UCC Reference

UI_create_new_egg

[Exult]

object UI_create_new_egg(int type, int pos[], int criteria, int probability, int distance, int flags, int data[])

Creates an egg object at the specified location. Eggs are invisible trigger objects that activate under certain conditions.

Parameters

Parameter / value Description
type The egg type (1-11). This also determines the egg's shape and frame: 1=monster, 2=jukebox, 3=soundsfx, 4=voice, 5=usecode, 6=missile, 7=teleport, 8=weather, 9=path, 10=button, 11=intermap
pos The location where the egg is to be placed (same format as UI_create_new_object2).
criteria Activation criteria (0-7): 0=cached_in, 1=party_near, 2=avatar_near, 3=avatar_far, 4=avatar_footpad, 5=party_footpad, 6=something_on, 7=external_criteria
probability Probability of activation (1-100).
distance Activation distance (0-31).
flags Egg flags as a bitmask. Bit 0: nocturnal (only activates at night), Bit 1: once (only activates once), Bit 2: hatched (egg has already been triggered), Bit 3: auto_reset (can trigger again after hatching)
data An array of type-specific data (see below). A single value can also be passed for types that only need one element.

Return

An object reference to the newly created egg. The egg is placed in the game world at the specified location.

Notes

The data array elements are user-friendly and encoded internally. Their meaning depends on the egg type:

Parameter / value Description
Monster (1): [shape, frame, count, schedule, alignment] data[0] = monster shape number, data[1] = monster frame number, data[2] = spawn count, data[3] = schedule type (0=combat, 1=horiz_pace, 2=vert_pace, etc.), data[4] = alignment (0=neutral, 1=good, 2=evil, 3=chaotic)
Jukebox (2): [song, continuous] data[0] = music track number, data[1] = continuous (0=play once, 1=loop)
Soundsfx (3): [sfx_num, continuous] data[0] = sound effect number, data[1] = continuous (0=play once, 1=loop)
Voice (4): [speech_num] data[0] = speech number
Usecode (5): [usecode_fun, quality] data[0] = usecode function number (or function name), data[1] = quality
Missile (6): [shape, direction, delay] data[0] = missile shape number, data[1] = direction (0-7 for compass directions, 8 for party member), data[2] = delay
Teleport (7): [dest_x, dest_y, dest_z] or [egg_num] If single element or data[1]==0 and data[2]==0 and data[0]<256: data[0] = path egg number. Otherwise: data[0] = X, data[1] = Y, data[2] = Z (lift)
Weather (8): [weather_type, duration] data[0] = weather type (0=halt/normal, 1=snow, 2=storm, 3=sparkle, 4=fog, 5=overcast, 6=clouds), data[1] = duration
Path (9): [path_num] data[0] = path egg quality number
Button (10): [distance] data[0] = distance (triggers nearby external_criteria eggs)
Intermap (11): [dest_x, dest_y, dest_z, mapnum] data[0] = X, data[1] = Y, data[2] = Z (lift), data[3] = map number

Related intrinsics

Full intrinsic reference | Reference definitions