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NWN SCRIPTS

- Jump to comments -
Title  PHB Movement Skills 1.02 - Balance, Climb, Jump(3E and 3.5E), Swim and Tight Space(Escape Artist)
Author  OldManWhistler
Submitted / Updated  08-30-2003 / 11-22-2006
Category  Travel
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Transitions
Includes  None
Description
Zip has extensive example module with 2 ERFs.

- does not require hak pak or modify and NWN content.
- base is 1 script, 1 placeable, 1 trigger.
- DM erf has 31 placeables.

Read the script box for more information.


Files

NameTypeSizeDownloads
PHBMoveSkill102.zipPHBMoveSkill102.zip
Submitted: 08-30-2003 / Last Updated: 09-28-2003
zip185.21Kb2412
--
SCORE OUT OF 10
9.55
7 votes
View Stats
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Comments (52):

  1  2 Next>

Posted by Henesua at 2010-12-28 22:21:22    Voted 10.00 on 12/28/10
I'm changing my vote to a ten after reading your documentation. This gets a ten for the documentation alone. Great work there.
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Posted by Henesua at 2010-12-28 22:12:58    Voted 10.00 on 12/28/10
I've used this extensively at Vives, and like it. However I think it is missing a more robust framework for failure with options for transitioning the player to another location or running a custom script during failure. (I do realize the problems with adding yet another bit of data to the tag, but think it owuld be worth it)

That said you've provided a good system to work with, and to build upon. Now that I am building my own mod, I'll look into extending this system or combining it with Nsignificant's Climbing system (which provides a fall location and simulates falling damage based on distance fallen).

With regards to swimming, would be interesting to transition a player to an underwater area should they fail their swim check, and use GOG's underwater rules.

Anyway just some thoughts. Thanks for your contributions to NWN. Its good stuff.
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Posted by jdeavila at 2009-10-29 13:09:19    Voted 9.75 on 10/29/09
nice
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Posted by Deus of the Apocalypse at 2009-07-21 09:26:43    Voted 10.00 on 07/21/09
Nice work "Old Man".
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Posted by Cernunnos at 2008-12-04 11:04:42    Voted 10.00 on 12/04/08
So awesome! And -still- so helpful for a PW designer,like me, who has limited scripting knowledge!

Putting it to good use as we speak in new areas for Lost Isles of Avon-Bryn roleplay PW.

Thanks whistler!!!
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"'Don't you want to join us?' I was recently asked by an acquaintance when he ran across me alone after midnight in a coffeehouse that was already almost deserted. 'No, I don't," I said. - Kafka

Posted by Yersch at 2004-10-18 08:08:44    Voted 9.00 on 10/18/04
Very solid, excellent work!! I experienced these in play the other night, and was VERY impressed. Jumping and climbing were very well implimented.
Keep up the excellent work!

Posted by jen at 2004-07-15 06:26:00    
Another great system! Thanks, OMW! :)

Caution: In the 1.02 I have, the Generic Move Skill Placeable is set Plot, but some of the other pre-made blueprints in the ERF are not.

Posted by Khalek_D_Ariana at 2004-03-23 08:20:00    
That picture does grab attention, doesn't it? :)

Will try this out :D
[Struggling to alter John Covalt's archery scripts since...not long ago...]
[struggling to implement Demangel's dragonrider system since...not long ago...]
[struggling since....birth...]

Posted by MorganQuickthrust at 2004-03-11 20:00:14    Voted 9.00 on 03/11/04

Posted by Old_Scores_Transfered at 2004-02-20 10:29:29    Voted 9.00 on 02/20/04
This is a compilation of the old system into a single score. There were 8 that made this score of 9.12 then rounded to 9.

Posted by Mikael Pajunen ( ..xxx.xxx ) at 2003-12-07 09:51:00    
Whistler: I have already used this great script in Aiar A1 - Chaos and will continue to use it in the future modules of the campaign.

A great bit of scripting, easy to modify (I added some special bonuses & edited the popup messages) and work with.

Anyway, just thought I�d pop in and say thanks. Your work is appreciated.

Posted by Simon Arkle ( ..xxx.xxx ) at 2003-11-13 13:09:00    
Sorry about the triple post everyone!

Posted by Simon Arkle ( ..xxx.xxx ) at 2003-11-13 13:07:00    
Erm.. about my previous comment...
If anyone at all knows how to avoid it, PLEASE email me! If anyone can I'll be very grateful!

Posted by Simon Arkle ( ..xxx.xxx ) at 2003-11-13 13:07:00    
Erm.. about my previous comment...
If anyone at all knows how to avoid it, PLEASE email me! If anyone can I'll be very grateful!

Posted by Simon Arkle ( ..xxx.xxx ) at 2003-11-13 13:07:00    
Erm.. about my previous comment...
If anyone at all knows how to avoid it, PLEASE email me! If anyone can I'll be very grateful!

Posted by Simon Arkle ( ..xxx.xxx ) at 2003-11-13 13:03:00    
For some reason, when I try an action (in the game) a script thing appears at the bottom (says something about beetles and slashing). Can you tell me how to avoid this?

Posted by Drawde ( ..xxx.xxx ) at 2003-11-09 18:45:00    
THIS IS SOOOO MUCH FUN!!!!

Played your test area for 50 minutes just now: don't know why but it is SO entertaining. I jumped up and down and all around... loads of fun. Haven't been so hooked on a script since... never mind. I've never played a test area so long before.

Thanks a ton, Whistler.
Drawde

Posted by Ryel ( ..xxx.xxx ) at 2003-11-02 14:21:00    
I figured it out, just change the failure portion at the end of the script to this and it should function properly. Just check to see if oPC & oFailDest are in the same area, if not it does an ActionJumptoObject(oFailDest).

//------------------------------------------------------//

// FAILURE
if ((iRank + iRoll + 5) >= iDC)
{
// Perform animations and look for a destination.
object oFailDest = MSGetDestination(sDestTag+"F", FALSE);

if ((GetIsObjectValid(oFailDest))&&(GetLocation(oFailDest))==(GetLocation(oPC))) AssignCommand(oPC, MSDoMovementAction(iSkill, oFailDest, TRUE));
// Let the player know what they rolled.
FloatingTextStringOnCreature("*"+GetStringUpperCase(sSkillName)+" FAILURE* "+sRoll, oPC, FALSE);
// Make the nearby people aware of the result. In playtesting the players liked this feature.
AssignCommand(oPC, ActionSpeakString("*FAILURE* on "+sDifficulty+" "+sSkillName));

// If oFailDest is in a different Area //

if((GetIsObjectValid(oFailDest))&&(GetLocation(oFailDest))!=(GetLocation(oPC))) AssignCommand(oPC, ActionJumpToObject(oFailDest));
else AssignCommand(oPC, MSDoFalldown());
DelayCommand(2.0, AssignCommand(oPC, MSDoFalldown()));
// Let the player know what they rolled. //
DelayCommand(3.0, FloatingTextStringOnCreature("*"+GetStringUpperCase(sSkillName)+" FAILURE* "+sRoll, oPC, FALSE));
// Make the nearby people aware of the result. In playtesting the players liked this feature.
DelayCommand(4.0, AssignCommand(oPC, ActionSpeakString("*FAILURE* on "+sDifficulty+" "+sSkillName)));

return;
}


// CRITICAL FAILURE

// Perform animations and look for a destination.
object oFailDest = MSGetDestination(sDestTag+"F", FALSE);
if ((GetIsObjectValid(oFailDest))&&(GetLocation(oFailDest))==(GetLocation(oPC))) AssignCommand(oPC, MSDoMovementAction(iSkill, oFailDest, TRUE));
// This is a critical failure so the player will take damage.
int iDmg = MSGetDamage(iSkill, iMaxDmg, oPC);
if (iDmg > 0) AssignCommand(oPC, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(iDmg, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_FIVE), oPC));
// Let the player know what they rolled.
FloatingTextStringOnCreature("*"+GetStringUpperCase(sSkillName)+" CRITICAL FAILURE* "+sRoll+". Took "+IntToString(iDmg)+" damage.", oPC, FALSE);
// Make the nearby people aware of the result. In playtesting the players liked this feature.
AssignCommand(oPC, ActionSpeakString("*CRITICAL FAILURE* on "+sDifficulty+" "+sSkillName));

// If oFailDest is in a different Area //

if((GetIsObjectValid(oFailDest))&&(GetLocation(oFailDest))!=(GetLocation(oPC))) AssignCommand(oPC, ActionJumpToObject(oFailDest));
DelayCommand(2.0, AssignCommand(oPC, MSDoFalldown()));
// This is a critical failure so the player will take damage.
if (iDmg > 0) AssignCommand(oPC, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(iDmg, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_PLUS_FIVE), oPC));
// Let the player know what they rolled.
DelayCommand(3.0, FloatingTextStringOnCreature("*"+GetStringUpperCase(sSkillName)+" CRITICAL FAILURE* "+sRoll+". Took "+IntToString(iDmg)+" damage.", oPC, FALSE));
// Make the nearby people aware of the result. In playtesting the players liked this feature.
DelayCommand(4.0, AssignCommand(oPC, ActionSpeakString("*CRITICAL FAILURE* on "+sDifficulty+" "+sSkillName)));
return;
}

//------------------------------------------------------//

Posted by Ryel ( ..xxx.xxx ) at 2003-11-01 18:19:00    
Hello!

Nice script. I ran into one complication and am trying to find a workaround. I was trying to make a jump over a canyon and have the fail waypoints in a seperate area so if the person fails the jump, they would fall into the canyon and take appropriate damage. Only problem is that on failure, it gives the fail message and I believe tried to do the animation and froze the game. I don't think it's inter-area friendly. Is there an easy way around this?

Thanks!

Posted by whistler ( ..xxx.xxx ) at 2003-10-13 13:39:00    
Thanks Nissa, in the immortal words of Talking Barbie: "Math is hard". :)

Posted by Nissa_Red ( ..xxx.xxx ) at 2003-10-13 05:14:00    
I just wanted to confirm what Lareal said :

> He noticed that when you performed the high jump (I have
> a series of them) the east-west coordinates are messed
> up. So...when you are actually heading east, you get a
> west message, and vice versa.

Since I am also an adept of your scripts, I corrected it in my module :

string MSGetAngleBetween(object oDestination, object oPC)
{
float fAngle = VectorToAngle(GetPosition(oDestination) - GetPosition(oPC));
AssignCommand(oPC, SetFacing(fAngle));

switch ( FloatToInt( fAngle / 22.5 ))
{
case 0: return "East";
case 1:
case 2: return "North east";
case 3:
case 4: return "North";
case 5:
case 6: return "North west";
case 7:
case 8: return "West";
case 9:
case 10: return "South west";
case 11:
case 12: return "South";
case 13:
case 14: return "South east";
case 15: return "East";
}
return "";
}

Please keep up the good work, and thank you for the script =)

Posted by whistler ( ..xxx.xxx ) at 2003-10-12 21:32:00    
High praise indeed :)

Thanks for noting this behaviour. I'll see how much of it I can reproduce and fix.

Posted by Danmar ( ..xxx.xxx ) at 2003-10-12 14:59:00    
I'm not sure that it would actually. I had a hell of a time trying to jump some players. The scenario was a high power mage catches up to them and knocks them out and then while they're laying on the ground guards come and haul them off to a prison cell.

Because neither actionjump or straight jump would work while they were prone, sitting, kneeling, meditating, in the end I cast blindness and paralysis after the initial knockdown effect on them, sent them textual descriptions every 5 seconds or so telling them what was happening. Then timing it just so, I did a jumptoobject .5 second after the para and knockdown wore off and they'd stood up again. It was the only way I could get them accept the jump command. It was almost as if the act of standing up/the anim loop ending cleared their action queue and on top of that neither jump command worked if they weren't standing.

I can almost swear I've jumped knocked down players in the past so this might be new behavious with a patch post 1.29.

Oh another thing that's odd. The on enter event doesn't seem to trigger after doing a animation appear and fall down.

I have a couple of jumps that trigger a custom spawn system on the encounter and they never trigger until the player moves after entering the trigger area using the appear animation and fall down. If they don't fall down then the event fires.

Just quirky. :)

Very nice system if I didn't say so before. I'm using several other of your systems, mostly frankensteined into my own stuff but this one went it untouched which is unheard of in the LOK campaign in regards to imported materials. :)

Posted by whistler ( ..xxx.xxx ) at 2003-10-11 19:46:00    
Thanks Danmar. I wonder if replacing ActionJump with a straigh t Jump would fix that as well. I've noticed that ActionJump isn't nearly as reliable as Jump.

Posted by Danmar ( ..xxx.xxx ) at 2003-10-11 14:20:00    
I ran into an odd snag with using the F waypoints. Basically it just wouldn't do the jump to object but would rather play the animation (I was testing Climb) and then fall down where the character was standing when they used the object. Debug statements I added assured me it was finding the failure waypoint but it simply wasn't doing the jump. Now a couple weeks ago I noticed when I was writing a long scripted sequence to knockout and capture some players that its impossible to jump a character thats not standing up. lying prone, kneeling etc cause the jumptoobject to fail. i.e. if its in any animation loop at all it will simply not jumptoobject. I don't know if its a new 'feature' or was always this way.

I modified the playanimation lines for the various failure moves that have them like so:

PlayAnimation(ANIMATION_FIREFORGET_DODGE_SIDE,1.0,0.75);

i.e. setting them to play for 3/4 of a second, the delay on the actionjump is at 1.0 seconds.

And voila they work for me.

It 'appears' that the animations were slightly overlapping into the actionjumptoobject command even though its an action statement and in theory should follow the animation and was causing it to break because of the aforementioned bug.

The successful movement rolls worked fine because there was no animation being played.

I don't know if this affects many or any others but thought you might want to know about it.

Posted by whistler ( ..xxx.xxx ) at 2003-10-09 07:39:00    
That's kind of.. weird. Can you do me a favour and check to see if you get similiar results with the other skills?

All of the skills should use the same code for the direction stuff, so they should either all have that bug, or none of them should have that bug.

Posted by lareal ( ..xxx.xxx ) at 2003-10-09 04:09:00    
I have a question. I am using this for my module, and love it to death! :)

With that said, one of my beta testers noticed something, and either it is a scripting thing, or I am doing something wrong. Either way, I tried looking at your script, but It's all gibberish to me (way out of my league atm).

He noticed that when you performed the high jump (I have a series of them) the east-west coordinates are messed up. So...when you are actually heading east, you get a west message, and vice versa.

I checked it, and noticed the north-south message was right on the dot, so I'm confused. Any suggestions?

Posted by Richard Cranium ( ..xxx.xxx ) at 2003-10-01 15:45:00    
Heh, so I guess the question would be: where does the corpse end up? Perhaps you could design a way to have it randomly wash up on some shore? Even in a different zone? That would be funny.

I know some people bury placeables, is it feasible to fake an animation by submerging a player in water and inching him along for the swim? It�s probably more trouble than it�s worth, but it would be interesting to play with.

Also, when can we expect a malicious �silo full of grain� trap from you? =P

Posted by whistler ( ..xxx.xxx ) at 2003-10-01 13:50:00    
Richard, no offense taken. I agree that people die from drowning all the time in real life. :) And it turns out that you're right, I misread the 3E rules and got the subdual fatigue damage confused with damage from drowning.

I'm really not sure how to implement drowning though without conflicting with existing death systems. One of the disadvantages to this system is that it is really just transitions from A to B... there is no per round check. And even then, there would be no mechanism for other party members to save a drowning player.

I'll consider adding another Swim skill that more closely follows the 3E rules by using the max damage field as the number of rounds of successful swiming it would take to cross the transition.

From the 3E rules on Swim Skill:

Check: A successful Swim check allows the character to swim one-quarter of the character's speed as a move-equivalent action or one-half the character's speed as a full-round action. Roll once per round. If the character fails, the character makes no progress through the water. If the character fails by 5 or more, the character goes underwater and starts to drown.

If the character is underwater (whether drowning or swimming underwater intentionally), the character suffers a cumulative -1 penalty to the character's Swim check for each consecutive round the character has been underwater.

Each hour that the character swims, make a Swim check against DC 20 or take 1d6 points of subdual damage from fatigue.

From the 3E rules on Drowning (Environment section):

Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a Constitution check (DC 10) every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she dies.

It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.

Posted by Richard Cranium ( ..xxx.xxx ) at 2003-10-01 13:13:00    
Whistler,

This looks very promising. I can�t wait to give it a whirl. Just a question for you, so please don�t take this as a flame because it�s not: what was your determination for making drowning damage non-lethal? I saw in one post you mentioned that E3 rules determined that one couldn�t die from drowning. I can respect your remaining true to a system, or that the game engine design may make it very difficult to implement death via drowning. I just have to point out that people die from drowning all the time. With a background in lifeguarding I can�t help but see that as ridiculously asinine. It takes a great deal of technology to make people amphibious. =P

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