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NWN SCRIPTS

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Title  SET Items
Author  Giantkin
Submitted / Updated  07-25-2004 / 11-22-2006
Category  Scripting routines
Expansions  NWN-1.62
Format  Code Only
Type  Type - Effects
Includes  BioWare Standard
Description
: ok let me give you a bit of instructions ther's 2 mod_ scripts you add the contents of those to the respective equip/unequip scrips in your mod all set items are to be tagged with SETITEM_SETNAME_ITEMNAME where SETITEM is just that exactly SETNAME is a unique name for the set and ITEMNAME is any name for the current item the tag should be all uppercase Phantom: for example SETITEM_SUPERSET_SWORD Phantom: there should be a script .. all lowercare .. called set_setname for example set_superset it should be modeled after the included script set_set1 all code changes you may ever need to do are in the set_setname scripts there is 2 things you need to edit the set name/item count in the script and the actual script that applies set properties its all commented .. so it may be ok only other change I supose would be to add a message to player about the set being complete

Files

NameTypeSizeDownloads
Item_Sets.rarItem_Sets.rar
Submitted: 07-25-2004 / Last Updated: 08-08-2004
rar5.05Kb340
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Comments (22):

Posted by giantkin at 2006-10-31 21:14:22    
just checking in ;) hoping no issues...(as i probably forgot everything!)

gk

_________________________
GK

Posted by giantkin at 2005-10-08 09:10:08    
This seems to be working ok for me, anyone else have an issue? also there is another setup by a Trusted scripter cs_setitem galap or craig smith his work is always good.


_________________________
GK

Posted by Arminath at 2005-02-24 03:51:00    
I never was a big fan of rogues being able to somehow use any magical device they came across. It makes no sense, especially if an item of magic was meant to function for only a specific race/class/purpose. So yep, this goes right around that UMD BS and gives other classes something special only they can fully make use of.

Posted by Arminath at 2005-02-15 12:47:00    
You know, I hit on one of the most simple and elegant uses for this script. Remember how weapons like the Holy Avenger used to only function as a +2 Longsword for anyone not a paladin? I was screwing around the other nite and created a +2 longsword with the tag SETITEM_HLYAVG_SWORD, made a 1 item set, added an 'if' statement that checked for the character's paladin levels and added the properties for a holy avenger if he had any. What did I get? A way to create some neat class items that only gained their full functions for specific classes without restricting them from other classes. This script has so many uses it's not funny, keep supporting it!!!!!

Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-11-10 15:31:00    
Perhaps if there is a small random pause in the application of the effect, an it checks to see if active as it applies.

So if it runs just once as per normal usage it would pause for 0.1 to 1.0 secs but if it ran multiple times at login each instance would get a slightly different timing and hence the latter ones would detect that the variable had already been set.

Posted by Arminath at 2004-11-10 00:25:00    
It's not a bug, its the same problem I had before with players equipping a two-weapon or weapon and shield set that were quick-slotted together. The script fires once for each item in the set so if you have 5 items and they're all equipped when they reenter the game, the script will fire 5 times and apply the effects 5 times. You'll (or your server admin) have to add a script to the OnClientEnter that unequips everything but their armor and ammunition.

Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-11-07 16:24:00    
My players have discovered the one BIG bug in this system

If you log into a server, with your Item Set equipped it runs the script for each item, so if you have a 5 item set the bonuses get applied 5 times.

This isn't a huge hassle as MOST bonuses don't stack. Thoug it look pretty ugly in the item descriptions when it happens.

But some our bonuses DO stack... I have one set with Regen +2 as a bonus. If you log in wearing the set you get that applied 5 times! So 10 regen... which is pretty cheesy.

Any ideas on fixing this would be appreciated.

Posted by Arminath at 2004-09-30 15:39:00    
I saw that problem too. I just made a modification to my resting script that unequips any item with SET in its name before the character rests and viola!

Posted by giantkin at 2004-09-06 19:30:00    
hehe

(i tested in on my live server) basically, hid the entire set in one room, ran there as a player, open door (with key i get as player x) and put it on. bam it worked...etc ran around awhile checking it out. (nothing can be done about the ...visual effects 'wearing' off after a rest... Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121
Growing past 600 areas, Bindstones in use!
UOA (Ultimate Online Action) Beta testing done on:
giantkin.servemp3.com:5122 (uo based)
_________________________
GK

Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-09-05 17:26:00    
It's working fine at the moment, but I haven't actually tested it extensivly since I put it live on my server... no one has managed to collect a full set yet :)

Posted by giantkin at 2004-09-05 07:21:00    
working ok for everyone now?

gk
Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121
Growing past 600 areas, Bindstones in use!
UOA (Ultimate Online Action) Beta testing done on:
giantkin.servemp3.com:5122 (uo based)
_________________________
GK

Posted by Gomisan at 2004-08-24 18:27:29    Voted 9.75 on 08/24/04

Posted by giantkin at 2004-08-22 06:53:00    
i havent tested this problem yet. i will look for it, and then msg the creator...(not likely he help tho... he doesnt like to script for nwn while working...(scripter) this was done on his vacation time ;))
Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121
Growing past 400 areas, Bindstones in use!
UOA (Ultimate Online Action) Beta testing done on:
giantkin.servemp3.com:5122 (uo based)
_________________________
GK

Posted by Windmere Admin ( 165.121.xxx.xxx ) at 2004-08-21 20:21:00    
Do you mean loggin in with the items equipped or just logging in possessing the items? It would seem that a call in the OnClientEnter that looks for SETITEMS and unequips them would bypass this problem so the script isn't forced to fire for all of them at once, but I'm just guessing. FYI, the set I'm having trouble is a longsword, clothing and towershield. On the sword I have the props +2d6 divine damage, +5 Enhancement and the holy VFX so the sword glows; on the clothing I have set the props of +20 armor class bonus, regeneration 10 and freedom of movement; on the tower shield I have the props of Evasion and Damage Reduction +20/10.

Posted by giantkin at 2004-08-21 20:07:00    
oops, sry ;) i am new to this documenting thing :)


Windmere, Def set the ac on ONE item. (er Any temp property set it only once) u can set ALL the properties on that one item (within reasonable number) or spread them out...as u choose.

Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121
Growing past 400 areas, Bindstones in use!
UOA (Ultimate Online Action) Beta testing done on:
giantkin.servemp3.com:5122 (uo based)
_________________________
GK

Posted by Gomisan at 2004-08-21 06:49:00    Voted 9.75 on 08/24/04
This may help..

1) I think the AC bonuses don't stack becaus ethey are all of te same same type "temporary". not much you can do about that, but it shouldn't matter. If you want +4, just make that the temp value for one item, dont give two items +2. :)

2) The multiple effect problems is not present IF you equip the items in game. It ONLY seems to appear if you enter the game with all the items, it must run teh script simultaeously for each item as it 'equips' you on login.

It does need to be fixed, though I havent yet tested whether it allows for explois (eg: does 1 extra spell turn into 5?)

Anyway, I'm testing this in my offline mod at the moment, but I liek it so much i think I'll be adding my first 'sets' into my public PW , possibly even tonight now I've got it all sussed out.

@Giantkin: In the readme it does NOT mention the need for modifying the module on equip and on unequip scripts.

You may like to provide an exampleof how to do this, and definately need to mention it in your install nstructions. It doesnt work at all if you dont do this.

Posted by Windmere Admin ( 209.86.xxx.xxx ) at 2004-08-20 17:24:00    
I have had an annoying problem with this great system: if more than one item in the set gains an armor bonus none of the items gain their armor bonuses after the first item. Another problem I've been having is that the temp properties are listed twice in the items once the set is complete. Any thoughts? I like this script set ALOT but I can't get this one figured out.

Posted by Windmere Admin ( 209.86.xxx.xxx ) at 2004-08-20 17:24:00    
I have had an annoying problem with this great system: if more than one item in the set gains an armor bonus none of the items gain their armor bonuses after the first item. Another problem I've been having is that the temp properties are listed twice in the items once the set is complete. Any thoughts? I like this script set ALOT but I can't get this one figured out.

Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-08-08 17:36:00    
Cool, thanks for that.

I haven't had a chance to check it out yet, busy with other stuff, but I've sent myself a reminder to move this up the list.

Posted by giantkin at 2004-08-08 09:45:00    
I will try to explain in a nonscripter term. (tho u must know how to follow scripting rules)


1) Make some items, Tag the items as follows: SETITEM_GIANTKIN_DAGGER this item is a dagger, in the set giantkin. u can give it properties IF u like. (keep em low) Dont make more than 11 items in one set. second item would be SETITEM_GIANTKIN_CLOAK and so on.

2) copy the script set_superset and change the name (in this example to set_giantkin).

3) in that script, change the tags used to the Item tags you made. adding the properties you like (*see Tempproperties below*)

4) near the top of that script, change the number of items in set to the number of items that YOU made in step 1. change the Name of set to the Center of tag (ie: GIANTKIN)

5)place items in mod

6)save mod.

7) test. if u put on ALL the items in set, u get a visual, and some items have Tempproperties (in blue)




*TempProperties*

this is the hardest part (imo) as i dont know all the properties that can be set... here is a short list of the ones that i know:

AddSetItemProperty(oItem, ItemPropertyEnhancementBonus(5)); //this adds +5 enhancement
AddSetItemProperty(oItem, ItemPropertyHolyAvenger()); // this adds Holy avenger
AddSetItemProperty(oItem, ItemPropertyKeen()); // and this adds Keen

AddSetItemProperty(oItem, ItemPropertyACBonus(20)); // yup thats ac of 20!
AddSetItemProperty(oItem, ItemPropertyDarkvision());
AddSetItemProperty(oItem, ItemPropertyHaste());
AddSetItemProperty(oItem, ItemPropertyFreeAction());

the above is pretty obvious i think...
to see the BIG list of properties u can easily add... open up script editor, on the right type in itemproperty any property that is in the form "ItemProperty*****" can be added.

I think that makes it pretty easy to understand? if not, ask.
Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121
Growing past 400 areas, Bindstones in use!
UOA (Ultimate Online Action) Beta testing done on:
giantkin.servemp3.com:5122 (uo based)
_________________________
GK

Posted by giantkin at 2004-07-29 05:46:00    
Well, didnt think to hard about the name ;)

This is from my friend Phantom, any thoughts/problems run thru me. and i will whine and cry to him about em. ;)

Giantkin Servers: Realms Of Peril ip: giantkin.servemp3.com:5121
Growing past 400 areas, Bindstones in use!
UOA (Ultimate Online Action) Beta testing done on:
giantkin.servemp3.com:5122 (uo based)
_________________________
GK

Posted by Gomisan at 2004-07-28 06:38:00    Voted 9.75 on 08/24/04
Ok, well that's got to rank inthe top 10 for cryptic Script names and descriptions.

I'd probbaly call it: Item Sets

as Set Items makes it seem like it somewhow sets an item property or something.

Anyway... this should go really nicely with the actual Item Sets that one of my players is building, they were just going to be complementary items, but i guess with this I can add a little bit extra incentive to it all.

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