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NWN SCRIPTS

- Jump to comments -
Title  TBA Spells & Spell-Like Abilities thru Activated Items (v1.0)
Author  Invizible420
Submitted / Updated  05-04-2003 / 11-22-2006
Category  Inventory Item
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Unique Items
Includes  Custom
Description
This script will allow a PC to use powerful items capable of casting any of the BW spells or creature spell-like abilities. The purpose of this script is to give module builders the ability to create these items with no scripting simply by setting the tag to a specified format. Features included: Make true 24hour game-time use per day weapons (1 to 9 per day). Make items only activatable while equipped. And you can also make user take a partial or full-action while using the item. Here's an example: Blue Dragon Lightning Breath, Tag:_TBA241_UD1_EQ_IC -- This item would fire the blue-dragon breath, once per day, must be equipped, and takes only a partial action. All that by just adding the tag to an item and setting it to cast unique spell. And without the need for a Hak or 2da hak. See the enclosed module.

Files

NameTypeSizeDownloads
i420tbasystem.zipi420tbasystem.zip
Submitted: 05-04-2003 / Last Updated: 05-04-2003
zip195.17Kb674
--
SCORE OUT OF 10
10
1 votes
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Comments (16):

Posted by Inviz420 ( 24.196.xxx.xxx ) at 2004-11-27 16:30:00    
I just uploaded the new version.. I had a few emails from people about the system. One person said they wanted the items to work with just the regular Bioware resting uses per day... This has always been with the system... If you read through the doc you will see that standard Bioware charges, single use, uses per day all work with the system.

The new system is just an updated version it is compatible with all the SoU and HotU spells & SLA, and now the memorized only casting works. Also, I have removed the equipped only code as BW has fixed this.

Posted by Invizible420 at 2004-06-25 14:44:00    
Sorry, I've been away for awhile. Had ISP problems (they couldn't hook me up at my new apt.) anyways, I've been really busy - but I'm still here and I'll try to get an update out asap.
_________________________
Enjoy.
- Invizible420

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 5 that made this score of 9.60 then rounded to 10.

Posted by godbreaker ( ..xxx.xxx ) at 2003-05-07 06:58:00    
sorry didnt see your post till today, if u sent me email inviz, resend it please so i can tell you creature stats ,powers, etc

peace

Posted by Invizible420 ( ..xxx.xxx ) at 2003-05-06 16:41:00    
Kaltor,

The very first check in i420_DoTBAItem() does the check for the tag, and only the an item with that tag.
If it isn't a TBA item - it doesn't do anything else.

I have over 1000 different activatable items in my module -- this works fine and without doing unnecessary checking.

Also, the icheat function isn't really supported by the sytem - that's why it's only prototyped.

I've actually been working on a new creature spawning unlike anything seen before. I won't give out too many details, just that it will be very extensive and customizable.


Posted by Kaltor ( ..xxx.xxx ) at 2003-05-06 09:11:00    
oh, another small thing:

your icheat variable is in the wrong place in the castspell function. Should be one var earlier.

Posted by Kaltor ( ..xxx.xxx ) at 2003-05-06 09:03:00    

pfft. keep forgetting not to use tabs...

ok, 3rd try:

if(tag == "tagstring")
{
do_something();
return;
}

and the return avoids all the successive ifs. Perhaps your main function should return true or false to allow for this check in the activate script. I modified your script to do that here, but thought it might be a nice addition to the system in the future.

would permit something like this:

if(i420_DoTBAItem())
return;

Posted by Kaltor ( ..xxx.xxx ) at 2003-05-06 08:56:00    
Sorry about last post: had trouble sending.

Ok, so I usually use something like this:

if(sTag == "tagtocheck")
{

Posted by Kaltor ( ..xxx.xxx ) at 2003-05-06 08:55:00    
Oh, been looking at it in more detail. There's one small thing you forgot. In big activate files like mine, we tend to use a lot of string checks. To avoid making unnecessary checks, we usually have a

if(tag == 'tag')


Posted by Invizible420 ( ..xxx.xxx ) at 2003-05-05 15:17:00    
Kaltor,
I am going to fine tune it so it only makes a check if the tag contains the specific switch. That's only 1 line of code for each switch checked.

The script doesn't really consume much cpu-usage. It's basically the scripts that are being called by the particular spell or ability, that would cause the cpu to work significantly more.

Posted by Kaltor ( ..xxx.xxx ) at 2003-05-05 14:32:00    
Ok, I rarely post comments on things, but this work truly deserves some praise. The scripts are simple and relatively cpu-friendly and the system is extremely versatile. A must-have to any PW builder out there, or just about any module maker actually.

In fact, I've been working on special ability items for a good long while, and I've been looking at a way to make all those regular bioware-coded abilities simple to use in an item. Your scripts sir really solve any present and futture needs may have. Great job.

If I may make one comment and suggestion though, I foresee one problem in this. In multi-player worlds, should these items be used frequently, the amount of instructions could make the server choke. I'd recomment always making certain one can easily comment optional uses in the main script(like the EQ check, or the IC check and others you may want to implement in the future).

Again, great thinking!

Posted by Invizible420 ( ..xxx.xxx ) at 2003-05-05 09:33:00    
Thanks everyone, I'm still looking for good ideas to implement into the system.

Ngama & godbreaker: I'm sending you emails.

Posted by godbreaker ( ..xxx.xxx ) at 2003-05-04 18:07:00    
once again u did great work, it amazes me how u create what many of us wish could be created..thanks again....let me know if u ever have time to make that Effigy creature since its right up your alley with some of your already posted creatures.

once again great work

Posted by Ngama ( ..xxx.xxx ) at 2003-05-04 17:41:00    
Very nice..The magalomaniac in me is thinking:

hey what about a copyobject and a diablo style prefix and sufix system for magical items ?

ho my god :)

yes this is Christmas, the saviour is here :)

NWN had a big flaw that could now be fix

Amen

--------

Ngama Shaka
Tree of life

Posted by ray ( ..xxx.xxx ) at 2003-05-04 17:41:00    
I just got the CD-ROM that has the first 250 issues of Dragon magazine, and was wishing I knew how to script all the Forgotten Realms weapons and items in there. You are the man!!

Posted by Dalmir "The Dark" ( ..xxx.xxx ) at 2003-05-04 15:41:00    
Simply phenomenal... If this works the way it claims, you have just single handedly revolutionized the way not only weapons can be built, but how and when they can be used.

I am downloading this right now to do extensive testing on the implementation of these scripts into my World of Greyhawk.

I feel like a kid on Christmas day all of a sudden. :P

Thank you kindly Invizible420!!!

_________________
Dalmir "The Dark"
Black Necromancer of Oerth

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