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NWN SCRIPTS

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Title  Baldur's Gate Style Transitions
Author  The Great Slayer of Gelatinous Cubes
Submitted / Updated  05-10-2003 / 11-22-2006
Category  Travel
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Transitions
Includes  BioWare Standard
Description
This is a method by which builders can create encounters between transitions. This was made to be somewhat similar to Baldur's Gate style map travel encounters. See the readme for complete details and what is included. Feel free to leave feedback or criticism and please vote.

Files

NameTypeSizeDownloads
Baldurs_Gate_Style_Transitions.zipBaldurs_Gate_Style_Transitions.zip
Submitted: 05-10-2003 / Last Updated: 05-10-2003
zip4.76Kb780
--
SCORE OUT OF 10
10
1 votes
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Comments (7):

Posted by Old_Scores_Transfered at 2004-02-20 10:29:22    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 3 that made this score of 9.67 then rounded to 10.

Posted by TGSofGC ( ..xxx.xxx ) at 2003-06-01 12:03:00    
Go ahead and post it I think the description you gave here is credit enough, at least for my part of it. The goal is to give the community access to better tools anyways right?

Posted by warleader_6 ( ..xxx.xxx ) at 2003-05-25 05:59:00    
This is a great script. If anyone is interested, I customized it so that it tracks a party, and transitions the entire party to the destination, or encounter. It as well advances the time to simulate travel. Yes, you have the infamous "you must gather you party member" message.
the party members must be within 8 meters to the transition, then any one clicks it and they all go.
I cant take credit for this because I just took TGSoGC's script and mixed it with Jack gorman's Legs of the trip. It took alot of cut and paste and testing, but it is fully multiplayer capable, and works beautiful.
If the Authors do not mind, i will gladly email it to TGSpGC so he can post it. The only changes that need to take place after importing into your module, is not put that heart beat script in the encounter area, and if they are not already just set yur encounters to inactive, and uncheck player tripped only. So far it works great for me!
I give full credit to the author of this script, TGSoGC and Jack Gorman.

WL_6

Posted by Obituary420 ( ..xxx.xxx ) at 2003-05-14 04:27:00    
Don't forget the "You have been waylaid by enemies and must defend yourself". Then your system will be complete...

Posted by Fleshmelter ( ..xxx.xxx ) at 2003-05-11 17:54:00    
Well there is a script out there for keeping party together....so I guess your nightmare has come to life :)

Posted by Anonymous ( ..xxx.xxx ) at 2003-05-10 16:52:00    
Great start; all you need is for it to say "You must gather your party before venturing forth". I still have nightmares about that...

Posted by Rome ( ..xxx.xxx ) at 2003-05-10 16:49:00    
Thanks for doing this. I forget how much fun that was to run away and discover that I had run into MORE trouble not less.

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