I think I copied this from the old forum but the old memory is not what it once was
Standard Bioware Scripts and usesnw_c2_amb_target: Ambient Attack
placeables
nw_02_onoff : Turns the placeable object's animation
on/off
nw_c2_assvict1 : OnSpawn: Perceive & Damaged
uncommented
nw_c2_bat9 : OnSpawn: Herbivore, Spawn In
animation
nw_c2_bossdie : Boss death script, spawns
treasure
nw_c2_bossspawn : Boss OnSpawn, enables Fast
Buff
nw_c2_commoner1 : Commoner heartbeat
nw_c2_commoner2 :
Commoner OnPerceive
nw_c2_commoner4 : Commoner
OnDialogue
nw_c2_commoner5 : Commoner on attacked
nw_c2_commoner9
: Commoner OnSpawn (stores location)
nw_c2_commonerd : Commoner
Userdefined (return to location etc.)
nw_c2_default1 : Default
heartbeat
nw_c2_default2 : Default OnPerceive
nw_c2_default3 :
Default end of combat round
nw_c2_default4 : Set listening
patterns
nw_c2_default5 : Default on attacked
nw_c2_default6 :
Default on damaged
nw_c2_default7 : Default on
death
nw_c2_default8 : Default on disturbed
nw_c2_default9 :
Default on spawn
nw_c2_defaultb : Default on spell cast
at
nw_c2_defaulte : Default on blocked
nw_c2_dimdoor : Random
Dimension Door combat effect
nw_c2_dimdoors : OnSpawn, Ambient
Anim. & EndOfCombatRound uncommented
nw_c2_dropin9 : OnSpawn,
Appear Anim uncommented
nw_c2_gargoyle : Gargoyle
heartbeat
nw_c2_gated : Gated demon heartbeat
nw_c2_gatedbad :
OnSpawn, self destruct after 60 sec.
nw_c2_herbivore : OnSpawn,
herbivorenw_c2_j_assvict1: OnSpawn, OnPerceive &
OnDamaged uncommented
nw_c2_j_assvict2: Surrender UserDef (group
surrender) Gives XP
nw_c2_j_surrend : Surrender UserDef (group
surrender) Gives XP
nw_c2_j_surrend2: OnSpawn, perceive &
damaged uncommented
nw_c2_lycan_9 : OnSpawn, attacked
uncommented
nw_c2_lycat_d : Werecat UserDef
nw_c2_lyrat_d :
Wererat UserDef
nw_c2_lywolf_d : Werewolf UserDef
nw_c2_nodieflee
: Jump to safe location, returns after 5 sec.
nw_c2_omnivore :
OnSpawn, omnivore
nw_c2_patrol1 : Ambient guard heartbeat, mutters
to himself
nw_c2_patrol9 : OnSpawn, alarm patroller
nw_c2_patrold
: Alarm patroller userdef
nw_c2_recruit1 : Summoned guard
heartbeat (used with alarm patroller)
nw_c2_recruit9 : OnSpawn,
summoned guard
nw_c2_recruitd : Summoned guard
userdef
nw_c2_sitting : Make NPC sit in nearest
NW_CHAIRnw_c2_smnodamag5: On Attacked, warn, then summon
guards
nw_c2_smnodamag8: On Disturbed, warn, then summon
guards
nw_c2_smnodamagd: Userdef, summon generic guards
nw_c2_stnkbtdie : Stink Beetle on
death
nw_c2_vampire7 : OnDeath - turn vampire into gaseous
formnw_c2_vampireg9 : Gaseous form OnSpawn
nw_c2_vampiregd
: Gaseous form userdef
nw_c2_wnattack2 : On Perceive, if I see
enemy, then attack
nw_c2_wnattack4 : On Dialogue, attack if friend
cries for help
nw_c2_wnattack5 : On Attacked, if by friend or
enemy, warn, else attack
nw_c2_wnattack8 : OnDisturbed, warn, then
attack
nw_c2_wnattack9 : OnSpawn, set location and listen for help
cries
nw_c2_wnattackd : Warn and attack userdef
nw_c2_wnshout5
: On attacked, warn and summon helper
nw_c2_wnshout8 : On
attacked, warn, then make faction hostile
nw_c3_blocker : Signal
to defender to attack
nw_c3_blocker9 : Set up
defendernw_c3_blockerd : Defender userdef
nw_ch_ac1 :
Associate heartbeat
nw_ch_ac2 : Associate on perceive
nw_ch_ac3
: Associate end of combat round
nw_ch_ac4 : Associate on
dialogue
nw_ch_ac5 : Associate on attacked
nw_ch_ac6 :
Associate on damaged
nw_ch_ac7 : Henchman on death
nw_ch_ac8 :
Henchman on disturbed
nw_ch_ac9 : Associate on
spawn
nw_ch_ac_st_01 : Is the PC speaker not my
master?
nw_ch_ac_st_02 : Is the PC speaker my master?
nw_ch_acani9
: Animal companion on spawn
nw_ch_acb : Henchman on spell cast
at
nw_ch_ace : Associate on blocked
nw_ch_acgs9 : Giant Spider
animal companion on spawn
nw_ch_action13 : Henchman joins, gives
personal item
nw_ch_action17 : Henchman level up
nw_d1_attonend
: Attack on end of conversation (faction hostile)
nw_d1_attonend02:
Attack on end of conversation (only speaker hostile)
nw_d1_attonend4
: Attack nearest PC
nw_d1_attonendpl: Plot character attacks (PC
certain death)
nw_d1_gv100gp : Give 100 gp to the PC
speaker
nw_d1_heartoff : Turns heartbeat script off (requires
prep of the hb script)nw_d1_hearton : Turns heartbeat
script on (requires prep of the hb script)nw_d1_henchman01:
Takes 150 gp from the PC speaker
nw_d1_henchman02: Takes 100 gp
from the PC speaker
nw_d1_henchman03: Takes 125 gp from the PC
speaker
nw_d1_henchman04: Takes 200 gp from the PC
speaker
nw_d1_henchman05: Takes 175 gp from the PC
speaker
nw_d1_henchman06: Takes 250 gp from the PC
speaker
nw_d1_henchman07: Takes 225 gp from the PC
speaker
nw_d1_high_evil : Makes the PC speaker (much) more
evil
nw_d1_high_good : Makes the PC speaker (much) more
good
nw_d1_j_innkeep1: Takes 5 gp from the PC speaker, jumps PC to
NW_INNROOM01, then rest
nw_d1_j_intl25gp: Conv check: Low to
Normal INT, has 25 gp
nw_d1_j_intn25gp: Conv check: INT 9+, has 25
gp
nw_d1_mid_evil : Makes the PC speaker
(medium) more evil
nw_d1_mid_good : Makes the PC speaker (medium)
more good
nw_d1_mobonend : Attack the PC on end of conversation
(faction hostile + help shout)
nw_d1_smallevil : Makes the PC
speaker (a little) more evil
nw_d1_smallgood : Makes the PC
speaker (a little) more good
nw_d1_talktime : Increments the
"NW_L_TALKTIMES" variable by one
nw_d1_templeheal: Cast
the special Temple "cure-all" on the PC
speaker
nw_d2_arcane : Conv check: Is the PC Wizard, sorcerer or
bard?
nw_d2_chrh : Conv check: CHA high?
nw_d2_chrl : Conv
check: CHA low?
nw_d2_chrn : Conv check: CHA
normal?
nw_d2_classame : Conv check: Same class as
me?
nw_d2_classbbn : Conv check: Barbarian?
nw_d2_classholy :
Conv check: Cleric or paladin?
nw_d2_classno : Conv check: Not the
same class as me?
nw_d2_divine : Conv check: Cleric, druid,
ranger, paladin?
nw_d2_evil : Conv check: Evil?
nw_d2_female :
Conv check: Female?
nw_d2_flfemale : Conv check: NPC female
normal+ CHA, PC male high CHA?
nw_d2_flirt : Conv check: Opposite
sex, normal CHA?
nw_d2_flirtno : Conv check: Low CHA or same
gender?
nw_d2_flfemale : Conv check: NPC male normal+ CHA, PC
female high CHA?
nw_d2_heal_0 : Am I a healer?
nw_d2_holy :
Return total levels of Cleric/paladin of PC speaker
nw_d2_male :
Conv check: Male?
nw_d2_naked : Conv check: Naked?
nw_d2_nature
: Return total levels of Ranger/druid of PC speaker
nw_d2_notmyself
: Conv check: Am I talking to someone other than
myself?
nw_d2_perseasy : Conv check: Easy Persuade
check
nw_d2_pershigh : Conv check: Hard Persuade
check
nw_d2_persmed : Conv check: Medium Persuade
check
nw_d2_racediff : Conv check: Different race?
nw_d2_racesame
: Conv check: Same race as me?
nw_d2_shady : Conv check: Rogue
skills?
nw_d2_warrior : Conv check: Fighter, ranger, monk, paladin
or barbarian?
nw_02_onoff : Turns the light object's
animation and light on/off
nw_c2_amb_target: Ambient Attack
placeables
nw_c2_assvict1 : OnSpawn: Perceive & Damaged
uncommented
nw_c2_bat9 : OnSpawn: Herbivore, Spawn In
animation
nw_c2_bossdie : Boss death script, spawns
treasure
nw_c2_bossspawn : Boss OnSpawn, enables Fast
Buffnw_c2_commoner1 : Commoner (cowardly)
heartbeat
nw_c2_commoner2 : Commoner (cowardly)
OnPerceive
nw_c2_commoner4 : Commoner (cowardly)
OnDialogue
nw_c2_commoner5 : Commoner (cowardly) on
attacked
nw_c2_commoner9 : Commoner (cowardly) OnSpawn (stores
location)
nw_c2_commonerd : Commoner (cowardly) Userdefined
(return to location etc.)
nw_c2_default1 : Default
heartbeat
nw_c2_default2 : Default OnPerceive
nw_c2_default3 :
Default end of combat round
nw_c2_default4 : Default on
conversation
nw_c2_default5 : Default on
attacked
nw_c2_default6 : Default on damaged
nw_c2_default7 :
Default on death
nw_c2_default8 : Default on
disturbed
nw_c2_default9 : Default on spawn
nw_c2_defaultb :
Default on spell cast at
nw_c2_defaulte : Default on
blocked
nw_c2_dimdoor : Random Dimension Door combat
effectnw_c2_dimdoors : OnSpawn, Ambient Anim. &
EndOfCombatRound uncommented
nw_c2_dropin9 : OnSpawn, Appear Anim
uncommented
nw_c2_gargoyle : Gargoyle heartbeat
nw_c2_gated :
Gated demon heartbeat
nw_c2_gatedbad : OnSpawn, self destruct
after 60 sec.nw_c2_herbivore : OnSpawn,
herbivore
nw_c2_j_assvict1: OnSpawn, OnPerceive & OnDamaged
uncommented
nw_c2_j_assvict2: Surrender UserDef (group surrender)
Gives XP
nw_c2_j_surrend : Surrender UserDef (group surrender)
Gives XP
nw_c2_j_surrend2: OnSpawn, perceive & damaged
uncommented
nw_c2_lycan_9 : OnSpawn, attacked
uncommented
nw_c2_lycat_d : Werecat UserDef
nw_c2_lyrat_d :
Wererat UserDef
nw_c2_lywolf_d : Werewolf UserDef
nw_c2_nodieflee
: Jump to safe location, returns after 5 sec.
nw_c2_omnivore :
OnSpawn, omnivore
nw_c2_patrol1 : Ambient guard heartbeat, mutters
to himself
nw_c2_patrol9 : OnSpawn, alarm patroller
nw_c2_patrold
: Alarm patroller userdef
nw_c2_recruit1 : Summoned guard
heartbeat (used with alarm patroller)
nw_c2_recruit9 : OnSpawn,
summoned guard
nw_c2_recruitd : Summoned guard
userdef
nw_c2_sitting : Make NPC sit in nearest NW_CHAIR.
OnHeartbeat
nw_c2_smnodamag5: On Attacked, warn, then summon
guards
nw_c2_smnodamag8: On Disturbed, warn, then summon
guards
nw_c2_smnodamagd: Userdef, summon generic
guards
nw_c2_stnkbtdie : Stink Beetle on death
nw_c2_vampire7
: OnDeath - turn vampire into gaseous formnw_c2_vampireg9 :
Gaseous form OnSpawn
nw_c2_vampiregd : Gaseous form
userdef
nw_c2_wnattack2 : On Perceive, if I see enemy, then
attack
nw_c2_wnattack4 : On Dialogue, attack if friend cries for
help
nw_c2_wnattack5 : On Attacked, if by friend or enemy, warn,
else attack
nw_c2_wnattack8 : OnDisturbed, warn, then
attack
nw_c2_wnattack9 : OnSpawn, set location and listen for help
cries
nw_c2_wnattackd : Warn and attack userdef
nw_c2_wnshout5
: On attacked, warn and summon helper
nw_c2_wnshout8 : On
attacked, warn, then make faction hostile
nw_c3_blocker : Signal
to defender to attack
nw_c3_blocker9 : Set up
defender
nw_c3_blockerd : Defender userdef
nw_ch_ac1 :
Associate heartbeat
nw_ch_ac2 : Associate on perceive
nw_ch_ac3
: Associate end of combat round
nw_ch_ac4 : Associate on
dialogue
nw_ch_ac5 : Associate on attacked
nw_ch_ac6 :
Associate on damaged
nw_ch_ac7 : Henchman on death
nw_ch_ac8 :
Henchman on disturbed
nw_ch_ac9 : Associate on
spawn
nw_ch_ac_st_01 : Is the PC speaker not my
master?
nw_ch_ac_st_02 : Is the PC speaker my master?
nw_ch_acani9
: Animal companion/familiar on spawn
nw_ch_acb : Henchman on spell
cast at
nw_ch_ace : Associate on blocked
nw_ch_acgs9 : Giant
Spider animal companion on spawn
nw_ch_action13 : Henchman joins,
gives personal item
nw_ch_action17 : Henchman level
up
nw_d1_attonend : Attack on end of conversation (faction
hostile)
nw_d1_attonend02: Attack on end of conversation (only
speaker hostile)
nw_d1_attonend4 : Attack nearest
PC
nw_d1_attonendpl: Plot character attacks (PC certain
death)
nw_d1_gv100gp : Give 100 gp to the PC
speaker
nw_d1_heartoff : Turns heartbeat script off (requires prep
of the hb script)
nw_d1_hearton : Turns heartbeat script on
(requires prep of the hb script)
nw_d1_henchman01: Takes 150 gp
from the PC speaker
nw_d1_henchman02: Takes 100 gp from the PC
speaker
nw_d1_henchman03: Takes 125 gp from the PC
speaker
nw_d1_henchman04: Takes 200 gp from the PC
speaker
nw_d1_henchman05: Takes 175 gp from the PC
speaker
nw_d1_henchman06: Takes 250 gp from the PC
speaker
nw_d1_henchman07: Takes 225 gp from the PC
speaker
nw_d1_high_evil : Makes the PC speaker (much) more
evil
nw_d1_high_good : Makes the PC speaker (much) more
good
nw_d1_j_innkeep1: Takes 5 gp from the PC speaker, jumps PC to
NW_INNROOM01, then rest
nw_d1_j_intl25gp: Conv check: Low to
Normal INT, has 25 gp
nw_d1_j_intn25gp: Conv check: INT 9+, has 25
gp
nw_d1_mid_evil : Makes the PC speaker (medium) more
evil
nw_d1_mid_good : Makes the PC speaker (medium) more
good
nw_d1_mobonend : Attack the PC on end of conversation
(faction hostile + help shout)
nw_d1_smallevil : Makes the PC
speaker (a little) more evil
nw_d1_smallgood : Makes the PC
speaker (a little) more good
nw_d1_talktime : Increments the
"NW_L_TALKTIMES" variable by one
nw_d1_templeheal:
Cast the special Temple "cure-all" on the PC
speakernw_d2_arcane : Conv check: Is the PC Wizard, sorcerer
or bard?
nw_d2_chrh : Conv check: CHA high?
nw_d2_chrl : Conv
check: CHA low?
nw_d2_chrn : Conv check: CHA
normal?
nw_d2_classame : Conv check: Same class as
me?
nw_d2_classbbn : Conv check: Barbarian?
nw_d2_classholy :
Conv check: Cleric or paladin?
nw_d2_classno : Conv check: Not the
same class as me?
nw_d2_divine : Conv check: Cleric, druid,
ranger, paladin?
nw_d2_evil : Conv check: Evil?
nw_d2_female :
Conv check: Female?
nw_d2_flfemale : Conv check: NPC female
normal+ CHA, PC male high CHA?
nw_d2_flirt : Conv check: Opposite
sex, normal CHA?
nw_d2_flirtno : Conv check: Low CHA or same
gender?
nw_d2_flfemale : Conv check: NPC male normal+ CHA, PC
female high CHA?
nw_d2_gen_check : Conv check: NPC speaks
"greeting" one-liner if correct SpawnIn is
set.
nw_d2_gen_combat: Conv check: NPC speaks "battlecry"
one-liner if correct SpawnIn is set.nw_d2_gwound01 : Conv
check: Is the PC wounded? 40% chance.
nw_d2_gwpn01 : Conv check:
Does the PC have weapon in hand? 66% chance.
nw_d2_heal_0 : Am I
a healer?
nw_d2_holy : Return total levels of Cleric/paladin of PC
speaker
nw_d2_male : Conv check: Male?
nw_d2_naked : Conv
check: Naked?
nw_d2_nature : Return total levels of Ranger/druid
of PC speaker
nw_d2_notmyself : Conv check: Am I talking to
someone other than myself?
nw_d2_perseasy : Conv check: Easy
Persuade check
nw_d2_pershigh : Conv check: Hard Persuade
check
nw_d2_persmed : Conv check: Medium Persuade
check
nw_d2_racediff : Conv check: Different race?
nw_d2_racesame
: Conv check: Same race as me?
nw_d2_shady : Conv check: Rogue
skills?
nw_d2_warrior : Conv check: Fighter, ranger, monk, paladin
or barbarian?
nw_g0_convdoor : OnUsed of door. Starts
conversation with PC.
nw_g0_convplac : OnUsed of placeable. Starts
conversation with PC.nw_g0_transition: The default transition
script on doors.
nw_o0_testanim : For testing which animations a
creature can do. Put in OnHeartbeat.
nw_o2_gargoyle : Onheartbeat
of placeable. Turns it into a gargoyle if PC is close
enough.
nw_o2_skeleton : OnHeartbeat of placeable. Turns it
into a skeleton if PC is close enough.nw_o2_torchonoff:
OnHeartbeat of placeable. Turns animation on at day/off at
night.nw_o2_zombie : OnHeartbeat of placeable. Turns it
into a zombie if PC is close enough.nw_walk_wp : The default
CurrentFile Normal/Aborted script. Makes NPC walk waypoints.
x0_c2_attack_all: Attack on conv end. Makes faction hostile and
shouts "NW_ATTACK_MY_TARGET".
x0_c2_attack_one: Attack
on conv end. Makes self hostile and shouts
"NW_ATTACK_MY_TARGET".
x0_c2_dth_cdecay: OnDeath of NPC.
Leaves decorative corpse that decays. Treasure after
decayed.
x0_c2_dth_cdecor: OnDeath of NPC. Leaves a decorative
corpse that will never decay.
x0_c2_dth_craise: OnDeath of NPC.
Leaves a decorative corpse that can be resurrected.
x0_c2_dth_cselec:
OnDeath of NPC. Leaves a decorative corpse whose name can be
seen.
x0_c2_dth_explod: OnDeath of NPC. The NPC explodes on death
(fireball).
x0_c2_dth_loot : OnDeath of NPC. Leaves a
decorative corpse that can be looted.x0_c2_dth_lootdc:
OnDeath of NPC. Leaves a lootable corpse that decays after a
while.
x0_c2_dth_poisn : OnDeath of NPC. The NPC explodes on
death (poison cloud).x0_c2_go_hostile: Attack on conv end.
Sets own faction to hostile, and clears plot flag.
x0_c2_hbt_def :
Alternative OnHeartbeat for NPCs.
x0_c2_per_def : Alternative
Onperception for NPCs.
x0_c2_spl_def : Alternative OnSpellCastAt
for NPCs.
x0_c2_spwn_corp : OnSpawn of NPC.
Spawn as a "decorative" corpse.x0_c2_spwn_cowrd:
OnSpawn of NPC. Cowardly combat tactics.x0_c2_spwn_cres :
OnSpawn of NPC. Spawn as a corpse that can be raised from the
dead.
x0_c2_spwn_lhigh: OnSpawn of NPC. Spawn as a corpse that can
be looted, with high treasure.
x0_c2_spwn_llow : OnSpawn of NPC.
Spawn as a corpse that can be looted, with low
treasure.
x0_c2_spwn_lmed : OnSpawn of NPC. Spawn as a corpse that
can be looted, with medium treasure.
x0_c2_spwn_loot : OnSpawn of
NPC. Spawn as a corpse that can be looted.
x0_c2_spwn_luni :
OnSpawn of NPC. Spawn as a corpse that can be looted, with unique
treasure.
x0_c2_spwn_rang : OnSpawn of NPC. Ranged combat
tactics.
x0_d1_attack_all: Attack on conv end. Makes faction
hostile and shouts "NW_ATTACK_MY_TARGET".
x0_d1_attack_one:
Attack on conv end. Makes self hostile and shouts
"NW_ATTACK_MY_TARGET".
x0_d1_deekfaint : ActionTaken in
conversation. Makes NPC "faint".
x0_d1_didcehge :
ActionTaken in conversation. Adjusts alignment 25 evil and
chaotic.
x0_d1_didcelrg : ActionTaken in conversation. Adjusts
alignment 13 evil and chaotic.
x0_d1_didcemed : Actiontaken in
conversation. Adjusts alignment 7 evil and chaotic.
x0_d1_didcesml
: Actiontaken in conversation. Adjusts alignment 3 evil and
chaotic.
x0_d1_didcetny : Actiontaken in conversation. Adjusts
alignment 1 evil and chaotic.
x0_d1_didcghge : ActionTaken in
conversation. Adjusts alignment 25 good and chaotic.
x0_d1_didcglrg
: ActionTaken in conversation. Adjusts alignment 13 good and
chaotic.
x0_d1_didcgmed : ActionTaken in conversation. Adjusts
alignment 7 good and chaotic.
x0_d1_didcgsml : ActionTaken in
conversation. Adjusts alignment 3 good and chaotic.
x0_d1_didcgtny
: ActionTaken in conversation. Adjusts alignment 1 good and
chaotic.
x0_d1_didchaohge: ActionTaken in conversation. Adjusts
alignment 25 chaotic.
x0_d1_didchaolrg: ActionTaken in
conversation. Adjusts alignment 13 chaotic.
x0_d1_didchaomed:
ActionTaken in conversation. Adjusts alignment 7
chaotic.
x0_d1_didchaosml: ActionTaken in conversation. Adjusts
alignment 3 chaotic.
x0_d1_didchaotny: ActionTaken in
conversation. Adjusts alignment 1 chaotic.
x0_d1_didevilhge:
ActionTaken in conversation. Adjusts alignment 25
evil.
x0_d1_didevillrg: ActionTaken in conversation. Adjusts
alignment 13 evil.
x0_d1_didevilmed: ActionTaken in conversation.
Adjusts alignment 7 evil.
x0_d1_didevilsml: ActionTaken in
conversation. Adjusts alignment 3 evil.
x0_d1_dideviltny:
ActionTaken in conversation. Adjusts alignment 1
evil.
x0_d1_didgoodhge: ActionTaken in conversation. Adjusts
alignment 25 good.
x0_d1_didgoodlrg: ActionTaken in conversation.
Adjusts alignment 13 good.
x0_d1_didgoodmed: ActionTaken in
conversation. Adjusts alignment 7 good.
x0_d1_didgoodsml:
ActionTaken in conversation. Adjusts alignment 3
good.
x0_d1_didgoodtny: ActionTaken in conversation. Adjusts
alignment 1 good.
x0_d1_didlawhge : ActionTaken in conversation.
Adjusts alignment 25 lawful.
x0_d1_didlawlrg : ActionTaken in
conversation. Adjusts alignment 13 lawful.
x0_d1_didlawmed :
ActionTaken in conversation. Adjusts alignment 7
lawful.
x0_d1_didlawsml : ActionTaken in conversation. Adjusts
alignment 3 lawful.
x0_d1_didlawtny : ActionTaken in conversation.
Adjusts alignment 1 lawful.
x0_d1_didlehge : ActionTaken in
conversation. Adjusts alignment 25 evil and lawful.
x0_d1_didlelrg
: ActionTaken in conversation. Adjusts alignment 13 evil and
lawful.
x0_d1_didlemed : Actiontaken in conversation. Adjusts
alignment 7 evil and lawful.
x0_d1_didlesml : Actiontaken in
conversation. Adjusts alignment 3 evil and lawful.
x0_d1_didletny
: Actiontaken in conversation. Adjusts alignment 1 evil and
lawful.
x0_d1_didlghge : ActionTaken in conversation. Adjusts
alignment 25 good and lawful.
x0_d1_didlglrg : ActionTaken in
conversation. Adjusts alignment 13 good and lawful.
x0_d1_didlgmed
: Actiontaken in conversation. Adjusts alignment 7 good and
lawful.
x0_d1_didlgsml : Actiontaken in conversation. Adjusts
alignment 3 good and lawful.
x0_d1_didlgtny : Actiontaken in
conversation. Adjusts alignment 1 good and lawful.
x0_d1_didneuthge:
ActionTaken in conversation. Adjusts alignment 25
neutral.
x0_d1_didneutlrg: ActionTaken in conversation. Adjusts
alignment 13 neutral.
x0_d1_didneutmed: ActionTaken in
conversation. Adjusts alignment 7 neutral.
x0_d1_didneutsml:
ActionTaken in conversation. Adjusts alignment 3
neutral.
x0_d1_didneuttny: ActionTaken in conversation. Adjusts
alignment 1 neutral.
x0_d1_g2_attack : Gesture script for NPC.
Plays animation and voicechat. This, and the
x0_d1_g2_cheer :
following scripts, can be put in various script slots:
ActionTaken,
x0_d1_g2_cheer2 : OnPerceived, OnConversation,
OnPhysicalAttacked, used with ExecuteScript
x0_d1_g2_cheer3 : from
a trigger etc. Make sure the NPCs have different
voicesets.
x0_d1_g2_goodby :
x0_d1_g2_healme :
x0_d1_g2_hello
:x0_d1_g2_help :
x0_d1_g2_laugh :
x0_d1_g2_no
:
x0_d1_g2_talkto :
x0_d1_g2_threat :
x0_d1_g2_yes
:
x0_d1_go_hostile: Attack on conv end. Sets own faction to
hostile, clears plot/immortal flags.
x0_d1_heal_pc : Heals PC and
associates. Almost exact copy of nw_d1_templeheal.
x0_d1_stor_open
: Opens the nearest store, with normal appraise
checks.
x0_d1_stor_open2: Opens the nearest store, with favourable
appraise checks.x0_d2_insight : Conv check. PC must have
at least 9 int and wis + at least 13 in one of them.
x0_d2_ischao
: Conv check. Is the PC alignment chaotic?
x0_d2_isevil : Conv
check. Is the PC alignment evil?
x0_d2_isgood : Conv check. Is the
PC alignment good?
x0_d2_islawf : Conv check. Is the PC alignment
lawful?
x0_d2_isneu2 : Conv check. Is the PC neutral on the
law/chaos axis?
x0_d2_isneut : Conv check. Is the PC neutral on
the good/evil axis?
x0_d2_skhealeasy: Conv check. Easy check for
skill: Heal.
x0_d2_skhealhard: Conv check. Hard check for skill:
Heal.
x0_d2_skhealmed : Conv check. Medium check for skill:
Heal.
x0_d2_skhideeasy: Conv check. Easy check for skill:
Hide.
x0_d2_skhidehard: Conv check. Hard check for skill:
Hide.
x0_d2_skhidemed : Conv check. Medium check for skill:
Hide.
x0_d2_sklisteasy: Conv check. Easy check for skill:
Listen.
x0_d2_sklisthard: Conv check. Hard check for skill:
Listen.
x0_d2_sklistmed : Conv check. Medium check for skill:
Listen.
x0_d2_skloreeasy: Conv check. Easy check for skill:
Lore.
x0_d2_sklorehard: Conv check. Hard check for skill:
Lore.
x0_d2_skloremed : Conv check. Medium check for skill: Lore.
x0_d2_skmoveeasy: Conv check. Easy
check for skill: Move Silently.
x0_d2_skmovehard: Conv check. Hard
check for skill: Move Silently.
x0_d2_skmovemed : Conv check.
Medium check for skill: Move Silently.
x0_d2_skopeneasy: Conv
check. Easy check for skill: Open locks.
x0_d2_skopenhard: Conv
check. Hard check for skill: Open locks.
x0_d2_skopenmed : Conv
check. Medium check for skill: Open locks.
x0_d2_skparreasy: Conv
check. Easy check for skill: Parry.
x0_d2_skparrhard: Conv check.
Hard check for skill: Parry.
x0_d2_skparrmed : Conv check. Medium
check for skill: Parry.
x0_d2_skperfeasy: Conv check. Easy check
for skill: Perform.
x0_d2_skperfhard: Conv check. Hard check for
skill: Perform.
x0_d2_skperfmed : Conv check. Medium check for
skill: Perform.
x0_d2_skperseasy: Conv check. Easy check for
skill: Persuade.
x0_d2_skpershard: Conv check. Hard check for
skill: Persuade.
x0_d2_skpersmed : Conv check. Medium check for
skill: Persuade.
x0_d2_skpickeasy: Conv check. Easy check for
skill: Pick pocket.
x0_d2_skpickhard: Conv check. Hard check for
skill: Pick pocket.
x0_d2_skpickmed : Conv check. Medium check for
skill: Pick pocket.
x0_d2_skseareasy: Conv check. Easy check for
skill: Search.
x0_d2_sksearhard: Conv check. Hard check for skill:
Search.
x0_d2_sksearmed : Conv check. Medium check for skill:
Search.
x0_d2_skseteasy : Conv check. Easy check for skill: Set
trap.
x0_d2_sksethard : Conv check. Hard check for skill: Set
trap.
x0_d2_sksetmed : Conv check. Medium check for skill: Set
trap.
x0_d2_skspeleasy: Conv check. Easy check for skill:
Spellcraft.
x0_d2_skspelhard: Conv check. Hard check for skill:
Spellcraft.
x0_d2_skspelmed : Conv check. Medium check for skill:
Spellcraft.
x0_d2_skspoteasy: Conv check. Easy check for skill:
Spot.
x0_d2_skspothard: Conv check. Hard check for skill:
Spot.
x0_d2_skspotmed : Conv check. Medium check for skill:
Spot.
x0_d2_sktauneasy: Conv check. Easy check for skill:
Taunt.
x0_d2_sktaunhard: Conv check. Hard check for skill:
Taunt.
x0_d2_sktaunmed : Conv check. Medium check for skill:
Taunt.
x0_d2_threateasy: Conv check. Easy threaten check. PC
charisma versus NPC wisdom.
x0_d2_threathard: Conv check. Hard
threaten check. PC charisma vs NPC wisdom.
x0_d2_threatimpo: Conv
check. Almost impossible threaten check. PC charisma vs NPC
wisdom.
x0_d2_threatmod : Conv check. Moderate threaten check. PC
charisma vs NPC wisdom.
x0_o2_pickup : OnUsed of placeable.
Destroys it and creates an item with same resref + "_i"
in
the PC's inventory.
x0_o2_raise_dead: OnEnter of a trigger.
Resurrects the nearest corpse. See x0_c2_spwn_corp
x0_o2_use_chair
: OnUsed of chairs etc. PC can sit in chair.
x0_o2_use_portal:
OnUsed of portal. Teleports party to WP tagged "DST" +
"tag_of_portal".
x0_o2_use_tdoor : OnUsed of trapdoor.
Teleports party to WP tagged "DST" +
"tag_of_trapdoor".
x0_o2_use_wdoor : OnUsed of walldoor.
Teleports party to WP tagged "DST" +
"tag_of_walldoor".
x0_speakoneliner: OnUsed of
placeable. Makes it speak it's oneliner conv.
x0_startconv :
OnUsed of placeable. It starts conversation with user.
x1_intimdt_easy : Conv check. Persuade
skill, weapon in hand, hitdice, Thug, half-orc.
x1_intimdt_hard :
Conv check. Persuade skill, weapon in hand, hitdice, Thug,
half_orc.
x1_intimdt_med : Conv check. Persuade skill, weapon in
hand, hitdice, Thug, half-orc.
x1_openstore : Opens the nearest
store, with normal appraise check.
x1_openstorefav : Opens the
nearest store, with favorable appraise check.
x2_act_coolitem :
OnPerception of boss. Boss gets cool weapon in hand. (Kill him to get
it.)
x2_am_bookread : OnHeartbeat of bookshelf. NPCs will go
over and "read". x2_am_conv : OnConversation for
NPCs. Immediately talkable-to after combat.
x2_appraise_easy: Conv
check. Easy check for skill: Appraise
x2_appraise_hard: Conv
check. Hard check for skill: Appraise
x2_appraise_med : Conv
check. Medium check for skill: Appraise
x2_bluff_easy : Conv
check. Easy check for skill: Bluff
x2_bluff_hard : Conv check.
Hard check for skill: Bluff
x2_bluff_med : Conv check. Medium
check for skill: Bluff
x2_death : Module OnPlayerDeath. The HotU
way.
x2_intdtstr_easy: Conv check. Easy check for skill:
Intimidate. Strength based.
x2_intdtstr_hard: Conv check. Hard
check for skill: Intimidate. Strength based.
x2_intdtstr_med :
Conv check. Medium check for skill: Intimidate. Strength
based.
x2_intimdt_easy : Conv check. Easy check for skill:
Intimidate.
x2_intimdt_hard : Conv check. Hard check for skill:
Intimidate.
x2_intimdt_med : Conv check. Medium check for skill:
Intimidate.
x2_o2_dead : OnDeath of placeable. Drops craft
item.
x2_plc_used_act : OnUsed. Makes placeable play it's
animation when used by PC.
x2_plc_used_opn : OnUsed. Makes
placeable open/close when used by PC.
x2_plc_used_pray: OnUsed.
PC is made to pray at placeable.x2_plc_used_sit : OnUsed of
chairs etc. PC can sit in it.
x2_spn_ambanim : OnSpawn of NPC.
Mobile ambient animations.
x2_spn_dead : OnSpawn of NPC. Instant
death. Can also be used in ActionTaken to kill NPC.
x2_spn_drop_rw
: OnSpawn of NPC. Drop in and randomwalk.x2_spn_dropin :
OnSpawn of NPC. Drop in.x2_spn_heartbeat: OnSpawn of NPC. To
be used with UserDefined heartbeat events.
x2_spn_hervorehb:
OnSpawn of herbivore NPC. Heartbeat event is also set.
x2_spn_ondeath
: OnSpawn of NPC. OnDeath event is set.
x2_spn_perceive : OnSpawn
of NPC. OnPerception event is set.
x2_spn_rndwalk : OnSpawn of
NPC. Walks about randomly.xp1_didnotchasm : ActionTaken in
conv. Chaotic PC gets 3 lawful hit.
xp1_didnotchati : ActionTaken
in conv. Chaotic PC gets 1 lawful hit.
xp1_didnotevlsm :
ActionTaken in conv. Evil PC gets 3 good hit.
xp1_didnotevlti :
ActionTaken in conv. Evil PC gets 1 good hit.
xp1_didnotgdsm :
ActionTaken in conv. Good PC gets 3 evil hit.
xp1_didnotgdti :
ActionTaken in conv. Good PC gets 1 evil hit.
xp1_didnotlawsm :
ActionTaken in conv. Lawful PC gets 3 chaotic hit.
xp1_didnotlawti
: ActionTaken in conv. Lawful PC gets 1 chaotic hit.
xp1_less100hp
: Conv check. NPC has less than 100% hitpoints.
xp1_less25hp :
Conv check. NPC has less than 25% hitpoints.
xp1_less50hp : Conv
check. NPC has less than 50% hitpoints.
xp1_pcisbarbar : Conv
check. PC has at least 1 lvl of barbarian.
xp1_pcisbard : Conv
check. PC has at least 1 lvl of bard.
xp1_pcisblind : Conv check.
PC is blinded.
xp1_pciscleric : Conv check. PC has at least 1 lvl
of cleric.
xp1_pcisdiseased: Conv check. PC has a
disease.
xp1_pcisdruid : Conv check. PC has at least 1 lvl of
druid.
xp1_pcisdwarf : Conv check. PC is a dwarf.
xp1_pciself :
Conv check. PC is an elf.
xp1_pciselven : Conv check. PC is elf or
half-elf.
xp1_pcisfighter : Conv check. PC has at least 1 lvl of
fighter.
xp1_pcisgnome : Conv check. PC is a
gnome.
xp1_pcishalfelf : Conv check. PC is a
halfelf.
xp1_pcishalforc : Conv check. PC is a
half-orc.
xp1_pcishuman : Conv check. PC is a human.
xp1_pcismonk
: Conv check. PC has at least 1 lvl of monk.
xp1_pcispaladin :
Conv check. PC has at least 1 lvl of paladin.
xp1_pcispoisoned:
Conv check. PC is poisoned.xp1_pcisranger : Conv check. PC
has at least 1 lvl of ranger.
xp1_pcisrogue : Conv check. PC has
at least 1 lvl of rogue.
xp1_pciswarrior : Conv check. PC has at
least 1 lvl of barbarian, fighter, monk or ranger.
I bet you wish you hadn't asked now!
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Modifié par Tyndrel, 13 février 2012 - 06:03 .