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NWN SCRIPTS

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Title  LetoII's Lootable - pickable - raisable corpses even for PC V1.10
Author  LetoII
Submitted / Updated  04-25-2003 / 11-22-2006
Category  Creature Related
Expansions  NWN-1.66
Format  Module and Code
Type  Type - Event
Includes  BioWare Standard
Description
1.10:
This version fixes a few bugs with the persistant system. I added a DM wand to configure the system while in game, however changes made with the wand will disappear when the module is loaded again. I also added 2 new options. The first one allows to disable the ability to loot PC corpses. The second one will prevent players from leaving with other PC corpses in theire inventory.

Warning: some scripts have been removed, see the read me for more details. These scripts allow NPC and PC to leave corpses when they die. This corpses can be moved, resurected, raised and destroyed. An option allow to cut off the skin of a dead creature. Many functions allow you to configure the system. I also added some so that local variable stored on creature can be preserved after its corpse as been moved.

Available options are:
_ decay (the corpse disappear after a delay)
_ hidden objects (object on the creatures are hidden, you must search them)
_ saving throws (when a corpse is destroyed objects on it may be destroyed as well)
_ various options for PC.
_ corpse can be picked up.
_ persistant PC corpses.
_ see the read me if I forgot any :D

See the readme for details on the 1.9.2.

Files

NameTypeSizeDownloads
s_Lootable_corpses_even_for_PC_V110.exes_Lootable_corpses_even_for_PC_V110.exe
Submitted: 04-25-2003 / Last Updated: 07-20-2005
exe872Kb3336
Last version.
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Comments (28):

1 2 3

Posted by SW at 2005-07-2422:45:30    
Ok, now call me new to scripting (which I am btw), but shouldn't any function calls be backed up by a function? I was looking through your corpse_lib and I do not see any defined flag for CorpseFlag_NoPCLooting at all. The following is taken right from your corpse_lib where you state that you define function calls that you can do from the module_load: "//Flags: this is the new way of handeling some options. ///This flag tells if items on corpses should be damaged when the corpse holding them is damaged. const int SetLocalFloat_Corpse = 0x00000001; ///This flag tells if player characters should leave a corpse. const int CorpseFlag_UsePickablePCCorpses = 0x00000002; ///This flag tells if dead creatures can be resurected by default. const int CorpseFlag_DefaultResurectable = 0x00000004; ///This flag tells if corpses are pickable by default. const int CorpseFlag_DefaultPickable = 0x00000008; ///This flag tells if henchmen should be fired at their master's death. const int CorpseFlag_FireHenchMenOnDeath = 0x00000010; ///This flag tells if the corpses can burn. const int CorpseFlag_UseBurningCorpses = 0x00000020; ///This flag activates the bioware database support. const int CorpseFlag_UseDatabase = 0x00000040;" That listing is the only place where you have the actual CorpseFlag_* tags at all even mentioned. Am I wrong in assuming that you can't make a function call to a function that is not even defined in the main "body" of the include script?

Posted by SW at 2005-07-2422:41:20    
Ok, if that's what you are saying to do ... it's not working. If you add this * CorpseFlag_NoPCLooting * into these function calls within your module_load script on line 26 which states the following: "SetCorpseModuleFlag(CorpseFlag_DefaultPickable | CorpseFlag_UseDatabase | CorpseFlag_DefaultResurectable | CorpseFlag_UseBurningCorpses);" if what you're saying is true, then you can add a function call like this: CorpseFlag_NoPCLooting and have it work? Weeeelllll. I did that, and when I went to save/compile that script I got the following error: 7/24/2005 10:19:49 PM: Error. 'module_load' did not compile. module_load.nss(26): ERROR: VARIABLE DEFINED WITHOUT TYPE Any Ideas?

Posted by SW at 2005-07-2422:22:15    
Ok, if that's what you are saying to do ... it's not working. If you add this * CorpseFlag_NoPCLooting * into these function calls within your module_load script on line 26 which states the following: "SetCorpseModuleFlag(CorpseFlag_DefaultPickable | CorpseFlag_UseDatabase | CorpseFlag_DefaultResurectable | CorpseFlag_UseBurningCorpses);" if what you're saying is true, then you can add a function call like this: CorpseFlag_NoPCLooting and have it work? Weeeelllll. I did that, and when I went to save/compile that script I got the following error: 7/24/2005 10:19:49 PM: Error. 'module_load' did not compile. module_load.nss(26): ERROR: VARIABLE DEFINED WITHOUT TYPE Any Ideas?

Posted by LetoII at 2005-07-2414:37:19    
SW: Just set the CorpseFlag_NoPCLooting flag on the module using the SetCorpseModuleFlag function in you module on load script.

Posted by SW at 2005-07-2213:48:03    
Well now, That I can do (about the deity plane thing), but what I am still a might bit confused on, along with Athis there, is how to go about actually turning off the lootable portion for PC's. Your documentation is not to specific on how this is done exactly. Could you elaborate?

Posted by Athis at 2005-07-2209:15:19    
Letoll, I really like your system, btu I "REALLY" need help with it, it is so complex it is driving me crazy :P I need some simple instructions ( which files to deit and what lines to edit ) on how to turn off the Inventory drop. I want my players to be able to get the corpse, and take it to a healer, or ressurect the corspes, but I do not want it lootable by others. can you please tell me how this is done? I PMd and Emailed you earlier this week and would be very greatful for any help!

Posted by LetoII at 2005-07-2123:36:00    
SW : The good news is you don't need to use the CorpseNoLoot local variable trick any more. I added a new option in the last version to disable the PC looting. What you could do for your crypt idea is using the area where dead PC are sent as a step to the final death plane. Then use a door or a npc to send the dead to her/his plane. You could also create an on enter script to redirect the dying PC entering the area. The last solution is to modify the corpse_dying script which is where the PC is moved.

Posted by SW at 2005-07-2102:12:05    
Oh, and would it be possible to have different "crypts" based on something like what's typed in the "deity" function? Example: Could you use your system along with a deity system that, if you are a Cleric of say ... Torm ... that you would/could travel to Torm's plane of existance instead of the "crypt" that you have in your module? Just wondering how one would implement that type along with this script.

Posted by SW at 2005-07-2102:05:51    
Oh, and would it be possible to have different "crypts" based on something like what's typed in the "deity" function? Example: Could you use your system along with a deity system that, if you are a Cleric of say ... Torm ... that you would/could travel to Torm's plane of existance instead of the "crypt" that you have in your module? Just wondering how one would implement that type along with this script.

Posted by SW at 2005-07-2102:02:42    
One thing that is not totally clear on this item ... "Yes in order to forbid items dropping jsut set the CorpseNoLoot local variable to TRUe on the PC." Where does one set this? Your documentation in good, but no help on where/how exactly to set this, especially if you are a Noob :oP

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