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NWN SCRIPTS

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Title  Custom Respawning Relocking Trap and Hidden Object System
Author  Rabidness
Submitted / Updated  07-03-2004 / 11-22-2006
Category  Placeable Item
Expansions  NWN-1.62
Format  Module Only
Type  Type - Traps (Subtype - Other)
Includes  None
Description
My system built for the world of Brynsaar(www.brynsaar.com)
This can be used for:
1. Ground traps
2. Hidden doors (which can be locked or trapped , heartbeats are not used)
3. Hidden objects
4. Traps on doors
5. Traps on placeables

More functionality:
Trap attributes are totally dynamic and are set by the name of one object.
DC's, damage, multiple effects... everything, is at the builder's discretion.
...will a flying creature trigger a trap?
...will the trap hit everyone in a radius from the triggerer?

All of these traps respawn when the player leaves the area.
All of the unlocked objects relock when the player leaves the area.
All of the hidden objects hide themselves when the player enters the area.
Characters may disarm the source of a trap or simply destroy it.
The set uses only one quasi-heartbeat, 2-3 Local variables per trap and 1 local variable per area.

The tutorial and erf are packaged in the download.

Files

NameTypeSizeDownloads
RespawnTrapsv21.rarRespawnTrapsv21.rar
Submitted: 07-03-2004 / Last Updated:
rar--886
External Website Beyond Our Control
SCORE OUT OF 10
9.88
4 votes
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Comments (30):

1 2 3

Posted by michelmmatos at on08/01/04
I have to thank you. Your work is very good and beside the first steps are a bit hard, when you start to do it, it becomes more ease and many functions to use in many diferent ways! It helped to use my imagination better :-)

Posted by Rabidness at on07/10/04
For those asking about why I went with using the trapname for trap information instead of Local Variables... The reason for not using local variables is because at the end of this project, there could be something like 20 variables per trap. Variables stay in the module's memory all the time. A small number of traps, lets say 100, means 2000 local variables. That's a lot of wasted memory and inefficiency, considering that the traps arn't being used/managed at the time.

Posted by Rabidness at on07/10/04
"Do trap/SearchArea TAGS need to be unique across the entire server or just to each area." Currently, they need to be unique across the whole server. For the next revision this will be changed so they need to be unique per area, as I realize how nice it would be to copy/paste traps in a module. But still if you will want to make a trapSource that hides/respawns at death, it will need to have a serverwide unique Resref tag. (of course) Thanks for the question!

Posted by RealmsofArion at 2004-07-2105:16:00    
Sorry about the previous post, I meant Trap/SearchArea TAGS, not names.

Posted by RealmsofArion at 2004-07-2105:10:00    
Just a quick question, Do trap/SearchArea names need to be unique across the entire server or just to each area.

Posted by Rabidness at on07/10/04
*shrugs* I think it's awesome like everyone else... who cares if I'm voting for my own file.

Posted by Rabidness at on07/10/04
Update: -- onExit/onEnter fix by Tim's suggestion. -- Hidden doors transport associates as well now. -- Added the DispellUnfair to the set. Dispells every effect on the target, no matter what.

Posted by indio at 2004-07-0604:33:00    
Pretty amazing. Great documentation to boot ;)

Posted by iwasahappycamper at 21:45:00    Voted10.00
@natfka: would be nice to at least have a read me, or somewhere somehow have something that explains this. Otherwise your asking everyone to spend hours just reading through what it is in here. Description of script: My system of respawnable traps and hidden objects built for the world of Brynsaar(www.brynsaar.com). Works on ground traps, doors, chests, placeables, hidden doors... etc. Characters may disarm the source of a trap or simply destroy it. Sources can be easily cloaked. The traps are 100% customizable. Choose your DC's as well as damage/effect/spell types along with other usefull tags. Want a trap to go off every 2 seconds if the character is standing on it? Want a trap to polymorph everyone within 10 feet from the triggering into a penguin? Do you want to trap or lock a hidden door? There are plently more options. Traps and locks reset when the character leaves the area and traps hide themselves when the character enters the area. The set uses only one quasi-heartbeat, 2-3 Local variables per trap and 1 local variable per area for cloaked traps. Be sure to get the tutorial available Here. Notice the end? I'll repeat it for you. Description (snipped): Be sure to get the tutorial available Here. ___ OMGOMGOMGOMG! If only I'd read that!Murder: The convenient solution to all your problems.

Posted by natfka1 at 2004-07-0519:54:00    
Well, after a long and ardous journey, I have finally figured out how to use these scripts. They are actually pretty good, but could you please not put it into a mod formatt. a simple erf with a test area or sample area would of been ideal. Nice scripts, just very very difficult to work with.

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