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NWN SCRIPTS

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Title  Random Treasure System (Dynamic Item Properties) - RC1
Author  Todmaerin
Submitted / Updated  01-05-2004 / 11-22-2006
Category  Scripting routines
Expansions  HOTU-1.66
Format  Module and Code
Type  Type - Rewards
Includes  BioWare Standard
Description
Summary : random treasure generation system utilizing dynamic item property application via the scripting controls in HotU. Suite includes all item blueprints, modified BioWare OnSpawn scripts, and system includes to generate random (and often unique) magic items, crafting materials (excepting trap construction), gems, potions, scrolls, wands/staves/rods, and magic containers.
-Demo module set up for DMs and/or players to violate.. erm use.
**Updated RC1
Requires NWNX2 for naming functionality although database connectivity is not necessary. Dramatically improved performance. Demo module included is the former RTS 8.1.1 demo due to the new NWNX requirements, but will give you the gist of the system's capabilities. See the about_rts.txt for full information and installation instructions.

Files

NameTypeSizeDownloads
RTSRC1.rarRTSRC1.rar
Submitted: 01-05-2004 / Last Updated: 08-18-2005
rar227.13Kb562
WinRAR archive contains RC1 importable .erf, old RTS Beta 8.1.1 demo module, about_rts readme.
SCORE OUT OF 10
10
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Comments (30):

1 2 3

Posted by chris421 at on08/28/05
Amazing work!!! But I've stumbled onto a major prodblem when using the PRC Compiler. When I compile either the example mod, or the example mod updated with the RC1 ERF, I get a STACK UNDERFLOW in globaltreasuremo (OID 80000000). Any ideas before I compile your stuff in debug mode and shoot it myself? Thanks. Voted a 10 regardless. Impressive work.

Posted by chris421 at on08/28/05
Amazing work!!! I did notice however that when compiling your example module with the PRC Compiler, any attempt in-game to do anything with the Global Treasure Modifier results in a "Script globaltreasuremo, OID: 800000000, Tag:, ERROR: STACK UNDERFLOW" error. Any ideas before I try mucking with the script debugger?

Posted by Inari at 2005-08-1812:48:47    
*Does a joyous happy dance, and gives Todmaerin a hearty clap on the back.*

Posted by Braendilius at 2005-08-1716:32:54    
Release Candidate 1 has just been uploaded. I'm sure there are a few lingering bugs with itemproperty application and the naming routine-- if you stumble across any, kindly drop me an email and I'll get to correcting them.

Posted by inari at 2005-08-1022:07:20    
Sounds sweet, I can't wait :) Question, will your system assign weaponspells/armorspells (ie: onequip, or onhit spells)? While I've puttered with your system quite a bit, haven't playtested it heavily, mostly been trying to get it to work with my favorite module (chainmail), which it won't (argh) as kadamait has written all of these custom loot scripts and I'm not half the scripter required to patch your stuff in, sigh. I'll keep pluggin at it though, what I lack in talent I make up for in stubborness :)

Posted by inari at 2005-08-1022:01:26    
Sounds sweet, I can't wait :) Question, will your system assign weaponspells/armorspells (ie: onequip, or onhit spells)? While I've puttered with your system quite a bit, haven't playtested it heavily, mostly been trying to get it to work with my favorite module (chainmail), which it won't (argh) as kadamait has written all of these custom loot scripts and I'm not half the scripter required to patch your stuff in, sigh. I'll keep pluggin at it though, what I lack in talent I make up for in stubborness :)

Posted by inari at 2005-08-1020:39:10    
Sounds sweet, I can't wait :) Question, will your system assign weaponspells/armorspells (ie: onequip, or onhit spells)? While I've puttered with your system quite a bit, haven't playtested it heavily, mostly been trying to get it to work with my favorite module (chainmail), which it won't (argh) as kadamait has written all of these custom loot scripts and I'm not half the scripter required to patch your stuff in, sigh. I'll keep pluggin at it though, what I lack in talent I make up for in stubborness :)

Posted by Braendilius at 2005-08-1006:39:21    
Hey there Inari! That's great news :) I'll probably still include a SQL switch with included storage, just for giggles. In the rewrite so far, I've managed to increase nw_c_default9's performance by a factor of 6-- its down to about 18ms execution which includes item naming in the creation process. As of now, the following will be required for the next version of RTS: NWNX2 Dazzle's NWNX functions module NWNX Hashset While NWNX is required, database connectivity is not necessary at this point. All said and done, I hope to have the update polished and released late next week.

Posted by Inari at 2005-08-0917:10:21    
Actually, you can ignore the request for sqlite from me now, after 9 months of messing with mysql, it actually finally freaking works! :) But thank you for consideration to the plight of the databasedly challenged just the same :)

Posted by Braendilius at 2005-08-0610:30:54    
@Anonymous: When I get around to the persistent storage to include in the system, I'll play around with how well SQLite handles blobbing for item storage. If there aren't any issues there, I'll add a toggle in the config for MySQL/SQLite usage. The naming function (which is about 60% complete) requires NWNX2 to be running with Dazzle's NWNX Functions module to work-- you do not need to bounce the items into a database to manipulate the name. I'm trying to overcome the challenge of feeding the naming function into a valid identify/examine action; if worse comes to worse, players will be able to identify the class and attributes of an item (eg. "Major Magic Dagger with ItemProperty X, Y, Z"), then hire a lore master to research its actual name (eg. "Glimmering Dagger of Haste".) Cursed items will work in much the same way, although a named item will be renamed OnEquip when the curse is discovered. If anything changes in this department, I'll be adding more curse effects. Anyway, I've got my work cut out for me. Hope to release soon! -Tod

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