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NWN SCRIPTS

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Title  No Dialtone's Item Upgrade System - v0.5a
Author  NoDialtone
Submitted / Updated  12-28-2005 / 11-22-2006
Category  Scripting routines
Expansions  Requires Both Expansions (SoU & HotU)
Format  Module and Code
Type  Type - Trade Skill and Item Creation
Includes  Custom
Forums  Link
Description
NoDialtone's Item Upgrade System. A gem based Item Upgrade/Removal system that allows players to slowly upgrade their equipment as they see fit (with your limits of course). Fully customisable limits, player message, upgrade/removal steps, even what item types can have a certain property(within bioware's limits). No hak required. CEP and other custom base items are fully supported (provided they are inserted into baseitems.2da correctly). Demo module included.

See the readme for full details on functionality and installation instructions.

Please post any bug reports, questions, or feedback to the forums on http://nodialtone.frozengeek.com -- 04/22/2006 - Updated website address

Files

NameTypeSizeDownloads
ND_Readme.txtND_Readme.txt
Submitted: 12-28-2005 / Last Updated: 01-13-2006
txt5.56Kb329
For those who dont want to download the RAR just to view the readme.
NoDialtones_Item_Upgrade_System_v05a.rarNoDialtones_Item_Upgrade_System_v05a.rar
Submitted: 12-28-2005 / Last Updated: 01-13-2006
rar49.62Kb367
--
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Comments (9):

Posted by nodialtone at 2006-01-13 09:25:50    
New version uploaded - v0.5 alpha.

Posted by nodialtone at 2006-01-02 19:59:52    
The properties do stack as you add more gems to the item. if you add two gems of AC to a shield, you will have +2 ac on it. The reason the changes dont occur until last, is because the scripts make sure that all conditions are met before you are allowed to add the property. There are alot of checks for various things like is it upgradable, the upgrade limit, how much upgrades by, is it on an allowed item, etc... The scripts arent called using ExecuteScript, everything is done via includes and included functions.

ND

Posted by Danmar ( 72.225.xxx.xxx ) at 2006-01-02 17:19:37    
Right something like that, 1+1 = +2 although for powers sake you'd want to weight I think. Which could get complicated.

The quirks is most changes to an item don't take place till the script ends. And you can't single chain a script check. If you call a script from within a script the first script is still running waiting for the second to end.

But if you do a AssignCommand(ExecuteScript()) this 'releases' the executed script from the parent script so the parent can end, the changes can take place and the new script can run. You just have to do the assign as the last item in the script.

If that makes sense?

Posted by nodialtone at 2005-12-31 22:55:44    
Adding in Gold/XP checks would be easy to do. I was considering adding in a skill check of some form, but havent quite decided on how to impliment it.

For stacking, do you mean if you add two gems to an item, you get +1 each, or +1 for the first and +2 for the second?

What are the quirks with the checking changes to items?

ND

Posted by Danmar ( 72.225.xxx.xxx ) at 2005-12-31 21:12:09    
Oh another thought occured to me. What about being able to set a gold piece limit to an item? So that a player can't just keep adding enhancements to an item? Scripted it would be something like add enhancement, check the gold value, over the limit, remove the enhancement and optionally destroy/give back the enhancement item. You might have to double assign/execute a checking script that then fires any removal script as there are some quirks with checking changes to items inside the script that does the change.

Posted by Danmar ( 72.225.xxx.xxx ) at 2005-12-31 21:08:59    
You might want to save the sample module without any hak associations since it doesn't look like the module uses any CEP'ness in it.

Other than that trifle, looks good so far with a brief glance through it.

Any thoughts on making things 'stackable'? i.e. add a Upgrade Enhancement twice and you get +2?

Also can it be set to remove existing things when something else is added of a similiar type? i.e. adding slashing removes any + bludgeon/piercing damage?

Anyway, looks good from what I can see.

Oh one last thing, drop in some gold on the ground in the demo module. :) I logged in with a character the first time that didn't have any cash or items to sell to get cash. :)

Posted by nodialtone at 2005-12-30 07:48:05    
Thanks. If you have any suggestions, let me know.

Posted by BloodGodxXx Meph at 2005-12-30 04:46:11    Voted 10.00 on 12/30/05
Nice man very nice. Theres been scripts out there like this but I prolly like this the most because it has a nice interface and fairly easy installtion. I know C++ to a point enought to do simple scripting that I need done to my mod. And such this deserves a 10 since I like it I can find a huge range of uses for it and its just plain easy to work with. Keep up the good work NoDialTone :P

Posted by BloodGodxXx Meph at 2005-12-30 04:45:07    Voted 10.00 on 12/30/05
Nice man very nice. Theres been scripts out there like this but I prolly like this the most because it has a nice interface and fairly easy installtion. I know C++ to a point enought to do simple scripting that I need done to my mod. And such this deserves a 10 since I like it I can find a huge range of uses for it and its just plain easy to work with. Keep up the good work NoDialTone :P

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