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NWN PREFABS

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Title  Rune Gate
Author  Paul
Submitted / Updated  05-27-2007 / 06-04-2007
Category  Other
Type  Blueprints Placeables
Description
This is the Rune Gate transportation system. This system will allow you to create Rune Gate networks within your modules that allow transportation between any Rune Gates. It allows multiple creatures to be transported simultaneously (it uses as area of effect) and you can easily script an NPC to activate a gate for the players (I discuss how in the instructions document).

Characters using the rune gates will find it as simple as dialling a phone.

Although it offerers a great deal of flexibility, complexity and simplicity (yes both complex and simple), it is also easy to add to a module, just import the erf file and drop the placeables where you need them. Only minimal editing of them is needed (you just need to change some of the Tags - the instructions pdf file has a tutorial on how to create a basic Rune Gate) and your rune gate is up and running.

If you decide to try something more complex, you can change the visual effects sequences, the area of effect, restrict access to various gates, have multiple Rune Gate networks within a module and more.

I have set up a lot of the defaults for you so you don't have to spend time fiddling with it to get it to work, but you do have the capability to do so if you want.

Some people have been having problems importing the erf file into the toolset. I have created a mod file that contains the Rune Gate. So this should be a workaround if you can't get the erf to import.

Update: Deleted the NWN2 files form here as they are now up on the NWN2 Vault

Files

NameTypeSizeDownloads
RuneGateNWN1.erfRuneGateNWN1.erf
Submitted: 05-27-2007 / Last Updated: 05-31-2007
erf36.19Kb194
This is the erf file for the Rune Gate system for Neverwinter Nights 1. It works the same way as the Neverwinter Nights 2 version (except for where the instructions mention "localized Name, in NWN1 it is just the property called "Name").
Rune_Gate_Instructions.pdfRune_Gate_Instructions.pdf
Submitted: 05-27-2007 / Last Updated: 05-27-2007
pdf66.14Kb243
This is the instructions on how to use the rune gate system in your modules. I strongly recommend reading these before you attempt to include a rune gate in your module as the system has a lot of complexities, but if you follow the Basics section you will be easily able to add in a rune gate to your module.
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Comments (9):

Posted by Wakkander at 2008-11-17 01:03:27    Voted 10.00 on 11/17/08
Nice and easy to use, as well as being very flexible.

All and all great job.

Posted by Relexx at 2008-09-19 07:36:18    Voted 9.00 on 09/19/08
Excellent system. Took me a few hours to figure out how to get items to work
If using tag based scripting create a script with the following and it will work also.
[code]
//::///////////////////////////////////////////////
//:: Name: Rune Gate activation script version 2.0
//:: FileName: itemuse2_0
//:://////////////////////////////////////////////
/*
This script is to be placed in the "OnUse" script
slot in the "Rune" objects used in a Rune Gate. A
partner script will be used for the "OnSpellCastAt"
script. Only 1 of these scripts should be used for
each rune, do not use both on a single rune object.

This script will store the required data that will
allow the rune gate to compile a destination
address.

The addresses are made up from the "Tags" from the
rune objects.

There are other objects that need to be included for
this script to work. They are an:
- Activation Object: This will need a unique tag which
comprises of a sequence of rune ID tags seperated by
an underscore ("_") character.

- Portal Object: The Portal Object is where all the
data for the rune gate operation is stored, as well
as the configuration data used for effects and such.
*/
//:://////////////////////////////////////////////
//:: Created By: Paul Wilson
//:: Created On: 8-Nov-2005
//:://////////////////////////////////////////////

//prototype
void Effects(string sTriggerTest, object oPortal, object oDestination=OBJECT_INVALID, object oCustomTarget=OBJECT_INVALID);

//main
void main()
{
//Set variables
object oSelf=GetItemActivated();

//maximum runes in an address. Retrieved from oOwner
int iMaxAddressSize;

// the counter for the curent address size
int iAddressCount;

//get the last player to use this rune
//for the OnSpellCastAt event use GetLastSpellCaster() to retrieve the
//creature who cast the spell and GetLastSpell() to retrive the spell.
object oUser=GetItemPossessor(oSelf);

//Get the portal that this rune links to
object oAddress;
object oPortal;

//see if has a potal it is supposed to be bound to
if (GetLocalString(oSelf,"BoundToGate")=="None" || GetLocalString(oSelf,"BoundToGate")=="")
{
//if it is not bound to a specific portal use the closest one
oPortal=GetNearestObjectByTag("Portal", oUser);
}
else
{
//if it is bound locate the nearest portal to the address and use that
oAddress=GetObjectByTag(GetLocalString(oSelf,"BoundToGate"));
oPortal=GetNearestObjectByTag("Portal",oAddress);
}

//Retrive the maximum runes that can be activated from oOwner->MaxAddressSize
iMaxAddressSize=GetLocalInt(oPortal,"MaxAddressSize");

//Get the curent count of activated runes
iAddressCount=GetLocalInt(oPortal,"AddressCount");

//if more runes are allowed in the address
if (iAddressCount0.0)
{
DelayCommand(fDelay, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, eEffect, GetLocation(oTarget), fDuration));
}
else
{
DelayCommand(fDelay, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eEffect, GetLocation(oTarget), fDuration));
}
}
}
//get next effect variable
EffectCounter++;

fDelay=GetLocalFloat(oPortal,"VFX"+IntToString(EffectCounter)+"Delay");
fDuration=GetLocalFloat(oPortal,"VFX"+IntToString(EffectCounter)+"Duration");
iEffect=GetLocalInt(oPortal,"VFX"+IntToString(EffectCounter)+"Effect");
sTarget=GetLocalString(oPortal,"VFX"+IntToString(EffectCounter)+"Target");
sTrigger=GetLocalString(oPortal,"VFX"+IntToString(EffectCounter)+"Trigger");
}
}
[/code]

Posted by crazedmages at 2008-06-16 14:14:43    Voted 10.00 on 06/16/08
Wow...very cool of you to remake it for NWN1. I think that shows how cool some of the people in the Community are when I read these post.
_________________________
People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs.

Posted by Von Stalhein at 2007-05-31 05:49:36    Voted 10.00 on 05/31/07
No worries! :) Thank you very much for posting the NWN1 version of the system.

Cheers,

VS

Posted by Edtharan at 2007-05-31 02:12:12    
I have now added the Neverwinter Nights 1 erf file so you should be able to now use it. I don't know why it has placed this in the NWN1 vault as I intended to place it in NWN2 vault (as used that site to do so). Sorry for any problems.

Posted by Edtharan at 2007-05-31 01:53:14    
Quote
"Apologies - my error; I did not realise this was for NWN2 (it being posted under the NWN1 prefab section!). Sorry for causing you unnecessary trouble - as I say, the miscategorisation fooled me."

Sorry for that, I though I was posting in the NWN2 (as that is what my browser says I am in and I reached the submissions form from the NWN2 vault).

I have NWN1 and I originally made this system in NWN1 so I will remake it in NWN1 so that you can use it too (I'll have it up in a couple of hours).

Posted by Von Stalhein at 2007-05-30 14:31:51    Voted 10.00 on 05/31/07
Apologies - my error; I did not realise this was for NWN2 (it being posted under the NWN1 prefab section!). Sorry for causing you unnecessary trouble - as I say, the miscategorisation fooled me.

Posted by Von Stalhein at 2007-05-30 12:01:23    Voted 10.00 on 05/31/07
Apologies for not having better news, but I'm afraid the .erf gives the same error still. The stranger thing however, is that when I attempt to open the module, it tells me that the module was created in a more recent version of Neverwinter Nights than I have. However, I am patched to 1.68 and upon running the Updater software my only option is a downwards patch to 1.67.

I did a search for these sort of errors (particularly with erfs) and I am wondering if perhaps it is a localised version issue? I am using a standard American/England version of NWN - I don't know if you are using the same? Also, I wondered that if there were any non-ASCII characters in any resource names, that might effect the .erf/.mod as well.

Again, apologies I can't post some better news. :( I only hope it shows how eager I am to get my hands on the files, after having read the documentation etc.

Many thanks,

VS

Posted by Von Stalhein at 2007-05-28 09:20:05    Voted 10.00 on 05/31/07
From the documentation I've read, this system looks fantastic - however, unfortunately I am unable to import it into my module. When I attempt to import the file, it tells me it cannot create the file "." in the /temp0 folder of NWN's module directory. I have never seen this error before, and it has me rather befuddled - if there is a fix for it (or perhaps a re-uploading of the system) I would be most appreciative.

Thanks,

VS

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