===== Creatures ===== ==== Tags ==== All creatures should have tags and resrefs starting with: ''cr_''//(buildertag)// === Special tags ==== Shop keepers must have tags equal to the (shopname)_keep see [[shops]] ==== Scripts ==== All the creatures should use the following scripts: (Hint there is an export and import scripts option in the properties window so you need to set them once and then export and can import for other creatures) See [[ambient]] animations page for how to add ambient animations and walking of waypoints on the creature. See [[avatar]] page for more information how the avatar system works and what variables it sets to avatar creatures. ==== scripts ==== ^ Script Slot ^ Script ^ Variable ^ | On Physically Attacked | cn_g_onattacked | IgnoreOnAttacked | | On Damaged | cn_g_ondamaged | IgnoreOnDamaged | | On Death | cn_g_onkilled | IgnoreOnKilled | | On Conversation | cn_g_onconversation | IgnoreOnConversation | | On Inventory Disturbed | cn_g_ondisturbed | IgnoreOnDisturbed | | On End combat round | cn_g_oncombatroundend | IgnoreOnCombatroudnended | | On Heart Beat | cn_g_onheartbeat | IgnoreOnHeartbeat | | On Blocked | cn_g_onblocked | IgnoreOnBlocked | | On Perception | cn_g_onperception | IgnoreOnPerception | | On Rested | cn_g_onrested | IgnoreOnRested | | On Spawn In | cn_g_onspawn | - | | On Spell Cast at | cn_g_onspellcastat | IgnoreOnSpellCastAt | | On User Defined Event | cn_g_onuserdefined | IgnoreOnUserDefined | Those Ignore* variables will disable the normal behavior of the script. The stopcombat is still checked by some scripts, but all other operations are skipped. There is no variable for the on spawn, as these are meant to be used to temporarely disable the operations i.e. set by script and cleared by script. Note, that if you disable for example OnKilled then the kill log is not updated and quests using KillQuest etc are not working, so you should not do that... Useful things are IgnoreOnConversation (creature will not respond to talking request), IgnoreOnDisturbed (creature will not detect pickpockiting etc ever), IgnoreOnPerception (creature will not detect others and will not attack or anyways react to PCs). ==== Variables ==== They should have the following variables set: ^ Variable ^ Type ^ Meaning ^ Notes ^ | XP | Float | The level for XP purposes | Can be also noneven numbers | | Treas | Int | The Columns for treasuretable | See below | They can have the following optional things set: ^ Variable ^ Type ^ Meaning ^ | NoWalk | Int | Set to 1 to disable walking of waypoints | | DmInfo | string | Special notes/info for DMs about the creature. | | SpecDesc | string | The item can have special things noticed only on close examination and skill. This is the thing shown on success. | | SpecialExamine | int | The PC skill number used for special examine. | | SpecialDC | int | The DC used for special examine. | | Plot | int | If set will be set to plot on spawn. | | NoCleanup | int | If set then this creature will not be cleaned by area cleanup scripts. | ^ Minimum level to use a column ^ 0 ^ 1 ^ 2-3 ^ 4-8 ^ 9-15 ^ 16-24 ^ 25-35 ^ 36-48 ^ 49+ | | Maximum Treasure column | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | Note that you can allways use lower treasure columns than the maximum indicated. Normally should use the lesser for the following types of creatures: ^ Type ^ Modifier ^ | Undead | 1/4 the level(round down) | | Animals | 1/8 the level(round down) | | Demons | 1/2 the level(round down) | ==== Special variables ==== The following variables on the creature set special behavior. Note that any NPCs that should be in civilised areas should normally be flagged immortal, that makes them killable, but raisable. === Combat behavior === Only one behavior can be set at time (+autobuff if wanted) ^ Variable ^ Type ^ Meaning ^ | Ranged | Int | If set to 1 will use ranged attacks. | | FleeAttack | Int | If set to 1 will flee when attacked. | | Defensive | Int | If set to 1 will use defensive feats and parry. | | Ambusher | Int | If set to 1 will go stealthy/invisible and attack, then run away and try to go stealthy again before attacking anew. | | Herbivore | Int | If set to 1 Creature will flee those that close within 7m if they are not friends. | | Omnivore | Int | If set to 1 Creature will only attack those that close within 5m and are not friends. | | AutoBuffOnCombat | String | Runs a buffing effect on combat start, for contents of the string see "buff scripts" below. | | FollowCombat | Int | Used with FollowMode. If set to 1, will continue to follow even in combat, if 0, will stop following in combat and restart after it| === Damaged behavior === ^ Variable ^ Type ^ Meaning ^ | NoHeal | Int | If set to 1 will not rest to heal any damage. | | SayOn1HP | String | The thing the creature says on reaching 1 hp (use when creature set to immortal). | | Die | Int | If set to 1, will die even if set to immortal (used with other options like the sayon11hp or healon 1hp). Resets the immortal flag after reaching 1 hp. | | HealOn1HP | Int | The ammount of hp the creature heals on 1 hp once when used with "die". | | SurrenderOn1HP | Int | If set to 1, will surrender to enemies on 1 hp. | | RunOn1HP | String | This script is run when reaching 1 hp. | === Death behavior === ^ Variable ^ Type ^ Meaning ^ | DeathScript | String | Special script that will be called at end of death events to do personalised death things and still use the standard killed script. | | KillQuest | String | Killing the creature affects the quest state of quest with the given tag. | | KillQuestState | Int | Needed with above, if the quest state of KillQuest is equal to this value will increment the quest state by 1. | | KillQuestStateNew | Int | New value for the quest state. This is used instead of incrementing the value by 1. | === HeartBeat behavior === ^ Variable ^ Type ^ Meaning ^ | Hide | Int | If the NPC has the Hide skill they will go into stealth mode while doing WalkWayPoints(). | | Search | Int | As above but will cause the creature to go to search mode instead. | | Flee | Int | If set to 1 will continuosuly try to flee from enemies. | | Mobile | Int | If set to 1, will walk around and do mobile animations. | | Animate | Int | If set to 1, will do immobile animations. | | DayNight | Int | If set will walk "WN_" + NPC Tag + "_##" waypoints and post at "NIGHT_" + NPC Tag during night. | | FollowMode | Int | If set to 1, will follow the object given in FollowObject see [[followmode]] for details| | FollowObject | object | when FollowMode is set to 1, will follow this object see [[followmode]] for details| === Perception Behavior === ^ Variable ^ Type ^ Meaning ^ | AutoBuffOnPerceive | String | Runs a buffing effect on perception, for contents of the string see "buff scripts" below. | | SeeInvisible | Int | If set to 1 will continiusly have see invisible effect. | | TrueSeeing | Int | If set to 1 will continiusly have trueseeing effect. | | DarkVision | Int | If set to 1 will continiusly have Darkvision effect. | | OnPerception | String | Hook that fires on perception. | === Spawn behavior === ^ Variable ^ Type ^ Meaning ^ | SpawnScript | String | Special script that will be called at end of spawn events to do personalised spawn things and still use the standard spawn script. | | Incorporeal | Int | If set the creature is incoporeal and has a base miss change and incoporeal look. | | AutoBuffOnSpawn | String | Runs a buffing effect on spawn, for contents of the string see "buff scripts" below. | | Drop | Int | If set will use the flyin or or special appear animation. | | Plot | Int | If set to 1 will set the plot flag automatically on the creature. | | Effects | String | A comma separated list of effects to permanently apply to the creature. The effects can be nwn1 style vfx numbers or nwn2 effects filenames | | WalkStop | Int | If set to 1, will setup walking waypoints but not actually walk them | | Immortal | Int | If set to 1, will cause the creature to be immortal. (mostly used with the "on 1 hp" things in on damaged| | NoWalk | Int | Completely disable walking for the creature. | | SpawnDamage | Int | Cause this many points of damage to creature just after spawn| === Conversation behavior === ^ Variable ^ Type ^ Meaning ^ | OneLiner | String | The thing to say instead of the convesation file. | | Conversation | String | Override the conversation with this. |