Modifié par Tyndrel, 14 décembre 2010 - 06:41 .
REQUEST FOR NEW IDEAS TO SCRIPT
#76
Posté 14 décembre 2010 - 06:39
#77
Posté 14 décembre 2010 - 10:39
TSMDude wrote...
Here is some ideas i would like;
1/A set spear attack for fighters vs charging horses.
2/A way for fighters to run and charge with a weapon.
3/A way for those who shoot with thier ranged weapons into a melee have a chance to hit thier friends. (like a Area of Effect)
4/A way to make item descriptions lie.
i.e. Cursed items
1. Could kinda fudge when the feat activated circle and when that entered check a local interger on the charger and if it there then do the effect.
2. Already in HR base interesting idea related to the set vs charge, also have aid other defense and aid other offense from PHB, need to update it with funky attack script.
3. This one would be the hardest, maybe nwnx has something there also.
4. Already in HR base, just setting a local string with the cursed description that when the item equiped it changes to the new description.
Frith5
1. The ability to interact with the nearest object specified by a chat
command. ie PC walks up to a door, chats !open door, and then opens the
door she's facing. I hate taking my hands off the keyboard.
This
would be useful for targeting many things besides doors, of course. Such
as !open chest, or !bash door, or !knock door, etc. Could use it to
attack too. !kill Frith would target the object named Frith, if it
exists and is in perception range, or in the area found to be right 'in
front' of the calling object.
I do not see it being that hard to set up something like this.
Like the others I busy putting all the spells/feats that I can run through the spell hook system for HR base also and it is a workload, if I can just get away from minecraft evil addictive qualities
I am with the others, someone tranfer linux nwnx functions over to windows
#78
Posté 14 décembre 2010 - 11:30
jmlzemaggo wrote...
...
(Funny, I see I still dream about modulling again... It's like a curse. Once you got infected...)
This is all too true. It never seems to go away entirely.
#79
Posté 15 décembre 2010 - 01:58
Frith5 wrote...
The ability to interact with the nearest object specified by a chat command. ie PC walks up to a door, chats !open door, and then opens the door she's facing. I hate taking my hands off the keyboard.
This would be useful for targeting many things besides doors, of course. Such as !open chest, or !bash door, or !knock door, etc. Could use it to attack too. !kill Frith would target the object named Frith, if it exists and is in perception range, or in the area found to be right 'in front' of the calling object.
We will be releasing such a system likely before the holidays. Thanks for the notion Frith!
And to all, keep the ideas flowing. We'll soon release a set spear and charge system too.
Be well. Game on.
GM_ODA
#80
Posté 16 décembre 2010 - 02:18
Purpose: To be able to modify encounters in game as they are spawned.
Example 1:
If we spawn goblins (random encounters) from the Green goblin tribe as they spawn we need to swap their shield if any to a green shield (the green shield may come from a hak btw).
Example 2:
We are spawning a group of kobold snipers (random encounters) but they have longbows what we want is give them crossbow or rifles instead.
The script and/or wand should work with the following variables:
- Types of creatures affected by the command (all or none)
- Item in the inventory to be removed/destroyed
- Item to be added and possibly equipped
Thanks a bunch if you can do this. Mostly useful for Mac/Linux users.
#81
Posté 18 décembre 2010 - 03:29
I have an idea I've been tossing around a bit about keeping stores clean by selling off excess inventory to one or perhaps a few travelling merchants/collectors. This would keep player found treasure in game for others to have a chance to buy and add a little roleplay realism to the PW. Ideally i'd like to be able to segregate what is moved to the travelling merchant(s) inventory by gold value, level, and type. Also would need to be persistent, and once the travelling merchant(s) have one of that item in thier shop it will just destroy it rather then send it over (keep store inventories at a minimum).
#82
Posté 18 décembre 2010 - 07:03
The simplest way to do this is with a chat command and the nwnx plugin nwnx_resman by virusman (Windows and Linux versions both available). You just set up a chat command to take a string input, in this case a script name, execute a script of that name. You then just have to up a script of the name you want to use to the resman directory, and you can trigger it with the chat command. Voila, mod modification on the fly. We do this both with generic injectable scripts, and with our custom simtools commands - adding them without having to shut down the module.Mirgalen wrote...
Specific module modification "on the fly". It could be a script or may be a DM wand.
Funky
#83
Posté 19 décembre 2010 - 02:11
A bounty hunter murders one (or more) NPC's or PC's, a bounty hunter NPC (of admin design) spawns randomly in the world and relentlessly over server resets hunts down said griefer until found and killed. Meanwhile, other players can check with local law authorities to recieve a quest like bounty to track down and kill griefer for the offered bounty money. A shout on the server after the murder would alert PC's to the murderer, bounty reward and to see local law officials. If griefer continues to kill NPC/PC's, the bounty goes up. (Just like the ol' west ).
#84
Posté 19 décembre 2010 - 09:08
#85
Posté 19 décembre 2010 - 03:56
Tyndrel wrote...
Would this do the job?
Karmic Retribution by ffbj
Thanks Tyndrel!
That's half of what I'm looking for! I might be able to add some of the other bits using the script editor.
No wonder I couldn't find it on the vault, "karmic retribution" were not words I would of thought of typing into the search box.
#86
Posté 19 décembre 2010 - 04:12
http://nwvault.ign.c....Detail&id=1117
And then the bounty shout part is imbedded in with a project I did with Blasco. You can easily pull that out.
Bounty Shout:
http://nwvault.ign.c....Detail&id=3668
I also made a few other dew dads relating to the bounty/contract ideas, wanted posters, tracking items, but those scripts should be enough for you too mull over. Btw, thanks for the mention Tyndrel.
One possible methodology for the contract hits piece would be to make the conversation DM only or perhaps fired only if a PC where a designated bounty hunter, then they could hire out a contract on the offending PC. In this way you might have multiple bounty hunters out looking for the particular PC, or laying in wait for them.
I have thought a lot about this sort of thing.
Modifié par ffbj, 19 décembre 2010 - 04:28 .
#87
Posté 19 décembre 2010 - 04:24
ffbj wrote...
Here is another piece of the puzzle: Contract Hits.
http://nwvault.ign.c....Detail&id=1117
Sweet!
Thanks ffbj!
Edit:Checked out your scripts and voted accordingly. Thanks again:D
Modifié par Jackal_GB, 19 décembre 2010 - 05:06 .
#88
Posté 31 décembre 2010 - 07:14
#89
Posté 01 janvier 2011 - 02:09
Well you did ask. I am almost certain that the 2 main things I am going to ask for are impossible to script. I think they are both in reality modelling issues.
1. Make it so that when a PC and/or Henchman walks they kick up dust/ashes. Great for certain dungeons and tombs.
2. Make it so that you can drop a dead creature (as in it actually falls) on the PC.
As a side note, I don't know about other people but I really miss the 'WITH' operator from other programming languages. It used to make for much tidier code.
TR
#90
Posté 01 janvier 2011 - 02:33
Funky
#91
Posté 02 janvier 2011 - 04:22
Mirgalen wrote...
Specific module modification "on the fly". It could be a script or may be a DM wand.
Purpose: To be able to modify encounters in game as they are spawned.
Example 1:
If we spawn goblins (random encounters) from the Green goblin tribe as they spawn we need to swap their shield if any to a green shield (the green shield may come from a hak btw).
Example 2:
We are spawning a group of kobold snipers (random encounters) but they have longbows what we want is give them crossbow or rifles instead.
The script and/or wand should work with the following variables:
- Types of creatures affected by the command (all or none)
- Item in the inventory to be removed/destroyed
- Item to be added and possibly equipped
Thanks a bunch if you can do this. Mostly useful for Mac/Linux users.
The DMFI encounter area is tied in with a wand. It allows a DM to spawn creatures into a ring. Once they are spawned into the ring thy can adjust/equip/buff them how they see fit. the DM can then spawn in that encounter (the creatures within the ring from the DMFI encounter wand. I think this is about what you are asking for.
#92
Posté 02 janvier 2011 - 02:58
#93
Posté 02 janvier 2011 - 04:28
werelynx wrote...
If you are looking for a challenge make invisible placeable you can walk on for example: player able to go forward while standing in a special place of a cliff(explanation would be an illusion perhaps?)
Sorry friend, that's a modelling issue and idk if it can even be done in NWN (I recall seeing a good deal of discussion of such elsewhere). I do scripting, modelling is not my forte. Anyone else interested in trying have at it (though you'd likely get more / better responses if you put this out as a thread in the custom content board.
Be well. Game on.
GM_ODA
#94
Posté 03 janvier 2011 - 02:50
I know there are heaps of XP system on the vault but I feel they all mess with how XP was supposed to be distributed according to the original NWN.
#95
Posté 12 janvier 2011 - 08:09
System goal:
To allow for placement of objects atop other objects at runtime
in NWN.
1. Example: PC carries a helmet in inventory. PC can select the
helmet, then click on the table with the helmet. If the PC is
close enough to the table, the helmet is removed from inventory,
and spawned at the location, at the correct z-axis (based on a
local stored on the furniture).
NEEDS:
Store a local variable on a table that contains the required z-
axis height, corresponding to the 'surface' of the tabletop.
Get the y and z positions of the table, and the angle too.
Create an Area Shape from stored locals on the table, which set
the W and L of the Area of the tabletop. Could possibly draw a
trigger and use that?
Using those coordinates, spawn the object.
The above are only some thoughts on the matter, of course. Other methods might be better. I couldn't, for example, find a simple way to track what the PC has clicked from their Inventory, but not dropped or places yet. I'm sure there are ways.
Anyhow, it'd be neat to be able to put stuff on top of tables, etc.
JFK
#96
Posté 12 janvier 2011 - 09:25
There actually IS a way to do this, though not with placeables. It involves editing the area in a gff editor, though, to create invisible tiles. It's pretty involved if you haven't done it before, but the results look stupendous (the bones are placeables, placed just under the invisible tiles, with cep's invisible walls set to block walking past their edges):werelynx wrote...
If you are looking for a challenge make invisible placeable you can walk on for example: player able to go forward while standing in a special place of a cliff(explanation would be an illusion perhaps?)


Unfortunately, editing the area once you do this makes the tile models revert (I deleted the highlighted places in the last pic). This also shows the walkable area directly:

And ingame:

You can find a how-to guide here:
Click Me
Funky
#97
Posté 13 janvier 2011 - 12:03
Nice Work!
Modifié par ffbj, 13 janvier 2011 - 12:05 .





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