This is a very simple script to allow players to efficiently store items using the Bioware campaign database. It is easily extendable via the user defined functions.
If you are running a large scale PW then use NWNX2 instead because the Bioware campaign database does not scale well at all.
How it works: - There is a visible chest placeable. - When the chest placeable is used, it really opens an unique invisible object inventory for that player that is only accessible through the main object. This prevents other players from stealing. - Items are transfered over to a creature on database reads/writes to minimize DB size and DB access time.
Zip includes example module and erf. See script box for more details.
Posted by Theseos at 2007-11-01 12:54:53 Voted 10.00 on 11/01/07
Can anyone please help us reset database memory of the persistant chests?
We are running this script on our PW ; and need to reset persitant inventory for a partial server wipe. Server Admins can't find the right command line. (PW : Playzen-Nordock NTFM public server)
Looks like OldManWhistler hasn't been around for some time now. . .
Posted by Leomist ( 86.72.xxx.xxx ) at 2006-05-10 08:00:56
i did it with my mod, but the only problem i have with this chest script is DM's can not see what players are putting in there. so for a PW this is not a good thing.
and if you want to set the tag to it's self use another chest system this is for personal player storage, not wide range storage.
- Leo -
Posted by Nizeil at 2006-04-26 10:49:53 Voted 9.25 on 04/26/06
Very good, thank you. _________________________ It's not important what you achieve in your life. What is important is that what you leave behind when you die.
this is probably REEEALY off topic but...i just want to say that the movie Krull scared the shit out of me...it was those evil poeple eys, when they went black!. this random post was inspired by Krull_ _________________________ Absolution at the sight of your demise, i know what i must do, CHOKE - Rain, Trivium
Why have you forsaken me, in your eyes forsaken me,in your thoughts forsaken me,in your heart Forsaken Forsaken Me - Chop suey, System of a down
Rise Throw away the charade of your life, let the flame of my heart burn away your complacence tonight, i command you to rise - Disturbed, Rise
this is probably REEEALY off topic but...i just want to say that the movie Krull scared the shit out of me...it was those evil poeple eys, when they went black!. this random post was inspired by Krull_ _________________________ Absolution at the sight of your demise, i know what i must do, CHOKE - Rain, Trivium
Why have you forsaken me, in your eyes forsaken me,in your thoughts forsaken me,in your heart Forsaken Forsaken Me - Chop suey, System of a down
Rise Throw away the charade of your life, let the flame of my heart burn away your complacence tonight, i command you to rise - Disturbed, Rise
Ah, never mind. I found the problem. The skins were marked as stolen, legacy of someone else's attempt to keep them from being sold to merchants. The anti-pickpocketing script thought the chest creature was stealing them from the PC and the chest script was determined to keep them. The resulting tug-of-war over the skins froze the program.
*rueful smile* I never considered the possibility that a PC might get robbed by an NPC, when I added the script.
I'm having a problem with CNR skins in these chests. Every time I put any into a chest they are all returned to the character as well as stored in the chest. Then the module crashes when either copy of the skin is disturbed. This only happens when CNR skins are stored. I've not had the problem with any other items (so far). The skins do have blueprints.
To clarify my last post, I mean that uses the Bioware campaign DB, so custom objects are stored properly (I'm going to be deploying Vulcano's crafting RSN).
The easiest way to do that is to make it so the chest cannot accept stacked items. True, it does not allow them to place arrows/bolts/potions in there, but who really wants to keep arrows/bolts/potions (things that you really need in battle) in a chest, anyway?
May be a way just to disallow gold, but I'll let OldManWhistler respond to that; haven't seen that command either.
This is a compilation of the old system into a single score. There were 2 that made this score of 6.50 then rounded to 7.
Posted by Anonymous ( ..xxx.xxx ) at 2004-01-25 15:18:00
How do you get it to not allow players to deposit gold? I haven't found any function to check to see if an item is gold or not. Anyone know a way?
Posted by Iphgix ( ..xxx.xxx ) at 2003-11-26 13:14:00
Yeah Whistler great job and I too would like local storage so I can script in innkeepers and the like charging for vault usage in each town I create
Posted by midlife_crisis ( ..xxx.xxx ) at 2003-10-27 02:58:00
Is it possible to modify this, so that it could be used with a bag of holding type thing given to a player on entry to a server?
That would be kind of useful too :P
Posted by whistler ( ..xxx.xxx ) at 2003-09-29 16:52:00
alex: I'll look in to adding that feature.
Posted by Alex Mars ( ..xxx.xxx ) at 2003-09-29 16:37:00
Is there any way to use this to have separate storage facilities, as in having different banks in different cities? I'd rather have local item storage; if you store it in City A you have to go back there to get it.
Posted by whistler ( ..xxx.xxx ) at 2003-09-27 11:57:00
Hey Krull...
yeah, that is possible if the items hadn't been stored between the player entering them and the server crash.
I'm going to get around to doing an update to support NWNX2 (I'm interested in seeing the performance different) with a configuration option, I'll also reduce the distance the player has to get away from the chest before it stores.
Posted by Krull_ ( ..xxx.xxx ) at 2003-09-27 09:06:00
Hi. It doesn´t seem to save the stuff at server crash... I uploaded you test module, entered, put some stuff at the chests, then went out, crashed the server and brought it back up. The stuff easnt there.
Thanks.
Posted by whistler ( ..xxx.xxx ) at 2003-09-23 12:01:00
Yes, you can store unique items that do not have ResRefs. (this will work with local vault servers). It stores copies of the items rather than the template names. Storing by template names sounds like it would be a rather efficient way to store a lot of items, but you're completely right that you wouldn't be able to handle unique items (and I imagine that items stacks and charges would get all messed up as well if you weren't careful about it).
As for the no drop items, it depends entirely on how you coded your no drop item script. If you are using a no drop item script that uses the OnUnacquired event (which I think most of them do?) then it will work fine since the event will still fire. Your no drop script will work just as well as any other time when a player puts something into a placeable.
Posted by fatgato ( ..xxx.xxx ) at 2003-09-23 11:12:00
Can you store unique items that do not have resrefs? Also was wondering some of the chest I have seen alows you to place no drop items into them ?
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