This framework allows for (relatively) easy customization of the Player Tools included in NWN 1.69.
The basic idea of this framework is not to add functionality to the Player Tools, but to make it easier for functionality to be added. This package takes care of giving the appropriate tools to PCs, while allowing you to assign functionality to each tool.
Functionality is assigned via a custom .2da file, which may be used as a server-side override. The intent is that scripts released for this framework can be assigned to whatever tool the end-user wants. (In multiplayer, the "end-user" is the host.) I hope that single-player modules will adopt this framework, even if they do not provide player tools, so that players may more easily use this framework to customize their tools.
Assigning tools to PCs is based on skills, feats, and classes. They can also be assigned to all PCs. This is defined by editing tk_playertools.2da, which is a rather simple .2da file to deal with. Details are in a text file (tk_playertools.txt) in each download.
This package has an override version. The override can be used in single-player to access this framework. The one downside of the override version is that the player must manually run the script that assigns the player tools. Details are in PlayerTools_TK.txt.
For an example of functionality that can be added with this framework, see my Autotargeting Combat Feats (recently updated). Another possibility is a "rogue tool" that can be used without breaking stealth. (Implementing this should require just minor adjustments to a script that expected an item to be used.)
NOTE: The import is currently flagged as requiring both expansions. If anyone needs this changed, let me know.
For those not yet familiar with the .7z format: Link
11/22 -- Fixed some typos in documentation.
1/10/09 -- Added "Data" column to the 2da.
Correct. Only the server needs this. (That was the point of BioWare including these tools in 1.69, after all. ;) )
However, a server still needs something in addition to just this framework. The framework takes care of giving the tools to the players, but without scripts to attach to them, the tools do nothing. (In single-player, a lack of scripts is not a big deal since players can provide/download them.)
Module builders can write their own scripts for the tools (maybe a "Detect Evil" that does not involve the hands-out animation?) and others are welcome to post scripts that work within this framework. In addition, I could be talked into writing some more scripts for use with this framework, provided I'm given some ideas/suggestions/guidance as to what the scripts should do.
Posted by rawn_phoenix at 2008-10-10 05:17:30 Voted 10.00 on 10/10/08
Mega-awesomeness!
Posted by phoenix_133 at 2008-10-10 00:04:36 Voted 8.50 on 10/10/08
There is definately still a lot to be done, but I love the idear and the approach. Seeing this makes me hope a lot more idears would be implemented into the CEP as basic concepts making it easier for beginners to add more content. This way everyone wins! Thanx again and cheers! _________________________ Earthdawn is the pen&paper RPG of choice. Still looking for someone making an Earthdawn-game with Neverwinter Nights! Please get in contact if you have any details on the matter. Thanx!
love the idea... love the concept... will return to vote after I've played around with it... odds are, this shall be included within my upcoming Planescape server: Sigil, City of Doors.
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