This is my script (has some of the other tweaks, remove as needed)
NPC_SCRIPT 4721{
TRIGGER_TEXT:Hail:{
NAME: Human who thinks himself a snow leopard
EMOTE: hisses at you
DO_ANIMATION: 3
}
}
NPC_SCRIPT 4723{
TRIGGER_TEXT:Hail:{
NAME: ORC SNOW TROOPER
EMOTE: grunts, and then takes a big whiff of the air.
SAY: By an elven mother, you stink! I'm outta here!
MOVE_TO_NEW_HOME 3.00 4.00 3.00 1.00
}
}
Code:
else if (strstr(strupr(command),"DO_ANIMATION") != NULL) {
if (tt2 || ti2 || td) {
if (target!=0){
target->DoAnim(atoi(sep.arg[1]));
}
}
}
/**************************************************************
requires org_x,y,z to be exposed in npc.h in public OR
there to be a method to SetX() -- it simply fools the npc into
moving to the new location
Usage: MOVE_TO_NEW_HOME x y z heading
**************************************************************/
else if (strstr(strupr(command), "MOVE_TO_NEW_HOME") != NULL) {
if (tt2 || ti2 || td) {
if (target!=0 && target->IsNPC()){
if (!sep.IsNumber(1))
sprintf(sep.arg[1],"1");
if (!sep.IsNumber(2))
sprintf(sep.arg[2],"1");
if (!sep.IsNumber(3))
sprintf(sep.arg[3],"1");
if (!sep.IsNumber(4))
sprintf(sep.arg[4],"0");
target->CastToNPC()->org_x=atof(sep.arg[1]);
target->CastToNPC()->org_y=atof(sep.arg[2]);
target->CastToNPC()->org_z=atof(sep.arg[3]);
target->CastToNPC()->org_heading=atof(sep.arg[4]);
target->CastToNPC()->SetIsMovingHome(true);
}
}
}
Quest changes are active on "Malevolent's Lab" on public server network. You can try these out in Rivervale. That location happens to be the mouth of the entrance to misty.
--MV