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NWN SCRIPTS

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Title  Supply Based Rest V1.2
Author  Demetrious
Submitted / Updated  06-17-2003 / 11-22-2006
Category  Rulesets
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Classic PnP
Includes  BioWare Standard
Description
This is a supply based rest system. There are two methods to rest using this system: 1) Restful beds, cots, bedrolls - These objects will ALWAYS allow a player to rest. It is assumed that there is ample food/water (supplies) near the location of the bed. 2) Supply kit resting (or woodland kit resting) - Using this item will create a campfire that players may use to rest. For roleplaying, the kit contains all supplies needed to rest and these are used while the players rest. Now SoU compatible - simply lay down a BW rest trigger to include this new feature. Also includes a DM Rest Widget and a new LogMessage system for total control over resting and feedback. Version 1.2 requires you to hit 'r' twice as a safety measure and will allow you to use 'r' to use a nearby 'restful' placable.

Files

NameTypeSizeDownloads
SupplyBasedRest_V12.zipSupplyBasedRest_V12.zip
Submitted: 06-17-2003 / Last Updated: 10-17-2003
zip80.74Kb1357
--
SCORE OUT OF 10
9.94
6 votes
View Stats
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Comments (24):

Posted by Jackal_GB at 2009-02-17 17:15:07    Voted 10.00 on 02/17/09
A really great system. I used this back in '04 on my PW. I'm re-launching my PW mod in the near future and with all the different resting systems I could choose from...SBR is still the best!

Jackal
_________________________
Overhead Placeable Water

Posted by rathsrants at 2006-10-27 07:37:49    Voted 10.00 on 10/27/06
Very easy to use and impliment.
_________________________
The Dirty Dwarf

Posted by Dahaka at 2005-04-13 13:34:00    
You mentioned in the readme that there was an erf file sbr_acttag that we could use if our module used tag based scripting. Where can I find that?

Posted by Terame at 2004-12-28 16:31:23    Voted 9.75 on 12/28/04
Very nice script. Easy to use and impliment

Posted by Scrotok at 2004-11-23 23:49:00    Voted 10.00 on 11/23/04
This is supremely cool. Thanks!

Posted by Scrotok at 2004-11-23 23:46:30    Voted 10.00 on 11/23/04

Posted by NWN Fan ( 192.139.xxx.xxx ) at 2004-07-26 08:56:00    
I just downloaded this and tried it out. I love it but where are the supply kits? How do you make a campfire? Point #4 in the readme file states:

// #4: Add the kits to some stores and place restful objects in your inns.

I checked the custom placeables and custom items in the module provided and there are none to be found?

"If you are not near a restful object then you must use a supply kit to build one. Using a supply kit will create a temporary Restful Campsite that will last several minutes. There are two ways to use a supply kit. You can either right click on the kit and activate the item, or you can hit the rest button (or press 'r') twice in rapid succession.

There are two kinds of supply kits: regular kits that anyone can use and woodland kits that are lighter/cheaper but can only be carried by rangers or druids. You cannot carry a woodland kit unless you are a ranger or druid."

Where are they?

Posted by demetrious at 2004-03-12 19:45:00    
Error:

if (GetDistanceBetween(oMon, oPC)

Posted by demetrious at 2004-03-12 19:45:00    
Error:

if (GetDistanceBetween(oMon, oPC)

Posted by demetrious at 2004-03-04 14:28:00    
One known bug:

If you use a kit directly and there is a monster within 30 M (BW cutoff) - you will loose the kit.

*******code*******
object oMon = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, oPC, 1);
if (GetDistanceBetween(oMon, oPC)

Posted by Old_Scores_Transfered at 2004-02-20 10:29:27    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 4 that made this score of 9.75 then rounded to 10.

Posted by Demetrious ( ..xxx.xxx ) at 2003-10-17 09:01:00    
Just couldn't help yourself from cuting and pasting the readme in here could you :)

Posted by whistler ( ..xxx.xxx ) at 2003-10-17 08:14:00    
Here's a complete list of the changes.

v1.1 to v1.2
- Cosmetic module changes: made the signs, door and merchants plot so they couldn't be destroyed and screw up the tutorial.
- Revamped the documentation and installation instructions.
- Changed "IsDM" checks to check for DMPossessed creatures. The system will treat DM possessed creatures the same as DMs.
- Added a module OnUserDefined event for players resting so that you can easily extend the rest system without touching the code.
- Changed interface so that players have to hit 'r' or the rest button twice to enable the "automatically use supply" feature. In live play some players would accidently hit R because they forgot to press enter before they started typing. This solves that issue.
- Hitting the rest button when you are near a "restful" object will automatically use that restful object instead of a kit. In live play some players who were not used to the system would try a normal rest and accidently use another kit. This solves that issue.
- Changed it so that woodland kits are not destroyed when picked up by non-ranger/druids. Now they will be dropped. In live play some players would accidently destroy woodland kits by picking them up. This solves that issue.
- Modified the store conversations to reflect the changes.
- Version 1.1 was tagged as requiring SoU. Version 1.2 can be used by anyone -- regardless of whether they have SoU.

Posted by Demetrious ( ..xxx.xxx ) at 2003-10-17 05:33:00    
Updated to Version 1.2.

Main change is now you can simply hit 'r' and if you are nearby restful object, you will rest. If you are not nearby a restful object you will receive a message asking you to hit 'r' again to build a campsite. Serves to make the system closer to the default BW and should eliminate "accidental" use of a rest kit by a player forgetting that this system is in place and hitting 'r'.

Few other more subtle changes and added a few other features like a journal entry for a description and a user defined event to allow you to do things like dreams or whatever without altering this code whatsoever.

See the readme for more details.

Thanks to OldManWhistler for work with this update.

If we broke something "improving" it - let me know and I will fix it ASAP.

Posted by Demetrious ( ..xxx.xxx ) at 2003-09-10 13:57:00    
Of course... :) Yes.... Once a player makes camp that camp is usable by anyone. It has a built in delay to vanish after around 5-6 min simulating that after some period of time the supplies for that site would be used or consumed.

They are weighted and balanced for an entire party. IE the party might be able to hold 4 kits (some players may NOT be able to hold equipment and the supply kits at all) but using this example all players could rest at least 4 times - at each camp.

Posted by mynzai ( ..xxx.xxx ) at 2003-09-10 07:24:00    
Does this system allow many players to rest near one camp? Or does each player have to have a kit and when they all rest, there is a campfire for each one?

Thanks!-

Posted by Demetrious ( ..xxx.xxx ) at 2003-09-09 19:24:00    
I would point you to the official forums to the scripting section for basic onactivate questions. Glad you like the system.

Posted by Aghar ( ..xxx.xxx ) at 2003-08-04 06:44:00    
Very nice system. Good work.

Posted by whistler ( ..xxx.xxx ) at 2003-07-19 10:04:00    
Elvisman:

SoU includes a Bioware Rest Trigger that requires the player to be in a "safe area" to rest (secure room with all doors closed).

That is what Dem is talking about with the BW Trigger.

Posted by Elvisman2001 ( ..xxx.xxx ) at 2003-07-18 19:21:00    
What do you mean by "if the BW trigger is layed down the players must find a secure region..." ?

Posted by Demetrious ( ..xxx.xxx ) at 2003-07-02 11:47:00    
This is an updated version for SoU. It integrates the new BW rest trigger into the system. No code, just lay down the trigger and now the players must secure the area AND have the needed supplies. Added new DM widget for toggling rest/no rest by party, area, and module. Added a highly configurable message system thanks to OldMan Whistler.

If I broke something "improving" it, let me know and I will fix it.

Posted by Demetrious ( ..xxx.xxx ) at 2003-06-20 06:44:00    
Thank you for nice comments!! I got the expansion and I am integrating the new BW trigger into this system. It will be an additional feature that you can simply "lay on top of" any region if you like. I am also going to include a DM widget to allow or disallow rest system wide.

If you have other ideas, please email me or leave them here. A BIG priority is to keep is simple and compact but I certainly would appreciate thoughts or ideas.

Posted by Valkinost Yurtish ( ..xxx.xxx ) at 2003-06-19 13:12:00    
Wow, very nice idea, definately couldn't ask for much more... if anything at all, siked to use it in the adventure i'm working on, thanks alot. ;-)

Posted by Craedus Stonebeard ( ..xxx.xxx ) at 2003-06-18 14:30:00    
I love the sound of this script. Reminds me of early Might & Magic games (back when they were good :) I will definitely use this script!!! Thanx!

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