Is it enough to check the "plot" flag and make sure the "droppable" flag is not checked? Or is more required?
Making non-droppable non-sellable plot items
Débuté par
M. Rieder
, avril 21 2011 12:40
#1
Posté 21 avril 2011 - 12:40
#2
Posté 21 avril 2011 - 07:38
That should be all you need to do - it will not sell because it is plot and you cannot drop it.
#3
Posté 21 avril 2011 - 01:41
AFAIK, "droppable" means that an item can be dropped by a dying creature into it's corpse or loot bag. If you want to restrict what a PC can do, the cursed flag will prevent them from getting rid of it. You could also do some custom tag-based scripts to stop the PC from unaquiring the item.
#4
Posté 21 avril 2011 - 05:07
From the old boards:
"Plot items are droppable.
Cursed Items are not.
Remove curse won't allow the PC to drop a cursed item. Setting it to Cursed sets a flag to TRUE on the item. The only way for the PC to drop it is for a script to set that flag to FALSE."
I haven't tested it out yet though. In retrospect, I could have tested this before I posted.
"Plot items are droppable.
Cursed Items are not.
Remove curse won't allow the PC to drop a cursed item. Setting it to Cursed sets a flag to TRUE on the item. The only way for the PC to drop it is for a script to set that flag to FALSE."
I haven't tested it out yet though. In retrospect, I could have tested this before I posted.
#5
Posté 21 avril 2011 - 09:26
So I did some testing and it turns out that you do have to use the cursed flag to make something non-droppable.
#6
Posté 22 avril 2011 - 12:13
The old boards are correct. Aren't they always?
What I do not know is does the cursed flag get turned off by a remove curse spell? Is there even a remove curse spell in NWN2? I don't recall one.
What I do not know is does the cursed flag get turned off by a remove curse spell? Is there even a remove curse spell in NWN2? I don't recall one.
#7
Posté 22 avril 2011 - 04:53
yepper. 3rd Cleric, iirc
#8
Posté 22 avril 2011 - 05:22
The curse being removed is an effect I believe - the ones in NWN2 reduce stats and Remove Curse does its thing from there.
iirc
iirc
#9
Posté 22 avril 2011 - 08:35
I know I saw some comments in code somewhere not too recently that implied that remove curse would alter the curse flag. I didn't bother at the time to check the actual code to see if it was true. Often comments in the code are relevant to NWN, but not NWN2. If NWN only had the effect and not the additional cursed flag, then it is likely that Remove Curse doesn't alter the flag. Should be able to test this though just to make certain.
#10
Posté 22 avril 2011 - 11:50
I have tried to use remove curse to allow an item to be able to be dropped - it doesnt work - at least as far as I tried.
#11
Posté 23 avril 2011 - 01:17
Just looked through the NW_SO_RemEffect sscript, which is called for through the Remove Curse Spell. It only removes curse effects from the object it was cast on. It does not do anything with the curse flag.
This is a very misleading thing and can cause all sorts of issues. When removing the item with the cursed flag it will send a message that the item cannot be dropped since it is cursed. The player will then try to remove the curse but be unable to. I know I plan on modifing this script for my campaign as I want to make use of the curse flag.
The best bet for this would be to use a tag based script to avoid confusing hardcoded game feedback when trying to drop an item.
This is a very misleading thing and can cause all sorts of issues. When removing the item with the cursed flag it will send a message that the item cannot be dropped since it is cursed. The player will then try to remove the curse but be unable to. I know I plan on modifing this script for my campaign as I want to make use of the curse flag.
The best bet for this would be to use a tag based script to avoid confusing hardcoded game feedback when trying to drop an item.
#12
Posté 23 avril 2011 - 04:31
Does the message actually say it is cursed? I seem to recall that it simply says that the player cannot drop the item. With tha being said, I do agree that tag based scripting will be more precise and allow a little more explanation as to why the player cannot or should not drop the item. I'm thinking about doing that instead just to make it a little more polished.





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