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NWN SCRIPTS

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Title  Gomi's Treasure Hunt
Author  Gomisan
Submitted / Updated  11-27-2004 / 11-22-2006
Category  Games
Expansions  NWN-1.64
Format  Module and Code
Type  Type - Puzzles
Includes  BioWare Standard
Description
Send your players on a hunt for buried treasure. This unique and easy to use quest sytem tests your players knowledge of your world. 2 scripts, 2 items and no hassles! FIXED v1.1 - Some small code changes have been made that hopefully fix any problems.

Files

NameTypeSizeDownloads
TreasureHuntv11.zipTreasureHuntv11.zip
Submitted: 11-27-2004 / Last Updated: 12-04-2004
zip18.53Kb466
--
SCORE OUT OF 10
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Comments (9):

Posted by SamLJack ( 70.66.xxx.xxx ) at 2005-10-20 20:25:54    
This is a fun quest. Hope to see more like it.
Thx

Posted by Gomisan at 2004-12-09 21:51:09    Voted 10.00 on 12/09/04

Posted by nereng at 2004-12-09 09:13:00    Voted 10.00 on 12/09/04
Very nice, and just the kind of stuff I love! Could'nt find anything wrong, so I assume the fix worked. If I ever manage to finish my module, you will find this in it!

Cheers!

Posted by nereng at 2004-12-09 09:09:12    Voted 10.00 on 12/09/04
I could'nt think of any way to improve this package, so I had to give it a 10!

Posted by Balkur at 2004-12-04 03:50:00    
Hmmm it worked fine for me but you've got two subtle bugs in your treas_map script that could cause it to break.

If you have more than one waypoint in your module with the same tag, you'll sometimes get the wrong waypoint returned on a GetWaypointByTag() call. If the object returned is in another area then your GetDistanceBetween() call will return 0.0 for an invalid distance. But you're testing for -1.0 as an invalid distance. So its possible under the wrong circumstances to start digging and come up empty with no chest :)

To fix this change this:
object oDigHere = GetWaypointByTag (sWaypoint);
to this:
object oDigHere = GetNearestObjectByTag (sWaypoint, oPC);

GetNearestObjectByTag only searches the caller's area.

Also change your test
if (fDistance == -1.0)
to
if (fDistance

Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-12-02 15:28:00    
Here's how it works...

You 'use' the map, you can target it on yourself or on the ground it doesn't matter.

If you are near the right location you move to it and start digging until a treasure chest appears.

If you aren't in the right spot you get told as much.

If you dont have a shovel you are told you'll need one.

I've been flat out at work and home the past few days. I'm going to have a look at the test mod over the weekend to see why it's not working for you. As it's the same module I used to get the screenshot! So it definately worked for me.

Posted by FifthDragon ( 69.15.xxx.xxx ) at 2004-12-01 15:55:00    
Well the description of the map said "Unique power/ Unlimited Uses per Day" or something to that effect. Was unable to use the item, not even with a qs. Now, if it's not intentional, then what's the purpose of the test mod? How's this supposed to work in game?

Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-12-01 14:34:00    
The test module worked perfectly for me.. or I wouldn't have uploaded it. SO what do you mean you couldn't use the map?

Also, the shovel is simply a required item, it's not used at all. This is due to shovels being a common part of some crafting systems, for farming etc, so it just needs to be in your possesion.

Posted by FifthDragon ( 69.15.xxx.xxx ) at 2004-12-01 07:18:00    
I tried your tester mod. The map had an OnUse in the description, but you couldn't actually use the map. The shovel was just an object and not useable. So no dice.

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