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NWN SCRIPTS

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Title  Fragile Contents System V1.1 (containers with breakable treasure)
Author  Seka
Submitted / Updated  07-26-2004 / 11-22-2006
Category  Placeable Item
Expansions  NWN-1.62
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Containers (Subtype - Chests)
Includes  Custom
Description
IN THE DUNGEONS of Neverwinter, chests are routinely being destroyed. Burly fighters bash them to pieces. Wand-wielding wizards incinerate their planks. And amazingly, nothing in the chests is ever damaged.

But no longer. Add the FRAGILE CONTENTS SYSTEM to your module and you will immediately increase the value of the rogue to every adventuring party, restoring his time-honored job of treasure recovery. Now, those formerly rash party members will be inclined to politely ask the rogue to take care of business - as only a rogue can. Why? Because the FCS will break treasure that is roughly handled. The more that chests are damaged, the greater the chance of breakage. You can control the frequency, and you can specify which items are breakable, and which are not. Note that even collateral battle damage (from a fireball spell, say) will affect these chests, meaning wizards have to use their wits when casting area-effect spells.


Files

NameTypeSizeDownloads
FragileContentsV11.zipFragileContentsV11.zip
Submitted: 07-26-2004 / Last Updated: 08-10-2004
zip433.06Kb687
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Comments (12):

Posted by Seka at 2004-08-10 01:29:00    
Gomisan, see the new version of the package - should save you a lot of time. Now it doesn't require *any* local variables to be added. All you'll need to do is replace the old scripts with the new ones. I've also updated the "Broken Pieces" object to use a much better image. And I've included a demo module.

Let me know how it works out for you...!

S.

Posted by Seka at 2004-08-10 01:29:00    
Gomisan, see the new version of the package - should save you a lot of time. Now it doesn't require *any* local variables to be added. All you'll need to do is replace the old scripts with the new ones. I've also updated the "Broken Pieces" object to use a much better image. And I've included a demo module.

Let me know how it works out for you...!

S.

Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-08-05 16:27:00    
I certainly can wait, I went through the tedious task last night of adding the script to every container. But I left out the variables, just in case :)

I don't suppose you know of any way to 'Update Instances' for ALL placeables (or even multiple placeables) at once?

It takes about 4mins each time with a world my size, and I've got a LOT of chests!

If I knew which chests were in which are I could probably do it a bit quicker, area by area, but it's still a very long process :(

Anyway... thanks for taking in my suggestions.

Posted by Seka at 2004-08-05 14:33:00    
Gomisan: yes, I put BreakFragileItems() as the last line in 'ss_treasure', and the #include statement at the top.

You make a very good point about using global variables instead of local ones. There is only one variable I can see that absolutely must be kept on the placeable itself. I'm going to do some testing this weekend and if all goes well I'll move the local variables to the script where they can be changed as global constants.

If you can wait until then hopefully I can save you some work! :)

Thanks again for the feedback.

S.

Posted by Gomisan at 2004-08-05 04:03:00    
I added the break fragile items right at the end of SS_Treasure, is that where you have it?

What about doing away with the need for these variables? or putting them into one stringhvariable like SS does?

Personally I'd like to have the script use soem global settings as defaults, and have the variables only required if I wanted to override those defaults. That way, any chest calling the script is assumed to use the defaults.

It would certainly save a lot of hassle, and reduce the possibilities for errors. (I'm already adding SS treasure variables, and NESS spawn variables (for PW Helper))


Posted by Seka at 2004-08-03 23:24:00    
Gomisan, I'm actually using this with Silicon Scout's system myself... :) I haven't had any problems so far - I tried to design this system to be flexible - but let me know if you have trouble getting it to work. I added the include line and the BreakFragileItems() call to his 'ss_treasure' script. Do that, add the 3 variables and the 'fc_on_damaged' script to the chest in question, and you're in business.

Regarding the recent update, it was just a documentation tweak. I'll post a changelog if I make modifications to the script itself, unless users would like to see doc modifications logged as well.

Thanks to everyone for the nice comments so far. Nissa_Red, I'll take your suggestion and add a demonstration/base module in the near future.

S.

Posted by Gomisan at 2004-08-03 02:10:00    
Has anyone tested this with scripts such as Silicon Scout's treasure system?

If so, does it work :)

Also, I notice the file has been updated. Any chance of a change log so we can see what's been fixed or changed.

Posted by Nissa_Red at 2004-07-31 22:20:09    Voted 10.00 on 07/31/04
Good concept, good documentation, erf is included... bravo.
Just lacks a showcase module to motivate not so experienced module builders to download it, as this system is really easy to tweak/use. That won't prevent me to give you 10 though :).
Thank you.

Posted by Nissa_Red at 2004-07-31 22:11:00    Voted 10.00 on 07/31/04
I concur, this is a great idea.

This will save me some work, much appreciated.




Posted by Ayath_The_Loafer at 2004-07-28 09:16:00    
Thank you. Good idea.

I consider this a "must have" for any module.

One step further towards sensible modules.

Ayath

Posted by h0t_g33k at 2004-07-28 04:45:52    Voted 10.00 on 07/28/04
must-have for any module imho

Posted by h0t_g33k at 2004-07-28 04:45:00    Voted 10.00 on 07/28/04
finally.

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