XCRs Bitch (talk | contribs) (Showed how to use events) |
XCRs Bitch (talk | contribs) No edit summary |
||
Line 70: | Line 70: | ||
For OnUserDefined Functions, you would apply the script -directly- onto the monster. | For OnUserDefined Functions, you would apply the script -directly- onto the monster. | ||
[[File:OnUserDefinedScreenshot.png|thumb|At the very bottom, you would hardcode and directly use the script name on the OnUserDefined event.]] | [[File:OnUserDefinedScreenshot.png|thumb|At the very bottom, you would hardcode and directly use the script name on the OnUserDefined event.]]Note : nw_c2_default9 uses the variable ENTIRE_APPEARANCE2 already |
Revision as of 08:19, 14 January 2024
Creature Event System
Sinfar uses a custom system by which you can assign default scripts to a monster then use variables to inject a script and its behavior onto the monster based on the event.
The default scripts are as following:
[ResRefs]
OnBlocked=nw_c2_defaulte
OnDamaged=nw_c2_default6
OnDeath=nw_c2_default7
OnConversation=nw_c2_default4
OnDisturbed=nw_c2_default8
OnCombatRoundEnd=nw_c2_default3
OnHeartbeat=nw_c2_default1
OnPhysicalAttacked=nw_c2_default5
OnPerception=nw_c2_default2
OnRested=x2_def_rested
OnSpawn=nw_c2_default9
OnSpellCast=nw_c2_defaultb
OnUserDefined=x2_def_userdef
- The only script that isn't defined by Sinfar edits is OnUserDefined (as far as I know).
- It is recommended you create a monster and assign the default scripts to it in the toolset, and 'save the script set' and inject it to all monsters hereon. This way you can use 'load script' to inject all the code at once.
The variables:
The variables in bold are what you would use to put on your monster.
nw_c2_default1 - On Heartbeat event : EVENT_AI_HEARTBEAT (string) - Script name for pre-event use.
nw_c2_default2 - On Perception event : EVENT_AI_PERCEPTION (string) - Script name for pre-event use.
nw_c2_default3 - On Combat Round End event : EVENT_AI_ENDCOMBATROUND (string) - Script name for pre-event use.
nw_c2_default4 - On Conversation event : EVENT_AI_CONVERSATION (string) - Script name for pre-event use.
nw_c2_default5 - On Attacked event : EVENT_AI_ATTACKED (string) - Script name for pre-event use.
nw_c2_default6 - On Damaged event : EVENT_AI_DAMAGED (string) - Script name for pre-event use.
nw_c2_default7 - On Death event : EVENT_AI_DEATH (string) - Script name for pre-event use.
nw_c2_default8 - On Disturbed event : EVENT_AI_DISTURBED (string) - Script name for pre-event use.
nw_c2_default9 - On Spawned event : EVENT_AI_SPAWN (string) - Script name for pre-event use.
nw_c2_defaultb - On Spell Cast At event : EVENT_AI_CASTAT (string) - Script name for pre-event use.
nw_c2_defaulte - On Blocked event : EVENT_AI_BLOCKED (string) - Script name for pre-event use.
For OnUserDefined Functions, you would apply the script -directly- onto the monster.
Note : nw_c2_default9 uses the variable ENTIRE_APPEARANCE2 already