FYI, if you change the tag of a placeable to NW_INTERACTIVE (I think thats it) any NPC you put X2_L_SPAWN_USE_AMBIENT (int) = 1 on its variables will interact with it.
There is another script called nw_d2_sitting you can place on an NPC’s on spawn that is designed to make the NPC sit on the nearest chair who’s tag is NW_CHAIR. Not so useful I guess if you want the NPC to be able to do more, but there’s always splicing it into another onspawn
Here, look at this STUFF I skimmed off the interwebs: (sorry if its too long)
x2_o2_dead : OnDeath of placeable. Drops craft
item.
x2_plc_used_act : OnUsed. Makes placeable play it’s
animation when used by PC.
x2_plc_used_opn : OnUsed. Makes
placeable open/close when used by PC.
x2_plc_used_pray: OnUsed.
PC is made to pray at placeable.
x2_plc_used_sit : OnUsed of
chairs etc. PC can sit in it.
x2_spn_ambanim : OnSpawn of NPC.
Mobile ambient animations.
x2_spn_dead : OnSpawn of NPC. Instant
death. Can also be used in ActionTaken to kill NPC.
x2_spn_drop_rw
: OnSpawn of NPC. Drop in and randomwalk.
x2_spn_dropin :
OnSpawn of NPC. Drop in.
x2_spn_heartbeat: OnSpawn of NPC. To
be used with UserDefined heartbeat events.
x2_spn_hervorehb:
OnSpawn of herbivore NPC. Heartbeat event is also set.
x2_spn_ondeath
: OnSpawn of NPC. OnDeath event is set.
x2_spn_perceive : OnSpawn
of NPC. OnPerception event is set.
x2_spn_rndwalk : OnSpawn of
NPC. Walks about randomly.
x1_openstore : Opens the nearest
store, with normal appraise check.
x1_openstorefav : Opens the
nearest store, with favorable appraise check.
x2_act_coolitem :
OnPerception of boss. Boss gets cool weapon in hand. (Kill him to get
it.)
x2_am_bookread : OnHeartbeat of bookshelf. NPCs will go
over and “read”.
x2_am_conv : OnConversation for
x0_o2_pickup : OnUsed of placeable.
Destroys it and creates an item with same resref + “_i”
in
the PC’s inventory.
x0_o2_raise_dead: OnEnter of a trigger.
Resurrects the nearest corpse. See x0_c2_spwn_corp
x0_o2_use_chair
: OnUsed of chairs etc. PC can sit in chair.
x0_o2_use_portal:
OnUsed of portal. Teleports party to WP tagged “DST” +
“tag_of_portal”.
x0_o2_use_tdoor : OnUsed of trapdoor.
Teleports party to WP tagged “DST” +
“tag_of_trapdoor”.
x0_o2_use_wdoor : OnUsed of walldoor.
Teleports party to WP tagged “DST” +
“tag_of_walldoor”.
x0_speakoneliner: OnUsed of
placeable. Makes it speak it’s oneliner conv.
x0_startconv :
OnUsed of placeable. It starts conversation with user.
x0_d1_go_hostile: Attack on conv end. Sets own faction to
hostile, clears plot/immortal flags.
x0_d1_heal_pc : Heals PC and
associates. Almost exact copy of nw_d1_templeheal.
x0_d1_stor_open
: Opens the nearest store, with normal appraise
checks.
x0_d1_g2_cheer :
following scripts, can be put in various script slots:
ActionTaken,
x0_d1_g2_cheer2 : OnPerceived, OnConversation,
OnPhysicalAttacked, used with ExecuteScript
x0_d1_g2_cheer3 : from
a trigger etc. Make sure the NPCs have different
voicesets.
x0_d1_g2_goodby :
x0_d1_g2_healme :
x0_d1_g2_hello
:
x0_d1_g2_help :
x0_d1_g2_laugh :
x0_d1_g2_no
:
x0_d1_g2_talkto :
x0_d1_g2_threat :
x0_d1_g2_yes
nw_g0_convdoor : OnUsed of door. Starts
conversation with PC.
nw_g0_convplac : OnUsed of placeable. Starts
conversation with PC.
nw_g0_transition: The default transition
script on doors.
nw_o0_testanim : For testing which animations a
creature can do. Put in OnHeartbeat.
nw_o2_gargoyle : Onheartbeat
of placeable. Turns it into a gargoyle if PC is close
enough.
nw_o2_skeleton : OnHeartbeat of placeable. Turns it
into a skeleton if PC is close enough.
nw_o2_torchonoff:
OnHeartbeat of placeable. Turns animation on at day/off at
night.
nw_o2_zombie : OnHeartbeat of placeable. Turns it
into a zombie if PC is close enough.
nw_walk_wp : The default
CurrentFile Normal/Aborted script. Makes NPC walk waypoints.
x0_c2_attack_all: Attack on conv end. Makes faction hostile and
shouts “NW_ATTACK_MY_TARGET”.
x0_c2_attack_one: Attack
on conv end. Makes self hostile and shouts
“NW_ATTACK_MY_TARGET”.
x0_c2_dth_cdecay: OnDeath of NPC.
Leaves decorative corpse that decays. Treasure after
decayed.
x0_c2_dth_cdecor: OnDeath of NPC. Leaves a decorative
corpse that will never decay.
x0_c2_dth_craise: OnDeath of NPC.
Leaves a decorative corpse that can be resurrected.
x0_c2_dth_cselec:
OnDeath of NPC. Leaves a decorative corpse whose name can be
seen.
x0_c2_dth_explod: OnDeath of NPC. The NPC explodes on death
(fireball).
x0_c2_dth_loot : OnDeath of NPC. Leaves a
decorative corpse that can be looted.
x0_c2_dth_lootdc:
OnDeath of NPC. Leaves a lootable corpse that decays after a
while.
x0_c2_dth_poisn : OnDeath of NPC. The NPC explodes on
death (poison cloud).
x0_c2_go_hostile: Attack on conv end.
Sets own faction to hostile, and clears plot flag.
x0_c2_hbt_def :
Alternative OnHeartbeat for NPCs.
x0_c2_per_def : Alternative
Onperception for NPCs.
x0_c2_spl_def : Alternative OnSpellCastAt
for NPCs.
x0_c2_spwn_corp : OnSpawn of NPC.
Spawn as a “decorative” corpse.
x0_c2_spwn_cowrd:
OnSpawn of NPC. Cowardly combat tactics.
x0_c2_spwn_cres :
OnSpawn of NPC. Spawn as a corpse that can be raised from the
dead.
x0_c2_spwn_lhigh: OnSpawn of NPC. Spawn as a corpse that can
be looted, with high treasure.
x0_c2_spwn_llow : OnSpawn of NPC.
Spawn as a corpse that can be looted, with low
treasure.
x0_c2_spwn_lmed : OnSpawn of NPC. Spawn as a corpse that
can be looted, with medium treasure.
x0_c2_spwn_loot : OnSpawn of
NPC. Spawn as a corpse that can be looted.
x0_c2_spwn_luni :
OnSpawn of NPC. Spawn as a corpse that can be looted, with unique
treasure.
x0_c2_spwn_rang : OnSpawn of NPC. Ranged combat
tactics.
x0_d1_attack_all: Attack on conv end. Makes faction
hostile and shouts “NW_ATTACK_MY_TARGET”.
x0_d1_attack_one:
Attack on conv end. Makes self hostile and shouts
“NW_ATTACK_MY_TARGET”.
x0_d1_deekfaint : ActionTaken in
conversation. Makes NPC “faint”.
nw_ch_acgs9 : Giant
Spider animal companion on spawn
nw_ch_action13 : Henchman joins,
gives personal item
nw_ch_action17 : Henchman level
up
nw_d1_attonend : Attack on end of conversation (faction
hostile)
nw_d1_attonend02: Attack on end of conversation (only
speaker hostile)
nw_d1_attonend4 : Attack nearest
PC
nw_d1_attonendpl: Plot character attacks (PC certain
death)
guards
nw_c2_stnkbtdie : Stink Beetle on death
nw_c2_vampire7
: OnDeath - turn vampire into gaseous form
nw_c2_vampireg9 :
Gaseous form OnSpawn
nw_c2_vampiregd : Gaseous form
userdef
nw_c2_wnattack2 : On Perceive, if I see enemy, then
attack
nw_c2_wnattack4 : On Dialogue, attack if friend cries for
help
nw_c2_wnattack5 : On Attacked, if by friend or enemy, warn,
else attack
nw_c2_wnattack8 : OnDisturbed, warn, then
attack
nw_c2_wnattack9 : OnSpawn, set location and listen for help
cries
nw_c2_wnattackd : Warn and attack userdef
nw_c2_wnshout5
: On attacked, warn and summon helper
nw_c2_wnshout8 : On
attacked, warn, then make faction hostile
nw_c2_lycan_9 : OnSpawn, attacked
uncommented
nw_c2_lycat_d : Werecat UserDef
nw_c2_lyrat_d :
Wererat UserDef
nw_c2_lywolf_d : Werewolf UserDef
nw_c2_nodieflee
: Jump to safe location, returns after 5 sec.
nw_c2_omnivore :
OnSpawn, omnivore
nw_c2_patrol1 : Ambient guard heartbeat, mutters
to himself
nw_c2_dimdoor : Random Dimension Door combat
effect
nw_c2_dimdoors : OnSpawn, Ambient Anim. &
EndOfCombatRound uncommented
nw_c2_dropin9 : OnSpawn, Appear Anim
uncommented
nw_c2_gargoyle : Gargoyle heartbeat
nw_c2_gated :
Gated demon heartbeat
nw_c2_gatedbad : OnSpawn, self destruct
after 60 sec.
nw_c2_herbivore : OnSpawn,
herbivore
nw_02_onoff : Turns the light object’s
animation and light on/off
nw_c2_amb_target: Ambient Attack
placeables
nw_c2_assvict1 : OnSpawn: Perceive & Damaged
uncommented
nw_c2_bat9 : OnSpawn: Herbivore, Spawn In
animation
nw_c2_bossdie : Boss death script, spawns
treasure
nw_c2_bossspawn : Boss OnSpawn, enables Fast
Buff