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NWN SCRIPTS

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Title  Wulfrider's Dual-ammo Musket
Author  Peter Hanratty (Wulfrider)
Submitted / Updated  03-01-2003 / 11-22-2006
Category  Inventory Item
Expansions  Works on all versions
Format  Module and Code
Type  Type - Unique Items
Includes  Custom
Description
Dual-ammunition Musket - uses powder + bullets (specific) Works as a ranged weapon according to 3rd edition D&D rules but is used as an item. You can even blow your brains out with it by targetting yourself :) Assumes basic knowledge of how to set up unique power for an item. Examine the included module for the specifics. If you change the statistical constants for the weapon, be sure to reflect it in the item description. CONTENTS :- wr_musket.erf : contains all scripts and items required fr using the musket. MusketTest - The Euthanasia Inn.mod : Example module for playing with the musket.

Files

NameTypeSizeDownloads
wrmusket.zipwrmusket.zip
Submitted: 03-01-2003 / Last Updated: 03-01-2003
zip40.47Kb957
--
SCORE OUT OF 10
9.5
2 votes
View Stats
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Comments (5):

Posted by Old_Scores_Transfered at 2004-02-20 10:29:19    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 9.80 then rounded to 10.

Posted by ArtemisJ ( ..xxx.xxx ) at 2003-07-17 09:38:00    
The Script wr_musket doesn't compile right yet your module works >_<

Hope everything goes okay..

Posted by Nalora ( ..xxx.xxx ) at 2003-03-10 06:45:00    
Really wonderful script and I truly appreciate your speedy
response to a couple of issues I had and your expertise as
a programmer to resolve some problems I had because of the
numerous amount of items that require an add on to my
already huge module onactivateitem script!

*runs away screaming in glee* HEY YOU GUYS WE GOT GUNS!

Thanks again....marvelous script, look forward to more
great work from you.

Nalora

Posted by Wulfrider ( ..xxx.xxx ) at 2003-03-05 17:02:00    
Greetings,

Glad you liked it :)
I'll certainly take those things into consideration for
future updates.

For the moment it is possible to vary the effects of the
weapon to some degree using the constants near the top of
the script, although that only allows for 1 type of weapon
to be in existence at any time. I'll definately look into
improving on that though.

Posted by Aulslime ( ..xxx.xxx ) at 2003-03-04 16:46:00    
I had lots of fun testing this out, and decided to include
it in A Call for Heroes 3. A fun system. I hope that you
will expand on it. I'd like to see variations on the lead
shot, different types of 'burnstone', and perhaps better
and worse types of muskets. Overall it's already a great
little setup, thanks. I shot you the "thank you" big vote.

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