ERF V1.0  èj,PTYPExportInfoõx3_name_genÚx3_name_genÙ4PPGFF V3.28h øx\Ô0ÿÿÿÿ (   8Ù DÙ PÚMod_MinGameVerExpansion_PackCommentsTopResRefResTypeDependenciesMissing1.67,------------------------------------------------------------- NWN Patch 1.67 Random Name Generator Script Example ------------------------------------------------------------- This is an example of a very simple random name generator script that can be used to override the default random name generator functionality in nw_c2_default9.nss. The script in this example will prefix the name of any Animal Type creature that has the Random Name Generator variable set on itself with a descriptive adjective such as "puny", "mighty", or "epic", based on the Creature's CR value. It can easily be extended to generate more names tasks for all racial types, etc. For more examples or to get further information, please visit the BioWare forums at nwn.bioware.com. enjoy Georg Zoeller Sr. Designer BioWare Corp. x3_name_gen x3_name_gen x3_name_gen  NCS V1.0B4 ýÿÿÿøÿÿÿüîÿÿÿøÿÿÿüÿÿÿø?€!"Punyÿÿÿøÿÿÿü -ÿÿÿø@!"WeakÿÿÿøÿÿÿüÙ-ÿÿÿø@€!%Mundaneÿÿÿøÿÿÿü¢-ÿÿÿøAp!ÿÿÿøÿÿÿür-ÿÿÿøA¨!&Powerfulÿÿÿøÿÿÿü:-ÿÿÿøA !"Epicÿÿÿøÿÿÿük ÿÿÿüÿÿÿø # 3ÿÿÿü #ÿÿÿð#ÿÿÿðÿÿÿü!-ýÿÿÿðÿÿÿüÿÿÿôX3_S_RANDOM_NAME9ÿÿÿô // ---------------------------------------------------------------------------- // Simple Name Generator Example :: x3_name_gen.nss // This will prefix the name of any RACIAL_TYPE_ANIMAL creature that uses // the random name generator with a descriptive adjective such as "puny" // or "mighty"... // ---------------------------------------------------------------------------- void main() { string sName = GetName(OBJECT_SELF); float fCR = GetChallengeRating(OBJECT_SELF); string sPrefix; // Generate a prefix based on CR. if (fCR <1.0) { sPrefix = "Puny";} else if (fCR < 2.0) { sPrefix = "Weak";} else if (fCR < 4.0) { sPrefix = "Mundane";} else if (fCR <15.0) { sPrefix = "";} // no prefix for this cr range. else if (fCR <21.0) { sPrefix = "Powerful"; } else if (fCR > 20.0) { sPrefix = "Epic"; } // animals get a prefix, if we have one for their CR range if (GetRacialType(OBJECT_SELF) == RACIAL_TYPE_ANIMAL && sPrefix != "" ) { sName = sPrefix + " " + sName; } else // Do not change the name of the spawned creature at all. { sName = GetName(OBJECT_SELF); } // Set the return value for the Name Generator script. SetLocalString(OBJECT_SELF,"X3_S_RANDOM_NAME",sName); }