Neverwinter Nights > NwN Building

Script Checks

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Illutian:
I'll post here the scripts i basically piece together/make....plz tell me if they are right


First Set:

-i hope it makes sense...if it doesn't lemme know

Also needed:

-script to kill PC upon leaving an arena while in a fight
 -also have them sweet lookin pillar of lights activate in a given portion of the battle arena (11x11 square divided into 4 section). the pillars of light would spawn around the closet arena section, and if the player left that arena b4 killing his/her oppenent...he would be killed



*btw: ya all gonna basically have to slap training wheels on my scripting ass ^slumps into chair; crys^

Illutian:
okay, i prolly am repeating some of this, but in clase (shut up...i was bored) i made a To-Do-List:

-divide 11x11 mega arenas into 4 smaller areans (5x5)
  -Use "shaft of light" to distinguish each sub-arena
    -Lights must appear and disappear(appear when a duel begins, disappear when it's over)

-put in script to kill player upon leaving dueling area b4 a victor is made

-get healing script script for Healing Portals

-need walking script for NPCs

-need desert & underdark arena

-add additional portions to Capital

-redo Weapon Alert for Lyrasia-specific weapons

-need script for guards to warn ppl about leaving the city(goin into Forest)

-need Guardians to attack unauthorized ppl into MY temple  :P

-need waitresses to move about behind bar (only when a drink has been "ordered" include the picking up an object position)

-make crypt area for temple in forest

-need script for lvling and giving gold(also to replace Bio's default items made during char creation with mine)

-add trigger for a changing of the guards; also if guard(s) are attack more come out of barracks

-add additional sounds

-complete Khadgar's House

-complete Castle

-refreshment stand in all arenas

-add portals linking to arenas(located in Courtyard; savings the time walking to them)

-finish map notes

-place merchant duplicates in each section of the city; varying the costs of items

-add "portalers"(NPCs) that'll portal you do places

-evaluate autospawncreature script

-50-100 NPCs in city(not including ones in buildings)

-LOOK INTO AN ARENA SHIELD(basically a Greater Spell Mantle wall around the sub-arenas when they are active....NO MORE SPLASH DEATHS)

**As you can see, this is gonna be freakin awesome if it works the way i intend it to**

Illutian:
\o/ poke the n00b scripter everyone

**also if possible how do i add a store to the lvl/align changer**(see attached .erf)
how the bloody hell do i force ppl to get a longsword i made(ONLY ONCE per character they have)
if it has to to into the OnEnter for each area there's already a script there:
//::///////////////////////////////////////////////
//:: Name  Tum's Anti-Thief Script
//:: FileName onunaquire_thief
//:: Copyright �??�?�© 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*

*/
//:://////////////////////////////////////////////
//:: Created By:  Tumtuk
//:: Created On:  9/12/03
//:://////////////////////////////////////////////

void main()
{
object oThief = GetModuleItemAcquiredBy();
object oTarget = GetModuleItemLostBy();
object oStolen = GetModuleItemLost();
string oNamea = GetName(oTarget);
string oName = GetName(oThief);



/* get item that was stolen only by player char, does not get items in barter */
/* unless the item being bartered has stolen flag allready set */
if(GetStolenFlag(oStolen) == TRUE && GetIsPC(oThief)== TRUE)
{
  /* Change string to whatever you want PC thief to say */
 AssignCommand(oThief, ActionSpeakString("Bad idea..very bad! Can anyone really be this stupid?...", TALKVOLUME_TALK));

  /* Sets player in cut scene, they cannot save or move */
  SetCutsceneMode(oThief, TRUE);

/* Return stolen item to player that it was stolen from */
CopyItem(oStolen, oTarget);

 /* Destroy the stolen item from thief's inventory */
 DelayCommand(0.2, DestroyObject(oStolen));

  /* Announce the thief to everyone */
  DelayCommand(6.0, AssignCommand(oThief, ActionSpeakString(oName + " is a THIEF and a loser..What an ass! Let the punishment begin!", TALKVOLUME_SHOUT)));
  DelayCommand(6.5, AssignCommand(oThief, ActionSpeakString(oNamea + " was PICKPOCKETED by " + oName, TALKVOLUME_SHOUT)));
  DelayCommand(7.0, AssignCommand(oThief, ActionSpeakString("I'm a noob, Kill me.",TALKVOLUME_SHOUT)));

 /* Kill the moron */
 DelayCommand(7.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oThief));

  /* take him out of cut scene, although if you feel mean just delete this line and leave em there */
  DelayCommand(8.0, SetCutsceneMode(oThief, FALSE));
 }
}

Talon:

--- Quote ---\o/ poke the n00b scripter everyone

**also if possible how do i add a store to the lvl/align changer**(see attached .erf)
how the bloody hell do i force ppl to get a longsword i made(ONLY ONCE per character they have)
if it has to to into the OnEnter for each area there's already a script there:
//::///////////////////////////////////////////////
//:: Name  Tum's Anti-Thief Script
//:: FileName onunaquire_thief
//:: Copyright �??�?�© 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*

*/
//:://////////////////////////////////////////////
//:: Created By:  Tumtuk
//:: Created On:  9/12/03
//:://////////////////////////////////////////////

void main()
{
object oThief = GetModuleItemAcquiredBy();
object oTarget = GetModuleItemLostBy();
object oStolen = GetModuleItemLost();
string oNamea = GetName(oTarget);
string oName = GetName(oThief);



/* get item that was stolen only by player char, does not get items in barter */
/* unless the item being bartered has stolen flag allready set */
if(GetStolenFlag(oStolen) == TRUE && GetIsPC(oThief)== TRUE)
{
  /* Change string to whatever you want PC thief to say */
 AssignCommand(oThief, ActionSpeakString("Bad idea..very bad! Can anyone really be this stupid?...", TALKVOLUME_TALK));

  /* Sets player in cut scene, they cannot save or move */
  SetCutsceneMode(oThief, TRUE);

/* Return stolen item to player that it was stolen from */
CopyItem(oStolen, oTarget);

 /* Destroy the stolen item from thief's inventory */
 DelayCommand(0.2, DestroyObject(oStolen));

  /* Announce the thief to everyone */
  DelayCommand(6.0, AssignCommand(oThief, ActionSpeakString(oName + " is a THIEF and a loser..What an ass! Let the punishment begin!", TALKVOLUME_SHOUT)));
  DelayCommand(6.5, AssignCommand(oThief, ActionSpeakString(oNamea + " was PICKPOCKETED by " + oName, TALKVOLUME_SHOUT)));
  DelayCommand(7.0, AssignCommand(oThief, ActionSpeakString("I'm a noob, Kill me.",TALKVOLUME_SHOUT)));

 /* Kill the moron */
 DelayCommand(7.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oThief));

  /* take him out of cut scene, although if you feel mean just delete this line and leave em there */
  DelayCommand(8.0, SetCutsceneMode(oThief, FALSE));
 }
}
[snapback]7952[/snapback]
--- End quote ---


You may want to unset the stolen flag before you copy the object :D

420:

--- Quote ---You may want to unset the stolen flag before you copy the object :D
[snapback]7962[/snapback]
--- End quote ---

Hee hee, I didn't even think about that, fun for the whole family! After all, it takes 2 to rob someone!

-420

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