Table of Contents
Placeables and their actions
Destroy if empty
on close set to: cp_g_destroyifempty destroys the placeable if insides is empty. If so, Setting a int Respawn to >1.0 causes the placeable to be recreated tht much later. If you set the int RespawnRandom to >0 a random number from 0 to RespawnRandom is added to that duration. RespawnResref is the resref to use on respawn
Job Placeable
Basics
Each job consists of a placeable and a waypoint.
The placeable should be: static:false, usable:true, inventory:false, plot:true Must have the cp_g_o_job as “on used” script and must have a tag in the form: “job_(buildertag)_(unique)”
The following variables on tha placeable control it:
variable | type | Explanation |
---|---|---|
JobTitle | String | The title of the thing the PC does when doing this job |
JobBasePay | Int | The base pay in Copper. This is multiplied by the skill. See the Typical pay explanation below. |
JobSkill | Int | The skill to use in the job, see the job skills table below. |
JobRank | Int | The minimum guild rank needed to get the job |
JobGuild | String | The guild that the rank must be in, if Jobrank>0 |
JobStatus | Int | the minimum status of the holder. |
JobWP | String | The tag of the job waypoint |
JobGender | Int | 1=female 2 male 0 both |
Typical pay
Normal jobs have a start pay of 1cp. This startpay can be modified by specially difficult job or such upto about 3cp. This number is multipleid by the skill of the holder.
For guild/higher status job multiply the skill by 2 for each rank/status above 1.
Job Skills
The positive ones are normal skills, the negavive special “skills”
The following skills are usable as offtime skills.
What | Value | Notes |
---|---|---|
CI_OFFTIME_SKILL_NONE | 0 | No skill, thus only give base pay |
CI_OFFTIME_SKILL_ABILITY_STRENGTH | -1 | use ability modifier+1 as the skill |
CI_OFFTIME_SKILL_ABILITY_DEXTERITY | -2 | use ability modifier+1 as the skill |
CI_OFFTIME_SKILL_ABILITY_CONSTITUTION | -3 | use ability modifier+1 as the skill |
CI_OFFTIME_SKILL_ABILITY_INTELLIGENCE | -4 | use ability modifier+1 as the skill |
CI_OFFTIME_SKILL_ABILITY_WISDOM | -5 | use ability modifier+1 as the skill |
CI_OFFTIME_SKILL_ABILITY_CHARISMA | -6 | use ability modifier+1 as the skill |
CI_OFFTIME_SKILL_BASE_ATTACK | -7 | use the base attack bonus as modifier |
CI_OFFTIME_SKILL_LEVEL | -8 | use the level as skill |
CI_OFFTIME_SKILL_LITTERACY | -9 | use a special litteracy modifier: int+ wizardlevel/4+ lore/4 + bardlevel /2 |
CI_OFFTIME_SKILL_ARCANE | -10 | max arcane spell level |
CI_OFFTIME_SKILL_DIVINE | -11 | Max divine spell level |
CI_OFFTIME_SKILL_CLIMB | -12 | Climbing skill |
CI_OFFTIME_SKILL_SWIM | -13 | Swimming skill |
CI_OFFTIME_SKILL_KNOW_MECHANICS | -14 | Knowledge mechanics skill |
CI_OFFTIME_SKILL_KNOW_MILITARY | -15 | Knowledge military skill |
CI_OFFTIME_SKILL_KNOW_RELIGIOUS | -16 | Knowledge religious skill |
CI_OFFTIME_SKILL_KNOW_ARACANE | -17 | Knowledge arcane skill |
CI_OFFTIME_SKILL_KNOW_SOCIETY | -18 | Knowledge society skill |
CI_OFFTIME_SKILL_RUMORS | -19 | Rumors skill |
CI_OFFTIME_SKILL_TRACKING | -20 | Tracking skill |
CI_OFFTIME_SKILL_SAVING_THROW_FORTITUDE | -21 | Fortitude saving throw |
CI_OFFTIME_SKILL_SAVING_THROW_REFLEX | -22 | Reflex saving throw |
CI_OFFTIME_SKILL_SAVING_THROW_WILL | -23 | Will saving throw |
SKILL_CONCENTRATION | 1 | |
SKILL_DISABLE_TRAP | 2 | |
SKILL_HEAL | 4 | |
SKILL_HIDE | 5 | |
SKILL_LISTEN | 6 | |
SKILL_LORE | 7 | |
SKILL_MOVE_SILENTLY | 8 | |
SKILL_OPEN_LOCK | 9 | |
SKILL_PARRY | 10 | |
SKILL_PERFORM | 11 | |
SKILL_DIPLOMACY | 12 | NWN2 3.5 Changed from PERSUADE |
SKILL_SLEIGHT_OF_HAND | 13 | NWN2 3.5 Changed from PICK_POCKET |
SKILL_SEARCH | 14 | |
SKILL_SET_TRAP | 15 | |
SKILL_SPELLCRAFT | 16 | |
SKILL_SPOT | 17 | |
SKILL_TAUNT | 18 | |
SKILL_USE_MAGIC_DEVICE | 19 | |
SKILL_APPRAISE | 20 | |
SKILL_TUMBLE | 21 | |
SKILL_CRAFT_TRAP | 22 | |
SKILL_BLUFF | 23 | |
SKILL_INTIMIDATE | 24 | |
SKILL_CRAFT_ARMOR | 25 | |
SKILL_CRAFT_WEAPON | 26 | |
SKILL_CRAFT_ALCHEMY | 27 | |
SKILL_RIDE | 28 | |
SKILL_SURVIVAL | 29 |
Job Waypoint
Variables on the first waypoint of the work. Note, that the waypoint tag must be of type having _nn in the end (i.e. _01) for the ACTION animations work.
Variable | Type | Explanation |
---|---|---|
ACTION | String | Normal animation string to do as job, this can be also on other waypoints |
JobConvo | String | the conversation file to use on job |
JobOneliner | String | the onliner to use on job |
JobVars | String | a list in form: type@name@value!type@name@value to set on avatar when replacing type is “int” “float” or “str” |
JobReplace | String | tag of NPC to replace on job* not yet implemented but should be set. |
JobHours | String | hourly activity string form 0-23 has to be exactly 24 characters long with one character for each hour. Can be left out. if left out uses the default. |
JobHours Parts:
Character | Meaning | Explanation |
---|---|---|
W | work | Run the ACTION string from the work waypoint at the waypoint |
E | Eat/spend time in inn | Goto Vesper Inn and do eating animations there sitting |
S | Sleep | Sleep at the bed/bedroll |
B | Break at worksite | find nearest chair and sit, if not found sit on ground |
F | Free time at home | spend time at the home place |
Type | String |
---|---|
default | SSSSFEWWWBWWEWWWBWWEFSSS |
nightwork | WWWBWWEFSSSSSSSFEWWWBWWE |
innwork | SSSSWWWWEFFWWWBWWBWWWSSS |
lazy | SSSSSFEWWWWWWEWWWWEFSSSS |
See avatar page for more information about job avatars.
Resource Placeable
Each Placeabtype resource consists of a placeable and a waypoint.
The placeable should be: static:false, usable:true, inventory:false, plot:true
The following variables on tha placeable control it:
variable | type | Explanation |
---|---|---|
JobTitle | String | The title of the thing the PC does when doing this job |
Resource | Int | What resource is produced by crafting here. |
JobSkill | Int | The skill to use in the job, see the job skills table below. |
JobWP | String | The tag of the job waypoint |
Altar Placeable
The altar placeable should be: plot:true, static:false, usable:true, inventory:false,
And the placeable should have hitpoints.
The on use script: cp_g_a_altar.nss
variable | type | Explanation |
---|---|---|
Deity | String | Defines the Deity name for this altar. |
Optional Variables:
variable | type | Explanation |
---|---|---|
QuestAdvance | String | Name of quest to advance. |
QuestAdvanceMin | Int | Minimum allowed quest value for that quest. |
QuestAdvanceMax | Int | Maximum allowed quest value for that quest. |
If the value of the quest is in the indicated range, advance the quest by one.
Hooks:
AltarPray on praying at this altar.
AltarNonBeliever if the NPC believes in some other Deity and pray at this altar.