This is a persistent storage system that uses no database whatsoever (not even the Bioware db) and requires no placeable object (inventory items only). It is limited to server vault characters, but could easily be adapted to a traditional database and thus allow local character use as well.
The Persistent Bag of Holding is similar to its traditional namesake, but stores items in the form of local strings on itself. Another item (the dimensional activator) is required to activate the process (container items unfortunately can't have Cast Spell: Unique Property). Stack size, charges, and id flag are all stored for each item. Each bag is set for a maximum of five "pages" of inventory, but this is configurable. In testing, it seems very fast in comparison to other persistent storage systems.
Version 1.1 now supports the storage of dynamically added item properties. If you use my included add property functions, they will be stored and restored with the items.
Version 1.2 now supports the storage of altered appearances (parts and colors) for melee weapons and armor.
Download contents: one erf (four scripts and two items) and one readme.
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Posted by EldronDraco at 2006-07-14 10:39:08 Voted 10.00 on 07/14/06
The man simply ROCKS! In a figurative and literal sense. Go Choirmaster! _________________________ 2yr Top 10 Persistent World ColdShadows now available to public: Link
It should be fairly easy to adapt. The functions that convert the items into strings should work for chest contents as well. You would just need to write the event scripts for the chest, but even those should be fairly similar to the activate item script included in the system.
Posted by Ne0nx3r0 ( 68.229.xxx.xxx ) at 2005-09-13 20:11:50
How possible do you think it would be to adapt this script to use a stationary chest instead of the bag of holding, then just store the items on an already existing no-drop item every player has?
I only did some limited testing on the item property storage part of the system. It seemed to work great, but I would appreciate a reporting of any bugs you come across in using these scripts.
I figured out the itemprop 2da edit to get the Cast Spell: Unique Power on the container item. In testing though, if I removed the edited 2da from my override folder, the item property disappeared in game, so apparently a hak (or override) is required to get rid of the second item.
If I'm missing something, please let me know.
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