Author Topic: Default script list  (Read 594 times)

Legacy_Jackrabbit_Slim

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Default script list
« on: February 10, 2012, 05:30:21 pm »


               I have seen this list for default scripts: social.bioware.com/forum/1/topic/192/index/3254065#3304252

Is there a more detailed list of EVERY default script and what it does? Just trying to save myself from having to open every one.

Thanks! 
               
               

               
            

Legacy_FunkySwerve

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Default script list
« Reply #1 on: February 11, 2012, 04:25:07 am »


               Why would you need to open every one? You can search them with Lilac Soul's Biosearcher, if the need arises.

Funky
               
               

               
            

Legacy_Jackrabbit_Slim

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Default script list
« Reply #2 on: February 13, 2012, 04:34:57 pm »


               I'm not familiar with the biosearcher. I was always under the impression i need to open a script to see what it does.
               
               

               
            

Legacy_FunkySwerve

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Default script list
« Reply #3 on: February 13, 2012, 05:22:58 pm »


               Sorry, meant to link the text in my last. Here's the Biosearcher. You can use it to search for text in default scripts just as you do with Find Text in the Script Editor with your custom scripts. It will open all the default scripts containing the text searched for.

If you really want to, for example, you could search for 'void main()', and pull up ALL the non-include default scripts.

Funky
               
               

               
            

Legacy_Shadooow

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Default script list
« Reply #4 on: February 13, 2012, 05:26:24 pm »


               Which I am afraid doesnt help OP in any way as he know how he can open the scripts in toolset, he doesnt want to. On the contrary he doesnt know what these scripts does so he doesnt know what to search for '<img'>.

so to answer OP, I don't think there is any better documentation to the default scripts from NWN out there, but the description written in the original thread seems solid and understandable to me...
               
               

               


                     Modifié par ShaDoOoW, 13 février 2012 - 05:26 .
                     
                  


            

Legacy_Tyndrel

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Default script list
« Reply #5 on: February 13, 2012, 06:01:40 pm »


               I think I copied this from the old forum but the old memory is not what it once was ':unsure:'


Standard Bioware Scripts and uses



nw_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,
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

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
form

nw_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 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
Buff

nw_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
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,
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 form

nw_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
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_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!  '<img'>





               
               

               


                     Modifié par Tyndrel, 13 février 2012 - 06:03 .
                     
                  


            

Legacy_Jackrabbit_Slim

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« Reply #6 on: February 13, 2012, 09:11:16 pm »


               @Funky...Thanks for the link, very handy tool.

@Tyndrel....Perfect!
               
               

               
            

Legacy_FunkySwerve

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« Reply #7 on: February 13, 2012, 09:46:01 pm »


               

ShaDoOoW wrote...

Which I am afraid doesnt help OP in any way as he know how he can open the scripts in toolset, he doesnt want to. On the contrary he doesnt know what these scripts does so he doesnt know what to search for '<img'>.


That does not make any sense. Haven't you ever used Biosearcher to see if there's a default script that does X? Or ANY search engine? You don't have to know the contents of what you're searching for before you search - if you did, there would be little point to searching. Don't tell Google. '<img'>

Funky
               
               

               
            

Legacy_Lightfoot8

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« Reply #8 on: February 13, 2012, 09:58:34 pm »


               instead of the list you would be better off with the search tool funky linked you to and just learning the prefix_filters for tscript types.

For scripts. 

2DA V2.0
    Label                       Filter  StringRef
0   Include_Files               nw_i0_  ****
1   ConversationActions         nw_d1_  ****
2   ConversationConditional     nw_d2_  ****
3   Creature_AI                 nw_c    ****
4   Henchmen                    nw_ch_  ****
5   Door                        nw_od_  ****
6   Placeable_Objects           nw_o2_  ****
7   Module                      nw_o0_  ****
8   Spells                      nw_s0_  ****
9   Spells_Creature             nw_s1_  ****
10  Spells_class_Ability        nw_s2_  ****
11  Spells_Misc                 nw_s3_  ****
12  Traps                       nw_t1_  ****
13  GeneralFeedbackDialog       nw_all_ ****
14  General                     nw_g0_  ****


And
For sounds.

2DA V2.0
    Label                   Filter  StringRef
0   Ambient_SingleShot      as_     ****
1   as_People               as_pl_  ****
2   as_Animals              as_an_  ****
3   as_Nature               as_na_  ****
4   as_Weather              as_wt_  ****
5   as_Doors                as_dr_  ****
6   as_Containers           as_cn_  ****
7   as_Switches             as_sw_  ****
8   as_Magical              as_mg_  ****
9   as_Civilization         as_cv_  ****
10  Ambient_Looping         al_     ****
11  al_People               al_pl_  ****
12  al_Animals              al_an_  ****
13  al_Nature               al_na_  ****
14  al_Weather              al_wt_  ****
15  al_Doors                al_dr_  ****
16  al_Containers           al_cn_  ****
17  al_Switches             al_sw_  ****
18  al_Magical              al_mg_  ****
19  al_Civilization         al_cv_  ****
20  Creatures               c_      ****
21  Bodyfalls               bf_     ****
22  Combat                  cb_     ****
23  GUI                     gui_    ****
24  Footsteps               fs_     ****
25  Item                    it_     ****
26  Spell                   s       ****
27  Spell_Cast              sca_    ****
28  Spell_Cessation         sce_    ****
29  Spell_Conjure           sco_    ****
30  Spell_Projectile        spr_    ****
31  Spell_Persistent_Static sps_    ****
32  Spell_Persistent_Mobile spm_    ****
33  Spell_Duration          sdr_    ****
34  Spell_Fire_and_Forget   sff_    ****
35  Spell_Personal_Impact   sim_    ****
36  VoiceSet                vs_     ****
37  VoiceSet_Partial_NPC    vs_n    ****
38  VoiceSet_Partial_Hench  vs_h    ****
39  VoiceSet_Full           vs_f    ****
 


               
               

               
            

Legacy_Tyndrel

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« Reply #9 on: February 13, 2012, 10:43:40 pm »


               Thanks Lightfoot8, another handy list for my collection  :happy: