By Jasperre - Please contact me at the Bioware forums, rather then my e-mail adress, and see my Bioware Guild for bugs, and things.
I'd like to thank captaincursor, Kepp, Silk, Tony K, Paninsulas, Temrek the wizard, Timendainum, flrd2dth, adolf102_2, k_e_n_s_a_i, Icerz, Plasmatic, BloodDragon, IronHawk msippel and anyone else at my guild who Beta Tested, and a load more people for help, testing, support and the like.
Default Filename | Non-Override Name | Title of event | Description |
nw_c2_defaulte | j_ai_onblocked | On Blocked | Controls what to do with blocking doors |
nw_c2_default3 | j_ai_oncombatrou | On Combat Round End | Every Combat Round (3 or 6 seconds) they choose an action, initiated with this. |
nw_c2_default4 | j_ai_onconversat | On Conversation | This listens, for allied and enemy talking, and reacts accordingly |
nw_c2_default6 | j_ai_ondamaged | On Damaged | When damaged, and not in combat, this should react aggressivly |
nw_c2_default7 | j_ai_ondeath | On Death | When a creature dies, it will take some pre-set time to dissapear, and this also destroys all INT's, and non-droppable objects. |
nw_c2_default8 | j_ai_ondistrubed | On Disturbed | When pickpocketed, or picks something up, this will trigger (probably setting what weapons to use again, if it was a weapon) |
nw_c2_default1 | j_ai_onheartbeat | On Heartbeat | Plays animations, fast buffs, loot picking-up. |
nw_c2_default2 | j_ai_onpercieve | On Percieve | This will attack enemies, that they hear or see, if not in combat. |
nw_c2_default5 | j_ai_onphiattack | On Physical Attacked | When attacked (By a weapon/fist) and not in combat, they will attack the attackee |
nw_c2_defaulta | j_ai_ononrest | On Rest | Not much. Mearly activated when ActionRest is taken on creature. Will make them sit cross legged for 6 seconds |
nw_c2_default9 | j_ai_onspawn | On Spawn | Hub of controls for the AI. Spawn options, weapons setting done here. |
nw_c2_defaultb | j_ai_onspellcast | On Spell Cast At | If a friendly or hostile spell is cast at at the creature, they will probably initiate combat. |
nw_c2_defaultb | j_ai_onuserdef | On User Defined | Empty, ready for custom events to be added, with minimal (or no) changing of the above scripts. |
Filename | Name of Script | Description |
nw_s3_balordeth | Balor Death Fireball | This is the same, apart from it also removes the body. |
nw_c2_dropin9 | Dragon/flying Appear Spawn file | This applies the effect EffectAppear to jump them down, and then executes the default On Spawn file. |
nw_c2_dimdoors | Dimension Doors On Spawn | This sets the On combat Round End User defined event, and then executes the normal OnSpawn file. |
nw_c2_herbivore | Herbivore On Spawn | This sets up herbivore stuff -> Auto Fleeing, No opening doors, and random walking animations |
nw_c2_lycan_9 | Lycanthorpe On Spawn | This sets up the On Attacked User defined event, Fearless and nothing else special. |
nw_c2_omnivore | Omivore On Spawn | Sets the creature to Fearless, no opening doors, and random walking animations |
nw_c2_stnkbtdie | Skink Beetle On Death | Creates the Stink Beetles normal Cloud of Stunning, and then executes the default death script. |
Filename | Name of Script | Description |
j_ai_destroyself | Destroy OBJECT_SELF | This makes sure the creature who calls it is dead, and then destroys them completely (removes the corpse). |
j_ai_detercombat | Determine Combat Round | Cache This file at least. This is the compiled default AI combat file - it is called from others via. ExecuteScript, to improve performance all round. |
j_ai_heart_aimat | Heartbeat - Animations | called Via. Heartbeat, it is a compiled Animations file. It helps heartbeat performance splitting the larger parts which may not be used into different scripts. |
j_ai_heart_buff | Heartbeat - PreBuffing | called Via. Heartbeat, if the creature has the Pre-buff setting set, and a enemy comes near. |
j_ai_heart_serch | Heartbeat - Search for PC | called Via. Heartbeat, this moves the NPC randomly nearer the nearest enemy PC. |
j_ai_setweapons | Set Weapons file | Can be used in a module to Set what weapons the NPC will use in its inventory. This is called from the combat round only if they lose a weapon, or from the Disturbed Script if they are pickpocketed. |
j_ai_walkwaypoin | Walk Waypoints | This is called from the Heartbeat and End of Combat. It needs to be included mostly for the Return To Spawn Location setting. |
j_ai_wingbuffet | Dragon - Wing Buffet | This is like a spell file - it performs the Dragons Wing Buffet - and is executed from the spawn file. |
Filename | Name of Script | Description |
j_inc_constants | Constants Include File | Contains all "const" key integers and strings, as well as very common functions used almost everywhere. This script is common to almost all AI scripts. |
j_inc_debug | Debug Include File | This is included in j_inc_constants, and therefore is common to most files. It seperates the DebugActionSpeak from other things - so you can turn on and off debugging easily. |
j_inc_heartbeat | Heartbeat Include File | For the heartbeat file. This contains everything the heartbeat only needs, to shorten file size. |
j_inc_npc_attack | NPC attack include | Use by module builders to easily initiate combat and do some special things like an entire faction getting angry. Useful for conversation files. Point: Contains DetermineCombatRound |
j_inc_other_ai | Other AI functions include | This is common to most of the Perception, Phisical attacked, and so on scripts. It cuts down file size and relieves pressure off the CPU for opening and not operating the combat bits of the AI unless need be. |
j_inc_seteffects | Set Effects include | Seperated for easy changing, really. This runs through effects on a target, setting local variables so the AI runs faster. |
j_inc_setweapons | Set Weapons include | This set of functions is common to the spawn script and j_ai_setweapons |
j_inc_spawnin | Spawn In include | This is used for all On Spawn options and functions. |
j_inc_basic | Custom AI/Basic AI include | Found in "optional" and "custom" ERF's. It has several functions for easier custom AI file's - see examples for uses of the functions (In "custom" ERF). |
Fixed some bugs, and changed shouts for a better version (definatly smaller, and less of them). Made the random spawn in shouts actually random to the correct value. Changed some things to be faster. Added Door blocking objects option, and some more changes to intelligence. Also added in item checks (on spawn) so there are many less checks and so forth, speeding things up. In essense, I just have speeded and cleaned things up a lot more.
Items have been re-worked - they are not perfect (as talents, which I must use, are not), but cause much less lag. Giving a creature a scroll will make them check for it each time, but this is still being developed and tested. Any info would be appreciated greatly.
There is a system of DebugStrings that *can* be said, if you want them to. Just go to the bottom of j_inc_generic_ai and uncomment one or both of the lines. both will slow down the AI by a meager amount, but I use them for bugfinding. There are some uncommented ones OnDeath as well.
Also, there seems to be absolutly no crashes happening. If you want to report anything, private message me on the bioware boards, or post a comment at the NWVault page. Ideas are also most welcome - especially exploits, anything actually, that can help.
This includes a modified "nw_walk_wp" file that uses my AI's version of walk waypoints. This is to remove any conflicts that may happen, and removal of things that should not go. If you are not using the override version, this will not not be needed, and should not be imported.
18/3 - Initial Release.