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NWN SCRIPTS

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Title  Universal Dye Kit
Author  Aesica
Submitted / Updated  12-16-2003 / 11-22-2006
Category  Inventory Item
Format  Code Only
Type  Type - Manipulation
Includes  Custom
Description
Ideal for server vault games, the Universal Dye Kit can serve as a powerful companion to the item crafting feature introduced in Hordes of the Underdark. It allows module designers to give their players the power to dye any item in any color through the use of a single item, as opposed to craploads of single-color dye kits. Colors are set through use of an intuitive menu-driven selection system, complete with color index lists. The hidden color row may even be used, however the module designer has the option to disable any or all of these colors if they do not want them in their campaign. (See the include file for details)

Files

NameTypeSizeDownloads
udk.zipudk.zip
Submitted: 12-16-2003 / Last Updated: 12-16-2003
zip8.57Kb2018
--
SCORE OUT OF 10
9.63
4 votes
View Stats
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Comments (24):

Posted by The_Krit at 2007-10-19 16:34:29    
Nevermind....

Posted by The_Krit at 2007-08-26 18:36:15    
Are there any plans to update this for the expanded palettes in NWN 1.67+?

Posted by Dorrian at 2007-04-07 20:57:07    Voted 9.00 on 04/07/07
A fun wee toy!
_________________________
Trials of Newcastle - a Role Playing Persistent World for NWN 1

Newcastle�s Direct Connect: 216.161.26.220:5121



Posted by BergtheRed at 2004-10-01 16:43:42    Voted 9.50 on 10/01/04
great script to simplify players and builders lives alike. saves ya the time of having to include even single dye kit individually on your merchants.

Posted by Jantima at 2004-09-13 13:34:53    Voted 10.00 on 09/13/04

Posted by Wiegraf ( 142.169.xxx.xxx ) at 2004-07-25 19:51:00    
I've imported the lot of the files, included the required lines into my OnItemActiaved event and got the Universal Dye Kit in-game, yet the dialog doesn't show up. All it does is set the current selected cloth/leather/metal part to Bleach or White, without showing any dialog

Posted by RGE at 2004-07-04 20:54:00    
Might be too late for KevinH (below), but I'd just like to point out that the dye kit itself is included as a custom item blueprint, and it has six options to colour the six different types of colours, and it also has a unique power that starts the dialogue where the player can choose colours and stuff like that.

The only things required is to include the file in the module's OnItemActivated script, call the function in that script and have a way to give or sell the Universal Dye Kits to the PCs. Understanding how it all hangs together might not be that easy, but importing it has been made very easy.

All in all, I consider it superb contribution to NWN. :)

Posted by KevinH at 2004-04-13 09:38:00    
There seems to be a LOT more to getting this to work than simply importing the scripts and conversations.

I'm not clear on exactly how to set up the dye item. From what I can tell, the item needs to have a "Use" property so that it can be activated by the PC to start up the conversation. I've got that part working but never get an option to actually dye my item.

I also don't see an option to set which part of the item (Cloth 1-2, Leather 1-2, and Metal 1-2) I'm dying.

Do I need to add a Cloth, Leather, or Metal Dye Property to the item?

If so, then that means the "universal" dye kit isn't quite universal, as I'd need 6 kits to dye an item.


Posted by Anonymous ( ..xxx.xxx ) at 2004-02-26 15:25:00    
Hey guys, I must be just stupid or something, but where do I extract the file to? I've put it in alot of folders, but it never works, it just keeps saying error. Any sort of help would be greatly appreciated.

Posted by Old_Scores_Transfered at 2004-02-20 10:29:33    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 9.50 then rounded to 10.

Posted by Lucky Day ( ..xxx.xxx ) at 2004-01-11 15:36:00    
its also not clear that the wdm_dm_streffects etc, need to be variables set too.

Posted by migbane ( ..xxx.xxx ) at 2004-01-10 05:34:00    
Ok i got the script to compile correctly but when I am the module and I use the new dye kit it says uses dye kit but nothing happens.

Posted by LoCash at 2004-01-09 22:18:00    
I think you do something like this:

Go to Module Properties, Events tab. For "OnActivateItem" put the following script (click 'Edit' first):

#include "udk_include"
void main()
{
EnableDyeKitMenu();
}


Hope that helps.

Posted by migel ( ..xxx.xxx ) at 2004-01-09 19:43:00    
[EnableDyeKitMenu();]


I dont understand where I am supposed to place this... I understand that the #include "udk_include" in the module on activate but [EnableDyeKitMenu();] gives me an error.. How and where in idiots terms do I place this.. Are the brackets included etc etc..

Posted by Jung ( ..xxx.xxx ) at 2004-01-07 22:11:00    
You can try using NWNExplorer or ERFEditor (NWNExplorer is somewhere on the DLA site) to extract the individual files from the .erf, and installing them yourself.

Posted by JustPlainJim ( ..xxx.xxx ) at 2004-01-04 19:00:00    
I have all the standard dye kits. That's not the problem. The problem is that I can't even import the UDK. That's where I get the error message. I'm assuming it's because you have both expansion packs installed, and I only have NWN and HotU. The standard dye kits work, also.

Posted by Aesica ( ..xxx.xxx ) at 2003-12-26 23:37:00    
Try using the standard dye kits that are included with HotU, and see if you get the same message. They should in the same main category as clothing/jewelry/etc, in Trade or Craft items, or something. If they don't work or don't exist, then this won't either 'cause you're missing something.

Posted by JustPlainJim ( ..xxx.xxx ) at 2003-12-26 20:13:00    
Me again. I just got HotU, and I tried the Dye kit again. It said I needed "Expansion Pack 1", which I'll assume means SotU. I'd really like to try this, is there any way someone can make a version that doesn't require SotU? If it's just a matter of the toolset, could you send me an e-mail about how you did it, Aesica? I've got a little coding experience under my belt, and I'd like to try this.

Thanks!

Posted by Redleg ( ..xxx.xxx ) at 2003-12-26 16:10:00    
I just installed this in my mod and it's awesome. Thank you for making this.

Posted by JustPlainJim ( ..xxx.xxx ) at 2003-12-23 11:14:00    
Just tried it with basic NWN.
It says I need "Expansion Pack 1" and "Expansion Pack 2".

So, it doesn't work.

Posted by Aesica ( ..xxx.xxx ) at 2003-12-17 13:55:00    
I'm almost certain you need HotU for this, since the crafting system (and I believe that includes dyes) is a feature of HotU. With the patch, though, it just might work with SoU. If any people still on SoU or even just the basic NWN wish to try it, by all means do. If you do, let me know if it works out. ^^

Posted by Dezran ( ..xxx.xxx ) at 2003-12-17 07:43:00    
I could be mistaken, but I believe the Crafting system implemented is part of HotU. So, I would think that it would require HotU to function.

I have not, however, had the chance to test that since I'm still working my way through the OC before starting any new building :)

-Dez

Posted by Excalibur ( ..xxx.xxx ) at 2003-12-17 07:37:00    
If you have the 1.61 update, it may work in SoU ... If you have HotU and you are going through the SoU campaign, then yes it will most definately work.

Posted by Stefan Gagne ( ..xxx.xxx ) at 2003-12-17 07:08:00    
VERY nice. I never understood the point of forcing folks to buy every color seperately; maybe that's good for PWs but it's just clutter for single player mods for the fashion-conscious. I'll implement this in all my future mods.

I wonder, could this work in SoU? Or is the scripting involved somehow locked to only work in HotU?

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