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NWN SCRIPTS

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Title  Sulik's Tools RELEASE (Scheduler / Chemistry lab / Gossip Center / Wandering monsters / Soul system)
Author  Sulik (Sami Boustani)
Submitted / Updated  08-29-2002 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
Format  Module and Code
Type  Type - Other
Includes  BioWare Standard
Description
This set of scripts contains :
-scheduler : Npcs who aren't static, they can go to bed, wander, mine, smith, extract resources (and putthem in their shop)....
-gossip : some kind of messageboard, also great for adding life to a place. Npcs will react to customizable keywords and record the rest of the sentence in the closest gossip center. They will then repeat them at random.
-wanderers : Npcs who travel to predefined waypoints, and use them when possible. A kind of light version of the scheduler. Great for monsters and travellers.
-chemistry: make your own armors and weapons (or whatever actually!), easy to set up and use.
-soul system: play a monster or an animal. This is still in devellopment.

Files

NameTypeSizeDownloads
Anduril.zipAnduril.zip
Submitted: 08-29-2002 / Last Updated: 09-09-2002
zip531.62Kb2186
--
SCORE OUT OF 10
9.5
2 votes
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Comments (24):

Posted by Terame at 2004-12-20 01:15:09    Voted 10.00 on 12/20/04
Keep up the good work, I found this very useful

Posted by Old_Scores_Transfered at 2004-02-20 10:29:14    Voted 9.00 on 02/20/04
This is a compilation of the old system into a single score. There were 11 that made this score of 8.91 then rounded to 9.

Posted by Sulik ( ..xxx.xxx ) at 2003-12-22 04:53:00    
Iphgix : quite some time ago... but i've just reinstalled NWN. I may continue this mod, ot sure though

Posted by Iphgix ( ..xxx.xxx ) at 2003-11-26 07:43:00    
Hey Sulik, when was the last time you played on a mud? Nice scripting, BTW

Posted by sulik ( ..xxx.xxx ) at 2003-11-11 02:05:00    
hi, everybody!


Now about version 1.30, I haven't tested it recently. Still it should work... anyway you can always use this as a template for your own scripts. I think I did a bit too much at the same time, so you should think of taking just what you need. This requires a bit of programing knowledge.


I hope these scripts have been helpful, I had a good time programming them, and they helped me learn about scripting as a whole. Now I am making my own games, so I can't really go back to nwn... So feel free to use and change and add anything you want.


I'm just glad if it makes your world more lively.

Posted by Unknown Speaker ( ..xxx.xxx ) at 2003-06-29 07:44:00    
For some reason the creatures are not following the schedule... Is these scripts compatible with the 1.30 patch?


Posted by Unknown Speaker ( ..xxx.xxx ) at 2003-06-26 13:33:00    
These scripts are the best! Thanks for making these!

Posted by Xanas ( ..xxx.xxx ) at 2002-10-17 11:44:00    
I am not using this yet but I just want to say from having

played an early demo of it, this is really great work. Hope

this system is still being worked on.

Posted by Gatos ( ..xxx.xxx ) at 2002-09-17 08:10:00    
Thanx got it working ... as I said this is a great script,

a must have. I used it to animate my town. Also compined

the patrol system with some torches around the town and one

guard ligths them on of at specific times.


Thanx again

Posted by Sulik ( ..xxx.xxx ) at 2002-09-16 23:21:00    
Right, dont worry. An include file isnt supposed to

compile, it is included in other files then compiled.If you

change any of the includes, this will make an error saying

they weren't compiled. This is great, cause you dont want

them to.


The includes should have a different extension, but I didnt

find how to change it. If someone knows, then id love to

hear about it.


Someone recently told me this problem can be avoided by

putting a startConditional() function in the file. It then

compiles without error. But, first you dont need it to

compile. Second, you would have some code in double in your

program and one of the copies would never be used.


So chill out, the errors are meaningless as long as they

concern any file ending with _include.


Posted by Gatos ( ..xxx.xxx ) at 2002-09-16 20:32:00    
Great script :)


Runned into some errors though (maybe casue I'm new in

using scripts)


The first time I runned the script (schedule) all worked

fine. Then I changed an NPC schedule by editing

sb_sched_spawn. What I changed is this


...

if (tag == "NW_NEVMILITIA") {

SetLocalString( OBJECT_SELF , "SC_00" , "MPE_TORCH")

...


to this


...

if (tag == "NW_NEVMILITIA") {

SetLocalString( OBJECT_SELF , "SC_00" , "MPE_TORCH_00")

...


now when I try to compile it it sais no void main() was

found and when I run the mod none of the NPCs react to

there schedule :\


Think u can help me ?

Posted by Sulik ( ..xxx.xxx ) at 2002-09-16 06:36:00    
As I told you in the mail, you need to modify the

userdefined script if you want the key sentence to be

recorded as well (or everything to be recorder). You should

look for tutorials on listening patterns, so you see the

options available to you.


Thanks for your proposal to help me on the module. You are

very welcome. If someone else is interested, please mail me

(or Onda) so we can make something in common.

Posted by Ondaderthad ( ..xxx.xxx ) at 2002-09-15 21:50:00    
I have been trying to change the "Did you know that" in the

scripts.

It works if I change it to "/" for example. (it's faster to

type when testing) Then I found that the Gaia NPC has a

different script with the phrase.

In the next version could you put those as variable in a

global include file? It helps to customize the system.

Also I wasn't able to make the gossip record "everything".

Do you have to change the string to " **" (a space) or "**"

(nothing)

I want to test the system with the gossiper recording every

line of chat used by players.


On a different note, if you need help developing this great

system, let me know. I might not be able to do much on the

script side of things but I have been known to design some

decent area maps. (email me with details of where you want

this system to go and where I could fit in)


Posted by Sulik ( ..xxx.xxx ) at 2002-09-11 12:00:00    
Right Onda, I'll put the verson in the title. This one

(probably the 7th or 8th update) i'll call the release.

Cause it seems to work fine. Its much lighter than the

others. Better get it, it is more practical and faster.


Now Mr Bungle, I admit I was using some rethoric in there.

Mea Culpa (Damn!! Grampy Bone don like me speakin like

dat!). You will decide what the npcs react to. The default

reacts to "Did you know that". But you can put anything you

like in there. I guess a drunkard should record anything a

PC says with "beer" or "ale". This can be used as a kind of

bulletin board, or as a way to suprise Pcs (just record

anything that starts with "I" or just anything they say).

Of course this can also be used by the DM =)

Posted by Ondaderthad ( ..xxx.xxx ) at 2002-09-11 00:06:00    
Very good and very useful set of routines.


Could you indicate which version number this is.

I downloaded the file when it first appeared here but there

was nothing about a gossip system.


Posted by Mr. Bungle ( ..xxx.xxx ) at 2002-09-10 17:04:00    
For gossip, is it things PCs say? Also, what makes a sentence

"interesting" for it to be repeated? How does that script work?

Posted by Sulik (and Grampy Bone) ( ..xxx.xxx ) at 2002-09-01 23:27:00    
Grampy Bone asks Sulik why BlackFang puts a capital at

every word. He notices the shift key got broken in the

middle of the message. Voodoo spells at work.


Oh.. and Grampy Bone will let BlackFang know when he gets

to 499th download so he can get dl #500, as he seems to

enjoy round numbers. Maybe shift key will start working

again.


Grampy says extra Voodoo blessings will be granted to

anyone who gets a download number that ends up with a 0, a

3 or a 7.

Posted by Blackfang88 ( ..xxx.xxx ) at 2002-09-01 19:53:00    
WOOOHOO 400TH Download I'll Comment When I Actually Have

Time To Test My Module But That May Not Be Soon....

Thanks For The Script i really Admire it when someone share

there stuff without needing somthing in return except for

comments to make it better

Posted by Anonymous ( ..xxx.xxx ) at 2002-09-01 19:33:00    
right.. the zip was updated

Posted by Sulik ( ..xxx.xxx ) at 2002-09-01 15:44:00    
Right .. I keep messing up with the new versions upload.

So here are the file sizes, so you know what version you

are downloading...

version 1 is 94kb

version 2 is 204kb

version 3 is 164kb and is the current version


I you dont get version 3, I'd advise you to wait until the

site gets uploaded. Cause this one is really better.


What you can see rightnow in the code textbox is the

beginning of the zip file.. Im not sure it will help you

to learn scripting.. maybe if you translate it in

hexadecimal and study it you 'll learn about winzip, but

that wasnt the point.....


Posted by Fallout43 ( ..xxx.xxx ) at 2002-08-31 15:31:00    
Excellent work Sulik. You've just made my town "animate" =)

Posted by Rothgar ( ..xxx.xxx ) at 2002-08-31 12:46:00    
Grampy bone be sayin we and I rest here.


Nice work Sulik.

Posted by Sulik ( ..xxx.xxx ) at 2002-08-30 07:55:00    
Well... I've just uploaded a new version containing a

readme and some new stuff, but neither the description not

the zip file have changed on the site... Maybe it's just

very long.......... If you get a 94k zip, then you've got

the old version. I'll mail the webmaster if thenew version

is notonline tomorrow.

Posted by Velmar ( ..xxx.xxx ) at 2002-08-30 06:47:00    
Might be some things in it I need, I`m just working

on a village and into commoner behavior.

Just took a look at the module - nice work so far.

Maybe you should add a post with some explanations

on what happens when.


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