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NWN SCRIPTS

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Title  HercNav's Area Edge Transitions
Author  HercNav
Submitted / Updated  09-06-2004 / 11-22-2006
Category  Area
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Other
Includes  None
Description
This is a set of three scripts I used to create my PW, 'CEP A True Global World.' All are 'line-by-line' commented and 'newbie-friendly.' The most basic of the three allows a module creator the ability to transition between areas of different sizes/shapes in a logical manner. The creator must follow a simple area tagging system and create a separate script for each transition type (i.e. a 9x5 area to a 7x4 would be named TGW_AT_9X5_7X4 and be used only on edges where this applies). This process involves changing a maximum of four variables in the script, then 'save as....' The other two scripts allow a module creator to complete a true global world. By using all three script types, the PC will be able to walk in any direction, cross 360 degrees of latitude/longitude, and arrive at his/her point of origin (given there are no obstacles like lakes, cliffs, etc.) All of my most significant scripting is illustrated within. It is also available as a starting module for the NWN community.

Files

NameTypeSizeDownloads
HercNav1094461015901HercNavs_Greatest.zipHercNav1094461015901HercNavs_Greatest.zip
Submitted: 09-06-2004 / Last Updated: 09-06-2004
zip366.65Kb295
--
SCORE OUT OF 10
9.67
3 votes
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Comments (9):

Posted by stacy_19201325 at 2005-12-31 20:02:36    Voted 10.00 on 12/31/05
Hmm it wasn't letting me vote...
_________________________
My Submissions:<br> [Starship Interiors] [Sci-Fi Loadscreens] [80-Color Palette Overrides] [Mil_Tailor Update for 1.67]

Posted by stacy_19201325 at 2005-12-31 20:01:32    Voted 10.00 on 12/31/05
This is absolutely magnificent. I am using this system in my module which is still in the planning stage (planning, testing, a little bit of building, scrapping, starting over... whatever :P) As a hardcore roleplayer, I am a BIG fan of realism-adding systems that don't inconvenience the player, but rather add to the ambiance of the world.

Excellent job, I just hope I can figure this out completely.

Btw, I am a complete map freak, grew up wanting to be a cartographer (yeah, I was a strange child :P) so this is a very exciting system.
_________________________
My Submissions:<br> [Starship Interiors] [Sci-Fi Loadscreens] [80-Color Palette Overrides] [Mil_Tailor Update for 1.67]

Posted by _IceQueen_ at 2005-03-13 14:42:00    
Well, this is a very nice idea... and if i had time to rebuild my module using it I would... I'll just hope you'll still be around when nwn2 comes out :)

keep up the good work

Posted by MacLir at 2004-11-13 04:43:41    Voted 9.50 on 11/13/04
Awkward to get used to, but worth it.

Posted by caesarbear at 2004-11-08 10:27:49    Voted 9.50 on 11/08/04
Excellent and very useful script. Solves a problem with outdoor area transitions. This one will be put to good use.

Posted by HercNav at 2004-10-10 08:57:00    
Scratch that idea.... The sunrise/sunset system will be available under the name "HercNav's True Global World."

Posted by HercNav at 2004-10-05 05:25:00    
I have just completed a script that will automatically detect where a Player Character (PC) is, in a "True Global World," and adjust the sunrise/sunset accordingly. As the PC moves north, the sun rises earlier and sets later (summer), and as the PC moves east, the sun rises and sets earlier (time zones). The script automatically detects the season and adjusts for longer/shorter days. Look for "HercNav's Sunrise & Sunset" on Link

Now, not only can your world be round, complete with a geographical coordinate system, but it spins on a tilted axis, and circles the sun as well.

In order to create this script, I subsequently created a Player Character Heartbeat System, or PCHS. It will be available in the next day or so. Look for "HercNav's PC Heartbeat System."

Posted by HercNav at 2004-09-26 07:01:00    
ATTENTION ALL: I only ask that if you use this script (any of my other scripts or versions thereof) in your module, please take a few seconds out of your day to vote.

Keep in mind that it took me hours to make this script, the demo, and the directions to implement the script in your module.

Posted by HercNav at 2004-09-22 11:37:00    
CAUTION: Do not read the following if you are NOT interested in making a "True Global World" or are extremely simple-minded.

More "food for thought" for those of you who are considering making a "True Global World." Or a math exercise for those that don't mind using a few brain cells after graduating high school....

To make a global world, there should be twice as many outdoor areas east & west (columns) as there are north & south (rows). The number of rows must be an even number. Simply multiplying rows times columns gives you the number of outdoor areas your world will have. To use my script as I designed it (tagging each area for the number of degrees that area represents) yields another number to consider. Since there are 360 degrees in a circle, the number of degrees dividing each area is 360 divided by the number of columns in your world. Here is a chart to illustrate what I mean.
Rows: Columns: Total Areas: Degrees Between Each Area:
2_____4________8____________90
4_____8________32___________45
6_____12_______72___________30
8_____16_______128__________22.5 (Not Possible)
10____20_______200__________18
12____24_______288__________15 (last reasonable entry)
14____28_______392__________Another impossible #
until....
180___360______64800________1 (But who's that nuts?!)

CAUTION: Do not continue unless you are REALLY serious about making your world as realistic as possible. May cause headaches!

Here's another thing to consider: Each area should be as wide as the cosine of the middle latitude in that area, multiplied by the size of the distance between latitude in any area (remember, every area has the same distance north/south).

Here's an example of that:
Using example 3 above, a 6 x 12 (72) area world....
Areas near the equator could be 12x12 (Cos15 times 12)
Next would be 12 x 8 (12Cos45)
Areas near the poles would be 12 x 3 (12Cos75)

Three wide is the least I'd be willing to make an area.

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