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NWN SCRIPTS

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Title  1st Order's Builders' Compendium
Author  Tom (aka TheExcimer-500)
Submitted / Updated  09-19-2005 / 11-22-2006
Category  Scripting routines
Expansions  Requires All Expansions (SoU & HotU & CEP)
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Other
Includes  Custom
Description

Version 1.5 & the first of our Community Compilations will be released in late December. For more infomation on the Compilations see: http://www.1storder.net/1orp_Creature_Comp.html
Version 1.431 - additions, improvements, a number of new functions - see readme.

The 1st Order of Role-Players' Builders' Compendium includes: Cinemagic Function Library allowing you to use waypoints to establish your cutscenes
Dynamic/static conversation system allowing for "infinite" lists as well as a means to place all your conversation actions/conditions into two simple scripts instead of dozens
Several useful functions (shown below)
Our Looting & Teleportation System
dozens of "universal" scripts
a nice CEP1.52/DMFI1.08 starter module with a special OOC area & more!

This version also includes DMFIv1.08alpha.

Presented in both an importable .erf format as well as a Starter Module.

NOTE: In the library "1storder_fcns" there's an undocumented function called X1st_MakeCutsceneInvisible which applies the visual effect but also records a local int on the PC. In our NPC script for perception a check is made to prevent creatures from "seeing" the PC.

Files

NameTypeSizeDownloads
1ORP_Compendium_v1_431R.zip1ORP_Compendium_v1_431R.zip
Submitted: 09-19-2005 / Last Updated: 11-02-2005
zip2Mb448
v1.431 (updated Nov.2) See Readme.txt for list of additions,improvements and how to install. File Contains starter module with CEP & DMFI1.08, two .erfs for importing into existing modules and PDF Documentation.

Updates: New Conversation System, improved Looting System (now spawns chest).
1ORP_Comp_v1432.erf1ORP_Comp_v1432.erf
Submitted: 09-19-2005 / Last Updated: 11-03-2005
erf124.32Kb217
This small addition improves our version of the DMFI Animal Language. Now it uses real Sounds instead of *chirps* and *hoots* and *hisses*. :D Enjoy. To use, simply import over any previous Compendium. NOTE this was not in time to be included in v1_431R release (below).
1ORP_Comp_v1433.erf1ORP_Comp_v1433.erf
Submitted: 09-19-2005 / Last Updated: 11-03-2005
erf132.36Kb250
Another couple of fixes: Amulet of Teleportation had a TMI error for the Leader jumping all Party Members to self; and those pesky module load books now finally work! You only need to overwrite the following scripts on importing:
1orp_amulet_cas & 1orp_srv_mdchg

You do not need to overwrite the 0_1orp_mod_custm or any other scripts.
You must rebuild the scripts in your module after importing both this fix and the one for 1orp Animal Language.
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Comments (3):

Posted by Gonzo_og at 2010-04-09 22:22:11    Voted 10.00 on 04/09/10
Looks helpful.
_________________________
stuff

Posted by 1st Order of Role-Players at 2005-09-20 10:12:06    
Hi Jules (and others)
The most important functions in the Cinemagic Library allow you to use Waypoints for setting up the camera for cutscenes. As this is a beta most of the "documentation" is in the function library as comments (#include "1storder_cut_cam - and then type 1st in the function filter box. Click on any function to see its full description). The PDF documentation lists all the functions and gives a brief description of each. The comments tell you how to use them. We'll work on improving the documention over the next few weeks and we're already in the process of making some tutorials on the system.

As a side-note, you can use our Cutscene system along with Jon Gestalt's and the Bioware functions all together without any scripting conflicts. I've spent a good deal of time learning how to create cutscenes, and each of the systems has it's own strengths and weaknesses. Our Waypoint system is quicker to learn and with practice is much easier to adjust the camera views (just move the waypoints around). Gestalt's advantage comes in the specific timing of camera movements, however it is CPU intensive and as with the Bioware functions to change a camera view means opening up the script and altering the angles, height via floating values.
_________________________
RPG-Multiverse
Link
Try the 2da Combinulator that made CEPv2 a breeze:
Link

Don't forget to vote on everything you use from NWVault. Sometimes all it takes are new votes & some positive comments for an author to regain motivation and continue to contribute. Vote today on something you're using!

Posted by jules at 2005-09-20 09:18:12    
downloading now just to see what a cinemagic function is

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