Author Topic: I need a little bit of help...  (Read 24532 times)

Offline 420

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I need a little bit of help...
« Reply #30 on: May 03, 2005, 02:16:19 AM »
Quote
Is there a way to increase the spell's save dc?
[snapback]23016[/snapback]

Bioware screwed up the spell functions so you can't set the level of a spell simply through scripting. You can use the spellhook option or make your creatures the proper spell caster level and assign them spells then manage the combat AI using custom scripts.

-420

Offline Daniel1975

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I need a little bit of help...
« Reply #31 on: May 04, 2005, 05:14:33 AM »
Okay next one:

I want to change the lighting of an area by using a script.
It's a 3x5 tileset area and the idea is to talk to a NPC, the whole area lighting
turns dark, an action happens, the lighting turns back to normal.
I understand it has something to do with SetTileMainLightColor and GetTileMainLight1Color / GetTileMainLight2Color
but I am not sure how to use it properly.
G[/span][span style=\'color:orange\']w[/span][span style=\'color:yellow\']y[/span][span style=\'color:green\']d[/span][span style=\'color:blue\']i[/span][span style=\'color:purple\']on[/span] - Slann [span style=\'color:red\']Lord[/span] of the [span style=\'color:green\']Antediluvians

Offline 420

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I need a little bit of help...
« Reply #32 on: May 04, 2005, 01:07:52 PM »
Quote
I want to change the lighting of an area by using a script.

[snapback]23058[/snapback]

Go to this link and download the "Dance Club.mod" file by Bioware. It's a demo mod showing examples of how to change tile lighting in-game.

-420

Offline Daniel1975

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I need a little bit of help...
« Reply #33 on: May 04, 2005, 03:00:34 PM »
Quote
Go to this link and download the "Dance Club.mod" file by Bioware. It's a demo mod showing examples of how to change tile lighting in-game.

-420
[snapback]23078[/snapback]

Thanks, it's a funny module but it containts a load of scripts, many of which I don't understand at all  :( it's fun but no help *sigh*

in fact I only need to know how to use GetTileMainLight1Color and SetTileMainLight...
Just need a small example how to get a certain tile
« Last Edit: May 05, 2005, 06:49:44 AM by Daniel1975 »
G[/span][span style=\'color:orange\']w[/span][span style=\'color:yellow\']y[/span][span style=\'color:green\']d[/span][span style=\'color:blue\']i[/span][span style=\'color:purple\']on[/span] - Slann [span style=\'color:red\']Lord[/span] of the [span style=\'color:green\']Antediluvians

Offline fireknight40

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I need a little bit of help...
« Reply #34 on: May 09, 2005, 08:03:54 PM »
Okay I need help again... Okay here's the deal it won't compile for some reason it says that on line 115 "5/9/2005 5:05:58 PM: Error. 'filter' did not compile.
filter.nss(115): ERROR: UNKNOWN STATE IN COMPILER"
here's the script.
Code: [Select]
void getrid(object oPC, object oItem)
{

   itemproperty property=GetFirstItemProperty(oItem);
   while(GetIsItemPropertyValid(property))
   {
       if (
       (GetItemPropertyType(property) == ITEM_PROPERTY_CAST_SPELL)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_ON_HIT_PROPERTIES)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_REGENERATION)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_SPECIFIC_SPELL)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DAMAGE_VULNERABILITY)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DAMAGE_VULNERABILITY)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_TRAP)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_THIEVES_TOOLS)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_ON_MONSTER_HIT)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_ABILITY_SCORE)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_AC)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_DAMAGE)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_ENHANCEMENT_MODIFIER)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_SAVING_THROWS)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_SKILL_MODIFIER)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_MONSTER_DAMAGE)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_REGENERATION_VAMPIRIC)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_DAMAGE_REDUCTION)
       || (GetItemPropertyType(property) == ITEM_PROPERTY_ONHITCASTSPELL)
       )
       {
            RemoveItemProperty(oItem, property);
       }
       property = GetNextItemProperty(oItem);
   }
   if(GetGoldPieceValue(oItem) > 500000)
   {
       DestroyObject(oItem);
   }
}
//the function that gets the items and uses the filter on them
void filter_items(object oPC)
{
   object oItem = GetFirstItemInInventory(oPC);
   object oSlot;
   //don't scan dm's
   if(GetIsDM(oPC) == TRUE)
   {
       return;
   }
   //scan inventory
   while(GetIsObjectValid(oItem))
   {
       getrid(oPC, oItem);
       oItem = GetNextItemInInventory(oPC);
   }
   //scan equiped items
   oSlot = GetItemInSlot(INVENTORY_SLOT_ARMS,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_ARROWS,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_BELT,oPC);
   getrid(oPC, oSlot);
   oSlot= GetItemInSlot(INVENTORY_SLOT_BOLTS,oPC);
   getrid(oPC, oSlot);
   oSlot= GetItemInSlot(INVENTORY_SLOT_BOOTS,oPC);
   getrid(oPC, oSlot);
   oSlot= GetItemInSlot(INVENTORY_SLOT_BULLETS,oPC);
   getrid(oPC, oSlot);
   oSlot= GetItemInSlot(INVENTORY_SLOT_CARMOUR,oPC);
   getrid(oPC, oSlot);
   oSlot= GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
   getrid(oPC, oSlot);
   oSlot= GetItemInSlot(INVENTORY_SLOT_CLOAK,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_HEAD,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_LEFTRING,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_NECK,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
   getrid(oPC, oSlot);
   oSlot = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oPC);
   getrid(oPC, oSlot);
}
void main()
{
   object oPC = GetEnteringObject();
   string sKey = GetPCPublicCDKey(oPC);
   effect eLight = SupernaturalEffect(EffectVisualEffect(VFX_DUR_IOUNSTONE_GREEN));
   filter_items(oPC);
int nStatus = GetCampaignInt(sKey, "sent");
if (nStatus == 5)
{
              DelayCommand(6.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT ,eLight ,oPC));
             CreateItemOnObject("blueprint", oPC);
             CreateItemOnObject("blueprint001", oPC);
             CreateItemOnObject("teleporter", oPC);
}
void main()
{
   object oPC = GetEnteringObject();
   string sKey = GetPCPublicCDKey(oPC);
   effect eLight = SupernaturalEffect(EffectVisualEffect(VFX_DUR_IOUNSTONE_YELLOW));
   filter_items(oPC);
int nStatus = GetCampaignInt(sKey, "lord");
if (nStatus == 5)
{
              DelayCommand(6.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT ,eLight ,oPC));
             CreateItemOnObject("blueprint", oPC);
             CreateItemOnObject("blueprint001", oPC);
             CreateItemOnObject("blueprint003", oPC);
             CreateItemOnObject("blueprint002", oPC);
             CreateItemOnObject("blueprint004", oPC);
             CreateItemOnObject("restartrune", oPC);
             CreateItemOnObject("teleporter", oPC);
}
void main()
{
   object oPC = GetEnteringObject();
   string sKey = GetPCPublicCDKey(oPC);
   effect eLight = SupernaturalEffect(EffectVisualEffect(VFX_DUR_IOUNSTONE_BLUE));
   filter_items(oPC);
int nStatus = GetCampaignInt(sKey, "dm");
if (nStatus == 5)
{
              DelayCommand(6.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT ,eLight ,oPC));
             CreateItemOnObject("blueprint001", oPC);
             CreateItemOnObject("creaturerune", oPC);
             CreateItemOnObject("blueprint003", oPC);
             CreateItemOnObject("blueprint002", oPC);
             CreateItemOnObject("blueprint007", oPC);
             CreateItemOnObject("blueprint004", oPC);
             CreateItemOnObject("blueprint006", oPC);
             CreateItemOnObject("blueprint005", oPC);
             CreateItemOnObject("restartrune", oPC);
             CreateItemOnObject("blueprint", oPC);
             CreateItemOnObject("teleporter", oPC);
}
}

Lord of Doriath[/span]
[span style=\'color:blue\']Sentinel of GodSpire[/color]

Offline CleTus

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I need a little bit of help...
« Reply #35 on: May 10, 2005, 12:40:36 AM »
You can't have 2 void main() in 1 script. You also only need to declare those once, except the visual effects you are using. The Cd key and stuff is fine once. Just use these "if"
int nStatus = GetCampaignInt(sKey, "dm");
if (nStatus == 5)

You're setting them as 5 I see. So change it for every part.

int nStatus = GetCampaignInt(sKey, "sent");
if (nStatus == 5)

int nStatus1 = GetCampaignInt(sKey, "lord");
if (nStatus1 == 5)

int nStatus2 = GetCampaignInt(sKey, "dm");
if (nStatus2 == 5)

That's just an example to change them to. They all have to be different. Just use certain "if"

Example:

int nStatus = GetCampaignInt(sKey, "dm");
if (nStatus == 5)
{
lights/items
}
int nStatus1 = GetCampaignInt(sKey, "lord");
if (nStatus1 == 5)
{
lights/items
}
int nStatus = GetCampaignInt(sKey, "sent");
if (nStatus == 5)
{
lights/items
}
« Last Edit: May 10, 2005, 12:47:40 AM by CleTus »
GIT-R-DONE!

Light travels faster than sound. That is why some people appear bright until you hear them speak.

Offline fireknight40

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I need a little bit of help...
« Reply #36 on: May 10, 2005, 12:59:49 AM »
Quote
You can't have 2 void main() in 1 script. You also only need to declare those once, except the visual effects you are using. The Cd key and stuff is fine once. Just use these "if"
int nStatus = GetCampaignInt(sKey, "dm");
if (nStatus == 5)

You're setting them as 5 I see. So change it for every part.

int nStatus = GetCampaignInt(sKey, "sent");
if (nStatus == 5)

int nStatus1 = GetCampaignInt(sKey, "lord");
if (nStatus1 == 5)

int nStatus2 = GetCampaignInt(sKey, "dm");
if (nStatus2 == 5)

That's just an example to change them to. They all have to be different. Just use certain "if"

Example:

int nStatus = GetCampaignInt(sKey, "dm");
if (nStatus == 5)
{
lights/items
}
int nStatus1 = GetCampaignInt(sKey, "lord");
if (nStatus1 == 5)
{
lights/items
}
int nStatus = GetCampaignInt(sKey, "sent");
if (nStatus == 5)
{
lights/items
}
[snapback]23210[/snapback]

:huh: Okay I didn't really understand all of that is there any simpler explination?

Lord of Doriath[/span]
[span style=\'color:blue\']Sentinel of GodSpire[/color]

Offline CleTus

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« Reply #37 on: May 10, 2005, 02:42:12 AM »
Code: [Select]
void getrid(object oPC, object oItem)
{

  itemproperty property=GetFirstItemProperty(oItem);
  while(GetIsItemPropertyValid(property))
  {
      if (
      (GetItemPropertyType(property) == ITEM_PROPERTY_CAST_SPELL)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_ON_HIT_PROPERTIES)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_REGENERATION)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_SPECIFIC_SPELL)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DAMAGE_VULNERABILITY)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DAMAGE_VULNERABILITY)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_TRAP)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_THIEVES_TOOLS)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_ON_MONSTER_HIT)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_ABILITY_SCORE)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_AC)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_DAMAGE)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_ENHANCEMENT_MODIFIER)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_SAVING_THROWS)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DECREASED_SKILL_MODIFIER)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_MONSTER_DAMAGE)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_REGENERATION_VAMPIRIC)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_DAMAGE_REDUCTION)
      || (GetItemPropertyType(property) == ITEM_PROPERTY_ONHITCASTSPELL)
      )
      {
           RemoveItemProperty(oItem, property);
      }
      property = GetNextItemProperty(oItem);
  }
  if(GetGoldPieceValue(oItem) > 500000)
  {
      DestroyObject(oItem);
  }
}
//the function that gets the items and uses the filter on them
void filter_items(object oPC)
{
  object oItem = GetFirstItemInInventory(oPC);
  object oSlot;
  //don't scan dm's
  if(GetIsDM(oPC) == TRUE)
  {
      return;
  }
  //scan inventory
  while(GetIsObjectValid(oItem))
  {
      getrid(oPC, oItem);
      oItem = GetNextItemInInventory(oPC);
  }
  //scan equiped items
  oSlot = GetItemInSlot(INVENTORY_SLOT_ARMS,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_ARROWS,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_BELT,oPC);
  getrid(oPC, oSlot);
  oSlot= GetItemInSlot(INVENTORY_SLOT_BOLTS,oPC);
  getrid(oPC, oSlot);
  oSlot= GetItemInSlot(INVENTORY_SLOT_BOOTS,oPC);
  getrid(oPC, oSlot);
  oSlot= GetItemInSlot(INVENTORY_SLOT_BULLETS,oPC);
  getrid(oPC, oSlot);
  oSlot= GetItemInSlot(INVENTORY_SLOT_CARMOUR,oPC);
  getrid(oPC, oSlot);
  oSlot= GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
  getrid(oPC, oSlot);
  oSlot= GetItemInSlot(INVENTORY_SLOT_CLOAK,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_HEAD,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_LEFTRING,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_NECK,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
  getrid(oPC, oSlot);
  oSlot = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oPC);
  getrid(oPC, oSlot);
}
void main()
{
  object oPC = GetEnteringObject();
  string sKey = GetPCPublicCDKey(oPC);
  effect eLight = SupernaturalEffect(EffectVisualEffect(VFX_DUR_IOUNSTONE_GREEN));
  filter_items(oPC);
int nStatus = GetCampaignInt(sKey, "sent");
if (nStatus == 5)
{
             DelayCommand(6.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT ,eLight ,oPC));
            CreateItemOnObject("blueprint", oPC);
            CreateItemOnObject("blueprint001", oPC);
            CreateItemOnObject("teleporter", oPC);
}

{

effect eLight1 = SupernaturalEffect(EffectVisualEffect(VFX_DUR_IOUNSTONE_YELLOW));
int nStatus1 = GetCampaignInt(sKey, "lord");
if (nStatus1 == 5)
{
             DelayCommand(6.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT ,eLight1 ,oPC));
            CreateItemOnObject("blueprint", oPC);
            CreateItemOnObject("blueprint001", oPC);
            CreateItemOnObject("blueprint003", oPC);
            CreateItemOnObject("blueprint002", oPC);
            CreateItemOnObject("blueprint004", oPC);
            CreateItemOnObject("restartrune", oPC);
            CreateItemOnObject("teleporter", oPC);
}



effect eLight2 = SupernaturalEffect(EffectVisualEffect(VFX_DUR_IOUNSTONE_BLUE));
int nStatus2 = GetCampaignInt(sKey, "dm");
if (nStatus2 == 5)
{
             DelayCommand(6.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT ,eLight2 ,oPC));
            CreateItemOnObject("blueprint001", oPC);
            CreateItemOnObject("creaturerune", oPC);
            CreateItemOnObject("blueprint003", oPC);
            CreateItemOnObject("blueprint002", oPC);
            CreateItemOnObject("blueprint007", oPC);
            CreateItemOnObject("blueprint004", oPC);
            CreateItemOnObject("blueprint006", oPC);
            CreateItemOnObject("blueprint005", oPC);
            CreateItemOnObject("restartrune", oPC);
            CreateItemOnObject("blueprint", oPC);
            CreateItemOnObject("teleporter", oPC);
}
}
}
GIT-R-DONE!

Light travels faster than sound. That is why some people appear bright until you hear them speak.

Offline 420

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I need a little bit of help...
« Reply #38 on: May 10, 2005, 01:31:22 PM »
Quote
Thanks, it's a funny module but it containts a load of scripts, many of which I don't understand at all  :( it's fun but no help *sigh*

in fact I only need to know how to use GetTileMainLight1Color and SetTileMainLight...
Just need a small example how to get a certain tile
[snapback]23086[/snapback]

Sorry, I forgot that most of the modules scripts were being used for a chess game... d'oh!

See if this link helps at all: http://www.nwnlexicon.com/compiled/functio...ight1color.html

-420

Offline Daniel1975

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I need a little bit of help...
« Reply #39 on: May 10, 2005, 04:32:49 PM »
Quote
Sorry, I forgot that most of the modules scripts were being used for a chess game... d'oh!

See if this link helps at all: http://www.nwnlexicon.com/compiled/functio...ight1color.html

-420
[snapback]23237[/snapback]

I have NWNLexikon myself but with the description of this function I am as wise as before. Nevermind, I just forget about my idea  :(
G[/span][span style=\'color:orange\']w[/span][span style=\'color:yellow\']y[/span][span style=\'color:green\']d[/span][span style=\'color:blue\']i[/span][span style=\'color:purple\']on[/span] - Slann [span style=\'color:red\']Lord[/span] of the [span style=\'color:green\']Antediluvians