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NWN SCRIPTS

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Title  Persistent World Starter Module
Author  sstacha
Submitted / Updated  10-25-2004 / 11-22-2006
Category  Database Related
Expansions  NWN-1.64
Format  Module and Code
Type  Type - Other
Includes  BioWare Standard
Description
In creating a persistent world, I spent several months pulling all the ideas together and created a basic starter module. Everyone in the scripting / database forums were so helpful I wanted to give something back if it could help someone else. I could not put names to all the code people helped with since it got too messy, but sufficient to say almost everything came from help in the forums at one time or another. Included in zip: - base starter module like the CEP but with database code built in - .erf if you want to use the code separate - detailed instrutions to install required database, tools, and optional cep - tutorial to show how to use the scripts to create your world. MAIN FEATURES: - persistent spells / hp across restarts - death tracking - crafting framework - random spawns (eq style hunting grounds) - trigger spawns (eq style camps) - treasure spawns (rdm. relocking also) - all customized by database records via mysql - more... Enjoy!

Files

NameTypeSizeDownloads
PWStarter_Rev2_06.02.25.exePWStarter_Rev2_06.02.25.exe
Submitted: 10-25-2004 / Last Updated: 02-25-2006
exe361.73Kb1546
Updated the archive to use the latest versions of stuff (easier to set up your envionment now). No more ODBC needed. Re-worked the documentation. Added a CEP and a non-CEP starter module. Added crafting and banking.

Enjoy!
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Comments (30):

1 2 3

Posted by Anonymous at 2005-02-2716:37:00    
The plr_load and asp_random scripts show "too many instructions" when I load the module and nothing happens.

Posted by HercNav at on12/17/04
I noticed a problem with this script if/when I ran a game that I made available to the internet as opposed to setting up the server with NWNX2. Besides that, I (and probably everyone else that can help you) will need more information. I suggest going through the directions two or three more times (that's what I had to do before the system worked for me).

Posted by Anonymous at 2005-02-2600:48:00    
I'm clearly doing something wrong. I installed this, MySql etc., but I get a bunch of errors when I run the module (the looped too many times kind of error). I am very good with scripting except when it comes to databases. Any ideas?

Posted by HercNav at on12/17/04
I'm not exactly sure I follow the dialogue between RoxyFerret and Aedrielle, but this is what I'm doing so that a character logs in where he/she logged out--even after server reset: 1) I made a script that projects its heartbeat on all PCs in the module--I know, I know: heartbeat = BAD MODULE CREATOR! (Keyword search "HercNav's Heartbeat" to see the default script.) 2) I modified this script so that it saves each PC's location to the database. This creates an entry in the table entitled "pwdata". 'SetPersistentLocation(oPC,"PCLocation",GetLocation(oPC))' 3) I created a tiny room entitled "Welcome..." where I put the module start point (and a portal in case something catastrophic goes wrong and I need a backup system). 4) This small area has an "OnEnter" event where, if the persistent location is NOT valid, the PC is transported to one of seven waypoints (one for each race). 5) If the persistent location IS valid, the room's OnEnter script sends the PC there. 'GetPersistentLocation(oPC,"PCLocation")' 6) If the server resets, the player sees "Welcome...", then the last area where he/she last logged off, but never sees the tiny room..... For what it's worth, my MODULE is entitled "HercNav's True Global World" in PW Action. I hate to plug my module on someone else's site, but it IS a running demo for what I explained above....

Posted by Aedrielle at 2005-02-1902:43:00    
sstacha - Great work. Would you mind, if I 'borrow' your crafting system idea to further modify my own CNR-based system? ;) From your readme: "Quests: I have not found a way to deal with the Journal Editor. Entries entered there can't be read or set as far as I know." There IS a way. I tried adding a variable to a text entered into Journal Editor and it appeared to work! The same way precisely as it does with a 'normal' dialog file. You can easily assign to it any text read from DB or a local string variable through a script. ------- RoxyFerret - There is a problem with GetLocation(oPC) IN client_on_leave script. And that's the main point! There is NO valid location any more. All you have is a 'PC' object stripped from all player info (IP and such). It does have all variables set during play, however. The trick is to save last known location. You do not need to write it to DB every hbeat, save it to a local var instead.

Posted by Stille at 2005-02-1701:29:00    
Was just looking at your work, nice job man :) Question, does it connect via an ODBC layer, and if so, is it possible to do without a layer? Im beginning to make my first MySQL NWN mod, and I think that youve done a great deal of help to people like me that are trying to figure it out. But Ive also read in the vault that it speeds up performance if the database doesnt use an ODBC layer to connect. More of a "not knowing myself the answer due to being green on databases" kind of question. :)

Posted by HercNav at on12/17/04
Very nice system. Am looking forward to any/all updates in the near future!

Posted by sstacha at 2004-11-1508:48:00    
I have taken some time to work with Roxy on implementing some scripts that will allow builders to make an item that on use sets a bind point. I am changing the load scripts to check if a bind point exists for the player and use it when a player loads for the first time. If one is not found it uses the startpt like usual so the change should not affect anything that is currently being built and will be available if someone wants to use bind points. I hope the have the change available by the end of the week. I will post here when I update. Thanks,

Posted by HercNav at on12/17/04
You are exactly correct about what is meant by "persistent container." A PC should be able to leave items in a chest, the server reset, and the PC be able to retrieve the items as if he/she never left. At least, that's MY understanding of persistent containers. As for custom housing, I think RoxyFerret is referring to systems like my "HercNav's Real Estate Agent". By implementing such a system, a PC can purchase a key from a NPC, thus granting him/her access to a unique house somewhere in the module. I'm still really new to databases, but I've experimented with your and FastFrench's system. The latter does exactly what I requested (holds a PC's position, even after server resets, in the databases). I think it's storing a few strings like the tag of the area when exiting the module, x and y coordinates, etc. As for making my real estate system persistent, you should read the posts on that site.... Keyword search "HercNav's".

Posted by sstacha at 2004-11-1107:45:00    
HercNav, Sorry I guess I mis-understood your previous post. As I read it you are asking 2 questions. Let me see if I can give some help. 1) player persistance over restarts - the problem is bioware has not given us the ability to get the last location of the player on the event when the player leaves the game even though clearly they are storing the information since the default is to put you back where you left off when you re-enter the game without any scripting. That leaves a couple of options. I chose the first which is to use the feature bioware implemented during normal game-play and all players are brought back to bind points on restart. The other takes quite a bit of overhead, but you could implement a script on the modules heartbeat that would store all players locations to the database. I do not think it is worth the overhead. It caused too many instruction errors at times, slowed down the server HORRIBLY during testing under load and in general I did not think it was worth it. However, if you really want to try and implement this give me an email where I can ftp down your module and I will see what I can do. Also, I will need to know any hakpacks and such to get it to run. 2) I do not understand what you mean by making the chest a persistant container. I never responded because I thought you meant my 'banking scrpts'. If you follow the banking in the tutorial it walks you through setting up a container that can store items to database and back again. If you mean something different post how what you mean is different or send me an email. I will see what I can do. Later,

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