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NWN SCRIPTS

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Title  Basic Sit Scripts
Author  Unknown
Submitted / Updated  10-05-2009 / 10-06-2009
Category  Scripting routines
Expansions  Works on all versions
Format  Module Only
Type  Type - Sitting
Includes  Custom
Description
And erf file containing 5 sit scripts I collected over a year ago and can no longer find anywhere. I did not write any of these scripts, I only copy and pasted them into my module, then extracted them.

The scripts included allow the creation of a sittable chair object, NPC's sit on the floor or on chairs, and stay seated while talking.

Files

NameTypeSizeDownloads
sit_scripts.erfsit_scripts.erf
Submitted: 10-05-2009 / Last Updated: 10-05-2009
erf180.14Kb180
Scripts for all kinds of sitting. ;-) Sit away!
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Comments (1):

Posted by Saduj at 2009-10-06 12:54:46    Voted 10.00 on 10/06/09
Cool!

FYI, nwn has a few built in sit functions:

(as default palette items tend to use these, upgrading them might not be a bad idea)

x2_plc_used_sit

//::///////////////////////////////////////////////
//:: OnUse: Sit
//:: x2_plc_used_sit
//:: Copyright (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*

Simple script to make the creature using a
placeable sit on it

*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: 2003-09-18
//:://////////////////////////////////////////////

void main()
{

object oChair = OBJECT_SELF;
if(!GetIsObjectValid(GetSittingCreature(oChair)))
{
AssignCommand(GetLastUsedBy(), ActionSit(oChair));
}

}

nw_c2_sitting

//:://////////////////////////////////////////////
/*
Will make the NPC sit down
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////

void main()
{
// ActionPlayAnimation(ANIMATION_LOOPING_SIT_CHAIR,1.0,5000.0);
// * do not do this if already sitting

// * May 2002 (Brent): Don't do this if I am in combat or conversation
if (!GetIsInCombat() && !IsInConversation(OBJECT_SELF))
if (GetCurrentAction() != ACTION_SIT)
{
ClearAllActions();
int i = 1;
// * find first free chair
object oChair = GetNearestObjectByTag("NW_CHAIR", OBJECT_SELF,i);
int bFoundChair = FALSE;
while (bFoundChair == FALSE && GetIsObjectValid(oChair) == TRUE)
{
// * This chair is free
if (GetIsObjectValid(GetSittingCreature(oChair)) == FALSE)
{
bFoundChair = TRUE;
ActionSit(oChair);
}
else
{
i++;
oChair = GetNearestObjectByTag("NW_CHAIR", OBJECT_SELF,i);
}
}
if (bFoundChair == FALSE)
{
// SpeakString("This sucks I have no place to sit");
ClearAllActions();
ActionPlayAnimation(ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD);
}
}
}

x2_am_sit

// * click on me and you shall sit
void main()
{
object oSelf = OBJECT_SELF;
AssignCommand(GetLastUsedBy(), ActionSit(oSelf));
}

x2_am_sitme

#include "x2_am_inc"

void main()
{
object oSitter = GetSittingCreature(OBJECT_SELF);
if (GetIsObjectValid(oSitter ) == TRUE) {

IncrementLeisure(5, oSitter);
if (GetIsPC(oSitter) == FALSE && GetLeisure(oSitter) >= LEISURE_THRESHHOLD)
{
AssignCommand(oSitter, ClearAllActions()); // stop sitting
object oSelf = OBJECT_SELF;
AssignCommand(oSitter, ActionMoveAwayFromObject(oSelf, FALSE, 10.0));
}
return;
}
// * Simulate 'use-me' with just a random number
if (Random(100) >= 25)
{
Request(TASK_LEISURE_SIT, DISTANCE_OBJECT_TALK, 0.5, OBJECT_SELF);
}
}
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

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