defined table + (table in "magictres.nss" script) + Created by: Dalantriel Jul 22, 2002 +*/ + +void main() +{ +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } +ExecuteScript("magictres", OBJECT_SELF); +ExecuteScript("magictres", OBJECT_SELF); + +SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + +} diff --git a/_module/nss/southgate.nss b/_module/nss/southgate.nss new file mode 100644 index 0000000..5a63238 --- /dev/null +++ b/_module/nss/southgate.nss @@ -0,0 +1,35 @@ +/* + Calculate the remaining hitpoints of south gate + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nGatestrength = (GetCurrentHitPoints(GetObjectByTag("SouthGate"))); + + if(nGatestrength == 300) + { + SpeakString("Undamaged", TALKVOLUME_TALK); + } + if(nGatestrength < 300 && nGatestrength > 224) + { + SpeakString("Slightly Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 225 && nGatestrength > 149) + { + SpeakString("Moderately Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 150 && nGatestrength > 74) + { + SpeakString("Heavily Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 75 && nGatestrength > 0) + { + SpeakString("Critically Damaged", TALKVOLUME_TALK); + } + if(nGatestrength == 0) + { + SpeakString("Destroyed", TALKVOLUME_TALK); + } +} diff --git a/_module/nss/southgateattak.nss b/_module/nss/southgateattak.nss new file mode 100644 index 0000000..44d9159 --- /dev/null +++ b/_module/nss/southgateattak.nss @@ -0,0 +1,14 @@ +void main() +{ + +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } +object oScout = GetObjectByTag("Lomiolad"); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 1)); +ActionWait(30.0f); +ActionDoCommand(SetLocalInt(oScout, "nSouthGate", 1)); +ActionWait(60.0); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); +} diff --git a/_module/nss/southgatedust.nss b/_module/nss/southgatedust.nss new file mode 100644 index 0000000..4a4ad5e --- /dev/null +++ b/_module/nss/southgatedust.nss @@ -0,0 +1,10 @@ +/* + Upon destruction of the south gate, replace with dust plume + Dalantriel: Jul 22, 2002 +*/ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "southplume", loc, TRUE); +} diff --git a/_module/nss/spawndefenders1.nss b/_module/nss/spawndefenders1.nss new file mode 100644 index 0000000..7406ce0 --- /dev/null +++ b/_module/nss/spawndefenders1.nss @@ -0,0 +1,9 @@ +// Spawn in the defenders + +void main() +{ +location loc; +loc = GetLocation(GetObjectByTag("spawnpoint5")); +CreateObject(OBJECT_TYPE_CREATURE, "orcdefender003", loc, TRUE); +CreateObject(OBJECT_TYPE_CREATURE, "orcdefender005", loc, TRUE); +} diff --git a/_module/nss/spawndefenders2.nss b/_module/nss/spawndefenders2.nss new file mode 100644 index 0000000..2585e40 --- /dev/null +++ b/_module/nss/spawndefenders2.nss @@ -0,0 +1,9 @@ +// Spawn in the defenders + +void main() +{ +location loc; +loc = GetLocation(GetObjectByTag("spawnpoint1")); +CreateObject(OBJECT_TYPE_CREATURE, "orcdefender001", loc, TRUE); +CreateObject(OBJECT_TYPE_CREATURE, "orcdefender002", loc, TRUE); +} diff --git a/_module/nss/spawnogres.nss b/_module/nss/spawnogres.nss new file mode 100644 index 0000000..b6ecdc8 --- /dev/null +++ b/_module/nss/spawnogres.nss @@ -0,0 +1,9 @@ +// Spawn in the ogres + +void main() +{ +location loc; +loc = GetLocation(GetObjectByTag("spawnogre9")); +CreateObject(OBJECT_TYPE_CREATURE, "ogrescout009", loc, TRUE); +CreateObject(OBJECT_TYPE_CREATURE, "ogrescout010", loc, TRUE); +} diff --git a/_module/nss/spawnprisoner.nss b/_module/nss/spawnprisoner.nss new file mode 100644 index 0000000..c2319af --- /dev/null +++ b/_module/nss/spawnprisoner.nss @@ -0,0 +1,13 @@ +void main() +{ +if (GetLocalInt(OBJECT_SELF, "nprisoner") == 0) +{ + object oTrashCan = GetObjectByTag("TrashCan"); + if(GetLocalInt(oTrashCan, "nGoodNPCDead") > 0) + { + location loc = GetLocation(GetObjectByTag("prisoner")); + CreateObject(OBJECT_TYPE_CREATURE, "prisoner1", loc, TRUE); + SetLocalInt(OBJECT_SELF, "nprisoner", 1); + } +} +} diff --git a/_module/nss/spawnscouts.nss b/_module/nss/spawnscouts.nss new file mode 100644 index 0000000..614e8ab --- /dev/null +++ b/_module/nss/spawnscouts.nss @@ -0,0 +1,10 @@ +// Spawn in the scouts + +void main() +{ +location loc; +loc = GetLocation(GetObjectByTag("spawnpoint1")); +CreateObject(OBJECT_TYPE_CREATURE, "orcgruntscout006", loc, TRUE); +CreateObject(OBJECT_TYPE_CREATURE, "orcgruntscout007", loc, TRUE); +CreateObject(OBJECT_TYPE_CREATURE, "orcgruntscout008", loc, TRUE); +} diff --git a/_module/nss/spawntreasure.nss b/_module/nss/spawntreasure.nss new file mode 100644 index 0000000..c1e6574 --- /dev/null +++ b/_module/nss/spawntreasure.nss @@ -0,0 +1,85 @@ +//:://///////////////////////////////////////////// +//:: Default: On Spawn In +//:: NW_C2_DEFAULT9 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Determines the course of action to be taken + after having just been spawned in +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//::////////////////////////////////////////////// + +#include "NW_O2_CONINCLUDE" + +#include "NW_I0_GENERIC" +void main() +{ +// 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_AMBIENT_ANIMATIONS); + //This will play Ambient Animations until the NPC sees an enemy or is cleared. + //NOTE that these animations will play automatically for Encounter Creatures. + //SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); + //This will play Ambient Animations until the NPC sees an enemy or is cleared. + //NOTE that NPCs using this form of ambient animations will not move to other NPCs. + SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION); + + // 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.) + +// SPECIAL BEHAVIOR SECTION +/* + The following section outlines the various special behaviors that can be placed on a creature. To activate one of the special + behaviors: + 1. Comment in SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL); + 2. Comment in one other special behavior setting (ONLY ONE). +*/ + //SetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL); + //SetBehaviorState(NW_FLAG_BEHAVIOR_OMNIVORE); //Creature will only attack those that close within 5m and are not friends, + //Rangers or Druids. + //SetBehaviorState(NW_FLAG_BEHAVIOR_HERBIVORE);//Creature will flee those that close within 7m if they are not friends, + //Rangers or Druids. + +// 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 + +// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ***************************************************************************************** + 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. + + GenerateNPCTreasure(3); //* Use this to create a small amount of treasure on the creature +} diff --git a/_module/nss/spokentogob.nss b/_module/nss/spokentogob.nss new file mode 100644 index 0000000..3334866 --- /dev/null +++ b/_module/nss/spokentogob.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName spokentogob +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/13/2002 10:16:21 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetObjectByTag("gobbyfarmer"), "nSpokentoGoblin", 1); + +} diff --git a/_module/nss/spokentogob2.nss b/_module/nss/spokentogob2.nss new file mode 100644 index 0000000..17f380e --- /dev/null +++ b/_module/nss/spokentogob2.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName spokentogob +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/13/2002 10:16:21 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(GetObjectByTag("gobbyfarmer"), "nSpokentoGoblin", 2); + +} diff --git a/_module/nss/spokentonoble.nss b/_module/nss/spokentonoble.nss new file mode 100644 index 0000000..8376eca --- /dev/null +++ b/_module/nss/spokentonoble.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName spokentonoble +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 1:00:27 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nspokentonoble") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/spokentonoble1.nss b/_module/nss/spokentonoble1.nss new file mode 100644 index 0000000..08f6578 --- /dev/null +++ b/_module/nss/spokentonoble1.nss @@ -0,0 +1,13 @@ +//:://///////////////////////////////////////////// +//:: FileName spokentonoble1 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 1:00:27 PM +//::////////////////////////////////////////////// +void main() +{ + // Set the variables + SetLocalInt(OBJECT_SELF, "nspokentonoble", 1); + +} diff --git a/_module/nss/spokentooldman.nss b/_module/nss/spokentooldman.nss new file mode 100644 index 0000000..eda5d81 --- /dev/null +++ b/_module/nss/spokentooldman.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName spokentooldman +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 6/26/2002 8:03:08 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(GetPCSpeaker(), "nspokentooldman") == 0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/staticspawn.nss b/_module/nss/staticspawn.nss new file mode 100644 index 0000000..73e5d2a --- /dev/null +++ b/_module/nss/staticspawn.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster = GetObjectByTag("spawnmaster"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn1.nss b/_module/nss/staticspawn1.nss new file mode 100644 index 0000000..03664d4 --- /dev/null +++ b/_module/nss/staticspawn1.nss @@ -0,0 +1,115 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster1; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster1 = GetObjectByTag("spawnmaster1"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster1, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn10.nss b/_module/nss/staticspawn10.nss new file mode 100644 index 0000000..06accdd --- /dev/null +++ b/_module/nss/staticspawn10.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster10; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster10 = GetObjectByTag("spawnmaster10"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster10, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn2.nss b/_module/nss/staticspawn2.nss new file mode 100644 index 0000000..f841893 --- /dev/null +++ b/_module/nss/staticspawn2.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster2; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster2 = GetObjectByTag("spawnmaster2"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster2, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn3.nss b/_module/nss/staticspawn3.nss new file mode 100644 index 0000000..e68ab15 --- /dev/null +++ b/_module/nss/staticspawn3.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster3; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster3 = GetObjectByTag("spawnmaster3"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster3, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn4.nss b/_module/nss/staticspawn4.nss new file mode 100644 index 0000000..9ba28ee --- /dev/null +++ b/_module/nss/staticspawn4.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster4; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster4 = GetObjectByTag("spawnmaster4"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster4, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn5.nss b/_module/nss/staticspawn5.nss new file mode 100644 index 0000000..40151f5 --- /dev/null +++ b/_module/nss/staticspawn5.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster5; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster5 = GetObjectByTag("spawnmaster5"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster5, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn6.nss b/_module/nss/staticspawn6.nss new file mode 100644 index 0000000..8e1531d --- /dev/null +++ b/_module/nss/staticspawn6.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster6; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster6 = GetObjectByTag("spawnmaster6"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster6, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn7.nss b/_module/nss/staticspawn7.nss new file mode 100644 index 0000000..c04819f --- /dev/null +++ b/_module/nss/staticspawn7.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster7; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster7 = GetObjectByTag("spawnmaster7"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster7, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn8.nss b/_module/nss/staticspawn8.nss new file mode 100644 index 0000000..fcfdccc --- /dev/null +++ b/_module/nss/staticspawn8.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster8; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster8 = GetObjectByTag("spawnmaster8"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster8, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/staticspawn9.nss b/_module/nss/staticspawn9.nss new file mode 100644 index 0000000..5334bc5 --- /dev/null +++ b/_module/nss/staticspawn9.nss @@ -0,0 +1,116 @@ +// Script created by Crashed + +// Used as a series of 11 spawnpoints to simulate 10 outposts and 1 master spawn + +// This script allows a particular custom monster to "respawn" every so often +// in a static place. X seconds after the monster is killed, it will reappear +// at its "spawn point." +// HOW TO USE: +// Step 1 - Install the script into your module by copying and pasting this +// code into a new script. Save the script as "staticspawn" -- it should +// compile with no errors. +// +// STEP 2 (IMPORTANT) - In any area where you wish to use this script, you +// must have a static object on the map with the tag "spawnmaster". I prefer +// a barrel or a crate in a place where the players can never get, but it +// can be any object, as long as that object has an action queue. NOTE: +// If/when the spawnmaster is destroyed, monsters will stop spawning. You +// can use this to create e.g. an altar the PCs must destroy to stop the +// flow of monsters, if you wish. +// +// Step 3 - For every monster type you want to be able to spawn using this +// script, you must create a monster BLUEPRINT representing that monster. +// That blueprint must have its OnDeath event set to "staticspawn" (the name +// of this script) +// Example: +// Suppose I wanted to have an Orc-infested area where orcs respawn every +// 30 seconds or so after they are killed. I would create a new blueprint +// using Creature Wizard, picking the appropriate stats for my orcs. I +// would call this blueprint, for example, "respawning_orc". +// +// Step 4 - For every position within your area where you want a monster to +// spawn you must create a waypoint using the Waypoint type on the palette. +// The Tag of this waypoint can be anything you wish, but it must be unique. +// I call mine 'spawnpoint1', 'spawnpoint2', and so forth. The Name of this +// waypoint must be very specially formatted. The first three characters +// of the name must be a number representing the spawn time, e.g. how many +// seconds should pass after one monster dies before another one appears. The +// fourth character must be an underscore ('_'). The rest of the string is the +// name of the BLUEPRINT of the monsters which are to be spawned here, in other +// words, the blueprint you made in step 3. +// Example: +// I made a monster blueprint "respawning_orc" in step 3, and I now want +// a spawn point that would spawn an orc every 5 seconds. I would create +// a waypoint with the tag "spawnpoint1" and name "005_respawning_orc" +// +// Step 5 - For every spawn point within your area, you must create an "initial +// creature" for that spawn point. The initial creature should belong to the +// blueprint that you created in step 3, and it should be placed very close to +// the spawn point. The initial creature must be assigned a tag of a certain +// format. The first three characters of the tag should be "ms_" and the rest +// of the tag should be the TAG of the waypoint you created in step 4. +// Example: +// For my example, I would paint a "respawning_orc" monster on top of +// the "spawnpoint1" waypoint that I created. I would then open Creature +// Properties for the monster I just created on the map and set the tag to +// "ms_spawnpoint1". +// +// Step 6 - Just kidding, there is no Step 6. You're done. Save your module +// and you should have a respawning monster. +// Declarations +// StaticSpawn - Summon the monster with the given tag at the given spot. +// Set the local variable ms_info to the given value +void StaticSpawn(string szClass, location lWhere, string info); +// The main event handler. +void main() +{ + // VARIABLES + // The Spawnmaster object + object oSpawnMaster9; + // The tag for this monster + string szMonsterTag = GetTag(OBJECT_SELF); + int nLength = 0; + string szSpawnPointTag = ""; + string szSpawnPointInfo; + string szMonsterClass; + object oSpawnPoint; + float fSpawnTime; + location lSpawnPoint; + // Check to see if we are an "ms_" monster + if( GetSubString(szMonsterTag, 0, 3) == "ms_" ) { + nLength = GetStringLength(szMonsterTag); + // Get the Spawn Point for this monster + szSpawnPointTag = GetSubString(szMonsterTag, 3, (nLength - 3)); + } else { + // Check to see if we have an ms_info local variable + szSpawnPointTag = GetLocalString(OBJECT_SELF, "ms_info"); + } + // If this creature has a spawn point... + if(szSpawnPointTag != "") { +// ActionSpeakString("I was a MSMonster with SpawnPointTag " + szSpawnPointTag, TALKVOLUME_SHOUT); + // Get the waypoint and info + oSpawnPoint = GetWaypointByTag(szSpawnPointTag); + szSpawnPointInfo = GetName(oSpawnPoint); +// ActionSpeakString("SpawnpointInfo is "+szSpawnPointInfo, TALKVOLUME_SHOUT); + nLength = GetStringLength(szSpawnPointInfo); + // Spawn time is the first 3 characters + fSpawnTime = StringToFloat( GetSubString(szSpawnPointInfo, 0, 3) + ".0" ); + // Monster class to spawn is the 4th char onward + szMonsterClass = GetSubString(szSpawnPointInfo, 4, (nLength - 4)); + // Location to spawn is the loc. of the spawnpoint... + lSpawnPoint = GetLocation(oSpawnPoint); + // Get the spawn master + oSpawnMaster9 = GetObjectByTag("spawnmaster9"); + // Dispatch the command to the spawn master. + AssignCommand( + oSpawnMaster9, + DelayCommand(fSpawnTime, StaticSpawn(szMonsterClass, lSpawnPoint, szSpawnPointTag)) + ); + } +} +// SummonMonster +// Conjure a monster with the given class at the given point. +void StaticSpawn(string szClass, location lWhere, string info) { + object oNewMonster = CreateObject(OBJECT_TYPE_CREATURE, szClass, lWhere); + SetLocalString(oNewMonster, "ms_info", info); +} diff --git a/_module/nss/takeletter.nss b/_module/nss/takeletter.nss new file mode 100644 index 0000000..bfbfe02 --- /dev/null +++ b/_module/nss/takeletter.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName takeletter +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 8/18/2002 3:36:16 PM +//::////////////////////////////////////////////// +void main() +{ + + // Remove items from the player's inventory + object oItemToTake; + oItemToTake = GetItemPossessedBy(GetPCSpeaker(), "HD_FangrotLetter"); + if(GetIsObjectValid(oItemToTake) != 0) + DestroyObject(oItemToTake); +} diff --git a/_module/nss/tempgatedust.nss b/_module/nss/tempgatedust.nss new file mode 100644 index 0000000..e35dc25 --- /dev/null +++ b/_module/nss/tempgatedust.nss @@ -0,0 +1,10 @@ +/* + Upon destruction of the temple gate, replace with dust plume + Dalantriel: Jul 22, 2002 +*/ + +void main() +{ + location loc = GetLocation(OBJECT_SELF); + CreateObject(OBJECT_TYPE_PLACEABLE, "tempdustplume", loc, TRUE); +} diff --git a/_module/nss/templegate.nss b/_module/nss/templegate.nss new file mode 100644 index 0000000..dc2e0d1 --- /dev/null +++ b/_module/nss/templegate.nss @@ -0,0 +1,35 @@ +/* + Calculate the remaining hitpoints of temple gate + Created By: Dalantriel Jul 22, 2002 +*/ + +void main() +{ + // Set the variables + int nGatestrength = (GetCurrentHitPoints(GetObjectByTag("TempleGate"))); + + if(nGatestrength == 400) + { + SpeakString("Undamaged", TALKVOLUME_TALK); + } + if(nGatestrength < 400 && nGatestrength > 300) + { + SpeakString("Slightly Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 301 && nGatestrength > 200) + { + SpeakString("Moderately Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 201 && nGatestrength > 100) + { + SpeakString("Heavily Damaged", TALKVOLUME_TALK); + } + if(nGatestrength < 101 && nGatestrength > 0) + { + SpeakString("Critically Damaged", TALKVOLUME_TALK); + } + if(nGatestrength == 0) + { + SpeakString("Destroyed", TALKVOLUME_TALK); + } +} diff --git a/_module/nss/templegateattak.nss b/_module/nss/templegateattak.nss new file mode 100644 index 0000000..2d15f4c --- /dev/null +++ b/_module/nss/templegateattak.nss @@ -0,0 +1,14 @@ +void main() +{ + +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } +object oScout = GetObjectByTag("Lomiolad"); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 1)); +ActionWait(30.0f); +ActionDoCommand(SetLocalInt(oScout, "nTempleGate", 1)); +ActionWait(60.0); +ActionDoCommand(SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0)); +} diff --git a/_module/nss/tgate_1.nss b/_module/nss/tgate_1.nss new file mode 100644 index 0000000..2a48775 --- /dev/null +++ b/_module/nss/tgate_1.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName tgate_1 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:41:55 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nTempleGateStrength") >>0)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/tgate_25.nss b/_module/nss/tgate_25.nss new file mode 100644 index 0000000..e3adb6c --- /dev/null +++ b/_module/nss/tgate_25.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName tgate_25 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:41:55 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nTempleGateStrength") >>25)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/tgate_54.nss b/_module/nss/tgate_54.nss new file mode 100644 index 0000000..4c8e011 --- /dev/null +++ b/_module/nss/tgate_54.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName tgate_54 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:41:55 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nTempleGateStrength") >>54)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/tgate_80.nss b/_module/nss/tgate_80.nss new file mode 100644 index 0000000..b7c6ae0 --- /dev/null +++ b/_module/nss/tgate_80.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName tgate_80 +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/23/2002 11:41:55 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nTempleGateStrength") == 80)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/trashcan.nss b/_module/nss/trashcan.nss new file mode 100644 index 0000000..7825199 --- /dev/null +++ b/_module/nss/trashcan.nss @@ -0,0 +1,147 @@ +// Copyright (C) 2002, Leo Lipelis +// need to declare this function ahead of its use +// to avoid compilation error; +// this function will destroy an object and everything +// inside of it recursively +void TrashObject(object obj) +{ + // if this is not a container, just destroy it and we're done + if (GetHasInventory(obj) == FALSE) { + DestroyObject(obj); + } else { + object oItem = GetFirstItemInInventory(obj); + // destroy everything in the inventory first + while (oItem != OBJECT_INVALID) + { + TrashObject(oItem); + oItem = GetNextItemInInventory(obj); + } + // destroy the container itself + DestroyObject(obj); + } +} +void main() +{ + int iItemDropLifeSpan = 20; + // iCounterMax must always be greater than iItemDropLifeSpan + int iCounterMax = 1000; + string sTrashMark = "iTrashMark"; + int iCounter = GetLocalInt(OBJECT_SELF, "iCounter"); + iCounter++; + iCounter = iCounter % iCounterMax; + if (iCounter == 0) { iCounter++; } // 0 is reserved + SetLocalInt(OBJECT_SELF, "iCounter", iCounter); + object obj = GetFirstObjectInArea(); + while (obj != OBJECT_INVALID) + { + int iObjType = GetObjectType(obj); + // match based on type first, because comparing int + // is faster than string; wrong types don't reach + // string comparison + if (iObjType == OBJECT_TYPE_PLACEABLE) + { + string sTag = GetTag(obj); + // this assumes that every item drop from a monster + // comes in a placeable container with a tag name + // of "Body Bag"; it seems to be true, but if this + // assumption is false, this code needs to be fixed + if (sTag == "Body Bag") + { + int iTrashMark = GetLocalInt(obj, sTrashMark); + if (iTrashMark == 0) { + SetLocalInt(obj, sTrashMark, iCounter); + } else { + int iTimeAlive = 0; + if (iCounter >= iTrashMark) { + iTimeAlive = iCounter - iTrashMark; + } else { + iTimeAlive = iCounterMax - iTrashMark + iCounter - 1; + } + if (iTimeAlive > iItemDropLifeSpan) { + TrashObject(obj); + } + } + } + } + obj = GetNextObjectInArea(); + } + +// Modification by Dalantriel +// Caltulate average PC level to scale difficulty + +// Calculate number of PCs on the level + int nNumberOfPCs = 0; + int nPlayerFactor = 0; + int nChallenge = 0; + int nRandom; + object oPC = GetFirstPC(); + while (GetIsObjectValid(oPC)) + { + if (GetIsPC(oPC)) + { + nNumberOfPCs++; + } + oPC = GetNextPC(); + } + + if (nNumberOfPCs == 1) + { + nChallenge = (GetFactionAverageLevel(GetFirstPC())) - 3; + } + else if (nNumberOfPCs == 2) + { + nChallenge = (GetFactionAverageLevel(GetFirstPC())) - 1; + } + else if (nNumberOfPCs > 5) + { + nChallenge = (GetFactionAverageLevel(GetFirstPC())) + 1; + } + else + { + nChallenge = GetFactionAverageLevel(GetFirstPC()); + } + + SetLocalInt(OBJECT_SELF, "nChallengelevel", nChallenge); + + if (nChallenge > 11) + { + SetLocalInt(OBJECT_SELF, "nDifficultylevel", 4); + } + else if (nChallenge > 9) + { + SetLocalInt(OBJECT_SELF, "nDifficultylevel", 3); + } + else if (nChallenge > 7) + { + SetLocalInt(OBJECT_SELF, "nDifficultylevel", 2); + } + else if (nChallenge > 4) + { + SetLocalInt(OBJECT_SELF, "nDifficultylevel", 1); + } + else + { + SetLocalInt(OBJECT_SELF, "nDifficultylevel", 0); + } + +/* +// Announce End of scenario to players and restart Module + + if(GetLocalInt(OBJECT_SELF, "nGoodNPCDead") > 0) + { + ActionSpeakString("*** Scenario has been Lost. Log out and Restart ***", TALKVOLUME_SHOUT); + int nDeadtime = 0; + if ((nDeadtime = GetLocalInt(OBJECT_SELF, "DeadTime")) < 20) + { + // SetLocalInt(OBJECT_SELF, "DeadTime", nDeadtime + 1); + ActionSpeakString("*** Scenario has been Lost. Log out and Restart ***", TALKVOLUME_SHOUT); + } + else + { + // StartNewModule(GetModuleName()); + ActionSpeakString("*** Scenario has been Lost. Log out and Restart ***", TALKVOLUME_SHOUT); + } + } +*/ +} + diff --git a/_module/nss/triggerattack.nss b/_module/nss/triggerattack.nss new file mode 100644 index 0000000..80ccfc9 --- /dev/null +++ b/_module/nss/triggerattack.nss @@ -0,0 +1,38 @@ +/* + Upon leaving town, roaming troops spawned in once only + Dalantriel & Jeff Mann: July 22, 2002 +*/ + +void main() +{ +if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) + { + return; + } + +SoundObjectPlay(GetObjectByTag("BoomsDistant")); +// Flag scout that attack has begun +object oScout = GetObjectByTag("Lomiolad"); +SetLocalInt(oScout, "nAttackStarted", 1); + +// Spawn in roving groups with delays +location loc; + +loc = GetLocation(GetObjectByTag("spawnpoint1")); +CreateObject(OBJECT_TYPE_CREATURE, "goblinscout009", loc, TRUE); +CreateObject(OBJECT_TYPE_CREATURE, "goblinscout010", loc, TRUE); + +ActionWait(5.0f); +ActionDoCommand(ExecuteScript("spawndefenders1", OBJECT_SELF)); +ActionWait(5.0f); +ActionDoCommand(ExecuteScript("spawnscouts", OBJECT_SELF)); +ActionWait(5.0f); +ActionDoCommand(ExecuteScript("spawnogres", OBJECT_SELF)); +ActionWait(30.0f); +ActionDoCommand(ExecuteScript("spawndefenders2", OBJECT_SELF)); + + + +SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); + +} diff --git a/_module/nss/warlorddead.nss b/_module/nss/warlorddead.nss new file mode 100644 index 0000000..a8ce4ba --- /dev/null +++ b/_module/nss/warlorddead.nss @@ -0,0 +1,16 @@ +//:://///////////////////////////////////////////// +//:: FileName warlorddead +//::////////////////////////////////////////////// +//::////////////////////////////////////////////// +//:: Created By: Script Wizard +//:: Created On: 7/21/2002 11:25:14 PM +//::////////////////////////////////////////////// +int StartingConditional() +{ + + // Inspect local variables + if(!(GetLocalInt(OBJECT_SELF, "nWarlordDead") == 1)) + return FALSE; + + return TRUE; +} diff --git a/_module/nss/warlorddeath.nss b/_module/nss/warlorddeath.nss new file mode 100644 index 0000000..82d7eaf --- /dev/null +++ b/_module/nss/warlorddeath.nss @@ -0,0 +1,72 @@ +//:://///////////////////////////////////////////// +//:: Default:On Death +//:: NW_C2_DEFAULT7 +//:: Copyright (c) 2001 Bioware Corp. +//::////////////////////////////////////////////// +/* + Shouts to allies that they have been killed +*/ +//::////////////////////////////////////////////// +//:: Created By: Preston Watamaniuk +//:: Created On: Oct 25, 2001 +//:: Modified By: Dalantriel Jul 22, 2002 +//::////////////////////////////////////////////// +#include "NW_I0_GENERIC" + +void main() +{ + int nClass = GetLevelByClass(CLASS_TYPE_COMMONER); + int nAlign = GetAlignmentGoodEvil(OBJECT_SELF); + if(nClass > 0 && (nAlign == ALIGNMENT_GOOD || nAlign == ALIGNMENT_NEUTRAL)) + { + object oKiller = GetLastKiller(); + AdjustAlignment(oKiller, ALIGNMENT_EVIL, 5); + } + + SpeakString("NW_I_AM_DEAD", TALKVOLUME_SILENT_TALK); + //Shout Attack my target, only works with the On Spawn In setup + SpeakString("NW_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK); + if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT)) + { + SignalEvent(OBJECT_SELF, EventUserDefined(1007)); + } + +// Check if Primary Good NPC is still alive + object oTrashCan = GetObjectByTag("TrashCan"); + if(!(GetLocalInt(oTrashCan, "nGoodNPCDead") > 0)) + { + // If so, make unholy symbol Holy + location loc = GetLocation(GetObjectByTag("POST_spawnmaster")); + SoundObjectStop(GetObjectByTag("EntranceEvil")); + DestroyObject(GetObjectByTag("spawnmaster")); + CreateObject(OBJECT_TYPE_PLACEABLE, "holylight", loc, TRUE); + CreateObject(OBJECT_TYPE_PLACEABLE, "holyfloor", loc, TRUE); + SoundObjectPlay(GetObjectByTag("WindGustSoft")); + + // And flag the Warlord as being dead + object oPrimaryNPC = GetObjectByTag("Henrick"); + SetLocalInt(oPrimaryNPC, "nWarlordDead", 1); + } + + // Destroy Guardian Encounters and their renewable treasure + object oToDestroy; + + oToDestroy =GetObjectByTag("PLC_PileStone_fires"); + DestroyObject(oToDestroy); + oToDestroy =GetObjectByTag("LootBag6_noble"); + DestroyObject(oToDestroy); + oToDestroy =GetObjectByTag("Corpse3_noble"); + DestroyObject(oToDestroy); + oToDestroy =GetObjectByTag("Chest4_spiders"); + DestroyObject(oToDestroy); + oToDestroy =GetObjectByTag("Chest3_spiders"); + DestroyObject(oToDestroy); + + oToDestroy =GetObjectByTag("fires"); + SetEncounterActive(FALSE, oToDestroy); + oToDestroy =GetObjectByTag("Spiders"); + SetEncounterActive(FALSE, oToDestroy); + oToDestroy =GetObjectByTag("Spidersmain"); + SetEncounterActive(FALSE, oToDestroy); + +} diff --git a/_module/nwn_erf.exe b/_module/nwn_erf.exe new file mode 100644 index 0000000..ae3ee49 Binary files /dev/null and b/_module/nwn_erf.exe differ diff --git a/_module/nwn_gff.exe b/_module/nwn_gff.exe new file mode 100644 index 0000000..7fdf454 Binary files /dev/null and b/_module/nwn_gff.exe differ diff --git a/_module/pcre64.dll b/_module/pcre64.dll new file mode 100644 index 0000000..40b4ac3 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