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NWN HAKPAKS

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Title  Misc Player Tools
Author  The Krit
Submitted / Updated  01-10-2009 / 01-11-2009
Category  Code Modifications
Expansions  HOTU-1.69
Description
This implements some class features as player tools using my Player Tool Framework (which is a required separate download). Currently, only the paladin's detect evil is available, but thieves' tools should be added soon. (After that, I'm open to suggestions and requests.)


Detect Evil: The PC studies the area for a round and is told if evil is present. After a second round, the number of evils and the strength of the strongest is revealed. After the third round, the location and strength of each evil is revealed.

This can be configured via .2da to detect other alignments.

Files

NameTypeSizeDownloads
Misc_Player_Tools_Import.7zMisc_Player_Tools_Import.7z
Submitted: 01-10-2009 / Last Updated: 01-10-2009
7z13.58Kb108
Import version for builders.
The .erf goes in your erf directory, then imported into your module. The other files go in your override directory (merged with an existing .2da, if any).
Misc_Player_Tools_Override.7zMisc_Player_Tools_Override.7z
Submitted: 01-10-2009 / Last Updated: 01-10-2009
7z3.84Kb94
Override version for players.
Decompress into your override directory. The .2da will need to be merged with your existing version if you have one.
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SCREENS

The player tool menu


Detect evil: round 2


Detect evil: round 3
(Different detection area than the round 2 image.)





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Comments (6):

Posted by The_Krit at 2011-10-01 04:14:02    
I wasn't thinking of doing a set trap tool. It might be possible to script, but I recall having problems trying to get a script-created trap into a player's faction (meaning it would be a red trap). Plus the player's interface would be messier than what currently exists.

I just re-enter stealth mode as the trap is set. As long as you re-enter stealth before an opponent's OnPerception fires (a second or so, on average, for NPCs), it's like you never left.

Posted by fredseeker at 2011-09-19 05:52:33    
I'm going to pass this along to a builder and see if they might implement it. I would like paladins to be able to Detect Evil.
You mentioned a rogue tool to keep them from falling out of sneak mode when doing stuff. This might not quite fit that area, but it is rather annoying for my rogue to come out of hiding when finished placing a trap. Would one of the tools you are thinking about help that any? As always, Thank you for the time you put into making NWN better for Everyone!

Posted by Inayity at 2009-02-08 11:53:51    Voted 10.00 on 02/08/09
Awesome stuff! Lots of possibilities. Thanks!

Posted by jdeavila at 2009-01-11 16:13:23    Voted 10.00 on 01/11/09
Very nice! - thanks for making this - a great addition to any module!
_________________________
Imtherealthing

CCP (The Community Creature Project)

The TRIAD

Posted by The_Krit at 2009-01-11 14:52:47    
Giving detect good to blackguards is just a matter of editing tk_playertools.2da (in any text editor). Choose a row for detect good, set the "Script" column to "tk_tool_DetAlign", the "Class1" column to "31" and the "Data" column to "good". You should also set the "Label" column to something descriptive to remind you what that row is for. For example, if this was done to row 2, the result (hopefully not too distorted by the web page) would be:

2 DetectGood tk_tool_DetAlign no yes **** **** **** **** 31 **** good

Posted by Skunkeen at 2009-01-11 09:22:49    
a detect good would be wicked for blackguards

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