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Merge pull request #854 from Logg-y/master
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Item event framework (plus other changes now)
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Logg-y authored Dec 8, 2024
2 parents cbf15d2 + 3f10bdb commit 7c4df17
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Showing 72 changed files with 3,426 additions and 1,542 deletions.
1 change: 1 addition & 0 deletions config/common.env
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Expand Up @@ -70,6 +70,7 @@ export NWNX_TWEAKS_FIX_ITEM_NULLPTR_IN_CITEMREPOSITORY=true
export NWNX_TWEAKS_COMPARE_VARIABLES_WHEN_MERGING=true
export NWNX_TWEAKS_RETAIN_LOCAL_VARIABLES_ON_ITEM_SPLIT=true
export NWNX_CORE_SHUTDOWN_SCRIPT=on_mod_shutdown
export NWNX_EFFECT_EXTEND_DURATION_TYPE=true

export NWNX_SERVERLOGREDIRECTOR_HIDE_VALIDATEGFFRESOURCE_MESSAGES=y
export NWNX_METRICS_INFLUXDB_HOST=influxdb
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Binary file modified override/creaturepal.itp
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892 changes: 446 additions & 446 deletions seeded_database/areadistances.txt

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2 changes: 1 addition & 1 deletion seeded_database/tmapsolutions.txt

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6 changes: 3 additions & 3 deletions seeded_database/treasures.txt

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4 changes: 4 additions & 0 deletions src/are/ud_maker2.are.json
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Expand Up @@ -7423,6 +7423,10 @@
}
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4 changes: 4 additions & 0 deletions src/are/ud_maker3.are.json
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Expand Up @@ -7724,6 +7724,10 @@
}
]
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"Tileset": {
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77 changes: 77 additions & 0 deletions src/gic/ud_maker3.gic.json
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Expand Up @@ -2782,6 +2782,83 @@
"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": {
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"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": {
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2 changes: 1 addition & 1 deletion src/git/ud_maker2.git.json
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Expand Up @@ -87174,7 +87174,7 @@
"id": 84583,
"type": "cexolocstring",
"value": {
"0": "This appears to be some kind of a dictionary for ancient arcane languages. Within is a handwritten note:\n\n\"I have decided to use the Unuraakil language for the special-purpose golems. I'll just have to make sure that they frequently remind me of their numbers, as I will need them for their maintenance.\n\nIt seems my attempts at creating intelligence have had more success than I thought. The golems have worked out that both changing their numbers AND the Unuraakil word standing for each number is an excellent strategy to confound would-be intruders and prevent others from using the maintenance machine. While this is excellent news for my progress and dealing with those Duergar nuisances, I now have to find which bookshelf they hid their 'redesigned' Unuraakil words on to work out what to put into the maintenance machine...\""
"0": "This appears to be some kind of a dictionary for ancient arcane languages. Within are several handwritten notes:\n\n\"I have decided to use the Unuraakil language for the special-purpose golems. I'll just have to make sure that they frequently remind me of their numbers, as I will need them for their maintenance.\n\nIt seems my attempts at creating intelligence have had more success than I thought. The golems have worked out that both changing their numbers AND the Unuraakil word standing for each number is an excellent strategy to confound would-be intruders and prevent others from using the maintenance machine. While this is excellent news for my progress and dealing with those Duergar nuisances, I now have to find which bookshelf they hid their 'redesigned' Unuraakil words on to work out what to put into the maintenance machine...\"\n\nA later note reads:\n\n\"The destruction function of the maintenance machine may a little too easy to use by accident. Cleaning up after knocking the activation button a second time by mistake is not ideal...\""
}
},
"DisarmDC": {
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