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NWN SCRIPTS

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Title  PCNT - Persistent Containers
Author  Knat
Submitted / Updated  06-16-2003 / 11-22-2006
Category  Database Related
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Item Storage
Includes  BioWare Standard
Description
PCNT - Persistent Container Scripts by Knat

update to 1.1, fixed even more exploits and some bugs

this code got developed during the database beta time...

features:
  • does only need one database call to read or write a complete inventory.
  • easy to customize and flexible
  • you can specify a container capacity limit just by changing the WillSafe property of your placeable
  • you can specify how a container gets indexed by changing the ReflexSafe property:
  • optional caching included (greatly reduces database usage to a minimum)
  • you can block items based on TAG or base item type
  • works with every itemtype now
  • advanced anti-exploit mechanisms
  • multiplayer compatible
  • uses a hashed index to overcome the 32 char limit of sVarName
  • modular code, easy to expand or change...
see readme.txt and script headers for more info. check pcnt.mod for a quick demonstration

Files

NameTypeSizeDownloads
pcnt.zippcnt.zip
Submitted: 06-16-2003 / Last Updated: 06-27-2003
zip28.59Kb2347
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Comments (27):

1 2 3

Posted by _Knat at 2004-02-0805:42:00    
i will soon release a major update to this script, which fixes a few dupe/exploit problems and some other quirks.. stay tuned...

Posted by Silverti at on06/12/04
Well, I have been using this for a long time and now the bugs are really comming out. Right now, if I open a chest, anotehr player will click on it and get the "locked" status. So while he is keeping it open, I can then pick it and get into his stuff (actually it dup's). _________________________ Creater / Designer / Host Adventure Island 1: NWN Adventure Island 2: NWN2 Link

Posted by mynzai at 2003-09-1719:11:00    
Yeah, some of my items do not get stored. Looks like 'custom' ones. Not sure if they have a resref, but if it's custom it won't be in .2da, is that right? Is there anyway to get it to work with requiring resref strings? Such as storing the object? I know it's 'less' efficient, but i'd rather have it working. Any thoughts? otherwise great work Knat! m

Posted by Knat at 2003-08-0404:11:00    
@Vain: yes, works fine with custom items @howdie: items without a resref get rejected for obvious reasons (i convert items into strings and a resref is a critical part of those item informations i need. storing them as strings is a lot more efficient compared to storing them as complete objects). but you should not have a problem with items aquired after version 1.30 because bioware fixed most/all of the blank-resref problems. gold HAS a resref and gets stored properly (it_gold if i remember properly)..

Posted by Vain at 2003-07-2911:01:00    
Hmmm... is this supposed to work with custom items?

Posted by HOWDIE at 2003-07-1308:01:00    
edit: *** WITHOUT a resref WONT be stored

Posted by Howdie at 2003-07-1307:23:00    
i think you should warn people that items with a module res ref wont be stored .. eg GOLD :(

1 2 3

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