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NWN SCRIPTS

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Title  Markshire Portable Persistent Chest System
Author  Markshire
Submitted / Updated  02-07-2006 / 04-29-2011
Category  Database Related
Expansions  HOTU-1.69
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Combat
Includes  Custom
Forums  http://www.markshire.com/phpBB2/index.php
Description
Now on Facebook!

Tested in 1.69

After much head banging and retracing my steps I had lost hope of finishing this system. I was preparing to search the NW Vault for a system to utilize. Then in the midst of my preparations for hari-kari I had an epiphany. The result Markshire's totally different Portable Persistent Chest System.

Specifications:

Persistence is the key to a continued experience on any world. Storage of items outside of your personal inventory there is little to do using the basic game. So utilizing a simple single command I have built a system that allows many options not normally found in Persistent Item Storage.

The following options are capable in Markshire's Portable Persistent Chest System:
  • Storage of stackable items. Regardless of number.

  • Storage of containers with contents.

  • Storage of non-palette custom items.

  • Maintenance / organization of your storage space for easier retrieval.

  • Portable within the limits of our world.

Markshire limits opening chests to Inns, Temples and PC Homes.

Storage Capacity:
  • 15 containers page over 6 pages

  • 35 squares per container

This allows for a total storage capacity of 3150 squares.

PLUS: Bonus slots for a helmet, a cloak, a necklace, two rings, a pair of boots, a pair of gauntlets, a set of bolts, a set of arrows, and a set of bullets.

Comparison:

How does Markshire Portable Persistent Chest System compare to standard persistent chest systems? Let's look at them:

  • Typical persistent chest systems are simply placeable objects (chests, armoires, etc.) that have up to 25 windows of inventory at 35 squares per window. That's 875 squares. Not bad.

  • Those same systems are limited as to what you can place in there. No stackable items like potions, no containers with inventory of their own, and most definitely no custom items. This is because the systems all destroy the objects and store the references to those items. Then when you open the inventory for the chest again it rebuilds everything.

  • The old persistent chest systems were limited to their placed locations.


NOTE: Dungeon Masters can use the exact same system. Imagine never having to save your Avatar again to store some custom items you made to import or an item you are temporarily removing from a PC. Just pop open your very own chest and voila you have instant access to the same 3150 squares of storage as your Players. If you add the caveat GetIsDM() to the code for the area check you can bypass the Safe Area system.

Update:
  • New file added for Key and Instructions for chests. For those that were missing them before.

  • Updated the original ERF with the missing items.

See code change at bottom of code window.

NOTE: Aerisarn has created a version of our Portable Persistent Chest that requires NWNX/APS to work and is optimized to reduce lag on chest retrieving by substituting a whole area objects cycle with a GetObjectByTag cycle (so don't change the creature tag :-). Other minors cleanups on chest dialog. Hope you enjoy, the rar has both new erf and module and the original readme (no change to the interface). Check it out here.


For a lot more screenshots from our world please visit: Markshire.

Other NW Vault Submissions:

Files

NameTypeSizeDownloads
ms_persist_chest.rarms_persist_chest.rar
Submitted: 02-07-2006 / Last Updated:
rar--1268
Everything you need for an amazing system. External Website Beyond Our Control
ms_pc_key.rarms_pc_key.rar
Submitted: 02-07-2006 / Last Updated:
rar--282
Separate ERF for the missing Chest Key and Chest Instructions items for the original ERF. ms_persist_chest.rar is updated with these as well. External Website Beyond Our Control
SCORE OUT OF 10
9.93
13 votes
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SCREENS

How you store so many things in a chest *holds hands 3 ft. apart* this big.






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Comments (30):

1 2 3

Posted by Endoora at 2008-07-0411:47:07    
Very interesting indeed. I've tried the latest downloads you uploaded, no one works, for me at least. I have not 'fiddled' more to the scripts than tested commenting out, switching switches and such to try out results. Only to restore back to the original when no solution appeared. To be clear; I tried the latter downloads (before the new ones updated by you), and had the problem that the PC key and Chest Instructions wouldn't spawn in the inventory of the PC. Both in imported form in my own module and the test module supplied. With the updated Erfs the PC key and chest Instructions correctly spawn in the PC inventory, everything looks good. Then I despawn the Chest using the key, only to try and summon it again but then gets the message "The Chest is out already" but is certainly not. This message also appears in both my own module and the latest test module 'persistent_chest' supplied in the download. If it matters, when unsummoning or trying to summon in my own module I get the message twice. I.e. " Storing the chest" "Please wait a moment" "Storing the chest" or when trying to summon it again it says "The chest is out already", twice. But all I've done is imported your Erf and tried to run it. So. I've broken the whole lot haven't I? _________________________ - Endoora - The Glory and Freedom Chronicles A Neverwinter Nights Persistent World Project ***** Development resumed as of 2009-JUN. Hail all inspirational contributors! *****

Posted by Markshire at on07/18/10
Endoora: Interesting. Not exactly sure what you have going on. Mainly because I don't know what you've done in your "fiddling" or implementation of the software. Have you tried using the Module that came with the prefabbed area and such? _________________________ Vault Game World Entry: Markshire Website: www.markshire.com Server: www.markshire.net:5121 NWNWiki: Markshire Vault Submissions: NWN1: Magic Carpet Transitions | Experience and Teamwork System | Portable Persistent Chest System | Nerfed Pulse Drown | Renaming System | Quill of PC Recording NWN2: Climbing System | Explosive Barrels | Quill of PC Recording Fiction: A Missed Adventure | Kurm and the Sewer King's Curse | A Harrowing Story | Loki's Foulest Trick | Rising Force | The Mad Red Titan: One, Two, Three

Posted by Endoora at 2008-07-0403:24:06    
Ok, Im no scripter but I fiddled with the switch statements in ms_pc_key nonetheless.. I changed TRUE to FALSE and vice versa. Then I could re-summon my chest, but viola, I got a bonus one! Two chests, same contents and one possible to open one at a time. Man, I really need to learn how to script. Someday. *Off fiddling* _________________________ - Endoora - The Glory and Freedom Chronicles A Neverwinter Nights Persistent World Project ***** Development resumed as of 2009-JUN. Hail all inspirational contributors! *****

Posted by Endoora at 2008-07-0403:10:26    
Thanks for a fast fix. The key and instructions is now given to the PC as it should. But im not able to Summon the chest after I've unsummoned it. Get the message "The Chest is out already" when it's not. This applies to both my module and the test module you've supplied, and with different characters. _________________________ - Endoora - The Glory and Freedom Chronicles A Neverwinter Nights Persistent World Project ***** Development resumed as of 2009-JUN. Hail all inspirational contributors! *****

Posted by Markshire at on07/18/10
The PC Key script isn't broken. It would appear that a file was uploaded without the proper Key included in the Palette along with the Instructions. I have the update uploading as I type this. So please re-download the ERF. I also will be adding a separate file for the Key and Instructions for those who need em. _________________________ Vault Game World Entry: Markshire Website: www.markshire.com Server: www.markshire.net:5121 NWNWiki: Markshire Vault Submissions: NWN1: Magic Carpet Transitions | Experience and Teamwork System | Portable Persistent Chest System | Nerfed Pulse Drown | Renaming System | Quill of PC Recording NWN2: Climbing System | Explosive Barrels | Quill of PC Recording Fiction: A Missed Adventure | Kurm and the Sewer King's Curse | A Harrowing Story | Loki's Foulest Trick | Rising Force | The Mad Red Titan: One, Two, Three

Posted by Endoora at 2008-07-0212:16:14    
Hi, Im no good at scripting and need a little help with the OnActivate script. The readme states "Make sure the module OnActivate script uses tag-based scripts. If not then you will have to script in the Unique Power from the key manually." I tried inserting ExecuteScript in my existing OnActivate script to no avail. The PC key doesn´t spawn. What should I do? _________________________ - Endoora - The Glory and Freedom Chronicles A Neverwinter Nights Persistent World Project ***** Development resumed as of 2009-JUN. Hail all inspirational contributors! *****

Posted by Markshire at on07/18/10
_Shadow Weaver_ Thank you for the vote. We're glad you like the system. _________________________ Vault Game World Entry: Markshire Website: www.markshire.com Server: www.markshire.net:5121 NWNWiki: Markshire Vault Submissions: NWN1: Magic Carpet Transitions | Experience and Teamwork System | Portable Persistent Chest System | Nerfed Pulse Drown | Renaming System | Quill of PC Recording NWN2: Climbing System | Explosive Barrels | Quill of PC Recording Fiction: A Missed Adventure | Kurm and the Sewer King's Curse | A Harrowing Story | Loki's Foulest Trick | Rising Force | The Mad Red Titan: One, Two, Three

Posted by _Shadow at on03/02/08
Nice little persistant storage system that the player has direct access too...

Posted by Markshire at on07/18/10
tlmart, Thanks for downloading and using our script. That's an interesting error. Did you change the Database name for the new module? Also, you might want to check your SAFE variable setting script. If you would like I could take a look at it. Feel free to e-mail it to me via hrogath@markshire.com. _________________________ Vault Game World Entry: Markshire Website: www.markshire.com Server: www.markshire.net:5121 NWNWiki: Markshire Vault Submissions: NWN1: Magic Carpet Transitions | Experience and Teamwork System | Portable Persistent Chest System | Nerfed Pulse Drown | Renaming System | Quill of PC Recording NWN2: Climbing System | Explosive Barrels | Quill of PC Recording Fiction: A Missed Adventure | Kurm and the Sewer King's Curse | A Harrowing Story | Loki's Foulest Trick | Rising Force | The Mad Red Titan: One, Two, Three

Posted by tlmart at on02/20/08
I am creating a new module and had to create a script to set local variable to "SAFE" -- though the other module I have didn't need that done. Also, the working module also correctly summons/unsummons the chest, but my new one doesn't. It will summon and bind, and I can unsummon it, but upon trying to summon again in the same area, it tells me that the chest is already summoned... There are no different lines of code and everything is set up exactly the same...

1 2 3

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