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NWN SCRIPTS

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Title  Axe Murderer's Killer Death System 1 v2.2 by Axe
Author  Axe Murderer
Submitted / Updated  04-08-2006 / 01-31-2009
Category  Rulesets
Expansions  NWN-1.69
Format  Module and Code
Type  Type - Other
Includes  Custom
Forums  Link
Description
Axe Murderer's Killer Death System 1 v2.2
===========================================

This package includes an .erf file containing blueprints for three creatures, two items, a placeable, a door, two conversations, two waypoints, a trigger, and also several scripts. There is also a demo module called Killer Death System 1 Demo.mod included in the zip file (put it into your /modules folder to try it out). Installing the system into your module will give you a Purgatory death system where you can choose from several penalties to return from purgatory to a church. You can also have your friends resurrect you where you died, or carry you to a priest to do it there. Optionally, it imposes a purgatory timer that automatically makes the penalty choice for you & sends you to the church if you don't make a choice, get rezzed by a buddy, or get taken to a priest within a certain amount of time after death.

Version 1.1:
Fixed a bug that allowed hostile creatures to attack a player's dead body when it gets created upon his death.
Also added support for marking areas that won't be used by the purgatory system (see details about this in the Readme file).

Version 1.2:
Added a module variable to allow the penalty behavior when a character is exactly at the start of a level to be toggled to take gold & items instead of getting a free-ride.
Also fixed a bug -- thankyou tallon_firedrake!

Version 1.3:
Added in a female dead body blueprint and updated the include libarary so dead PCs left behind will have the correct gender.

Version 1.31:
Fixed a bug in the spellhook script introduced when v1.3 was created.

Version 2.0:
Added new option to allow builders to force PCs to drop their inventory, equipment, gold, or any combination of these three things into a loot bag created at their death spot when they die.
Added new options to the purgatory conversation to allow players the choice to return to where they died rather than to the Church.
Added module variables to allow builders to configure the new return to where you died options.
Added a new feature to allow for XP &/or GP penalties to be assessed when players are ressurrected "in the field" either by another PC using a RaiseDead or Resurrection spell cast either from memory, from an item (like a rod or scroll), or by an NPC Rez Priest when the player's dead body is carried to one.
Added module variable to allow builders to configure the level at which players will have to start paying to leave purgatory. Known now as the "Pay Level", it used to be fixed at level 6. Now you can set a module variable to configure that level.
Updated the system to take advantage of new scripting features introduced in NWN patches v1.67 & v1.68.
Added the ability to customize per PC level how many items will be taken from them when they choose a lose-an-item option to leave purgatory.

Version 2.1:
Updated the system to be compatible with v1.69. Those sticking with NWN v1.68 should use version 2.0 instead. You must be running NWN v1.69 to use this or any future versions of KDS1. Important changes must be made to your OnClientEnter event to support the new NWN v1.69 horse system (See Section IV-D in the Readme file).

Version 2.2:
Bug fix, now when the dying PCs are made to drop their gold in a loot bag, it will also destroy the gold they are carrying so gold can't be duped oops.
Added alignment & race options so you can have multiple alignment &/or race based purgatory areas.
Read the 2.2 upgrade addendum. I didn't bother to update any of the other docs.


Requirements.
--------------
Killer Death System 1 should work with any expansion pack combination including no expansion packs, but you need to patch your game up to v1.69 or later to use this package. The KDS1 system is not compatible with all custom content you may add to your module. It should work fine with the CEP, but any custom systems you add must not use the module's OnPlayerRespawn or OnPlayerDeath events or the spellhooking system or there will be conflicts. KDS1 requires exclusive control over those two module events and the spellhooking system and cannot share it with another system. Actually the spellhooking part can be worked around if you know what you are doing and can alter the spellhooking script from the other system to incorporate the one from KDS1 or vice-versa (see details in Section IV-B-14-b of the Readme file).

The system is meant for use in multi-player modules, however it can be used in a single-player module as well. It will be impossible to accomplish any of the resurrection options for leaving purgatory (see section IV-A of the readme file) in a single-player game since they require another PC to perform them, but the penalty options will all still function OK -- there will be no way for a player to get out of purgatory without paying a penalty and going to the church in a single player game (actually I suppose you could create an auto NPC that searches for dead PC bodies and casts a Resurrection on them -- that should work in a single player game to get the PC out of purgatory with no penalty like in multi-player, tho it seems kinda pointless).


User's Guide.
--------------
The included Readme file is a User's Guide describing all the details you will need to know about in order to install and use KDS1 in your modules.

Version 2.2 additions are described only in the v2.2 Addendum document.

Files

NameTypeSizeDownloads
Killer_Death_System_1_v2.0_by_Axe.zipKiller_Death_System_1_v2.0_by_Axe.zip
Submitted: 04-08-2006 / Last Updated: 04-12-2008
zip219.71Kb355
This includes version 1.0, 1.1, 1.2, 1.3, 1.31, & 2.0 only.

Use this if you are running NWN v1.68. If you are running NWN v1.69 get version 2.2 instead.

Killer_Death_System_1_v1.2_by_Axe.zipKiller_Death_System_1_v1.2_by_Axe.zip
Submitted: 04-08-2006 / Last Updated: 05-09-2006
zip106.24Kb410
This is version 1.0, 1.1, & 1.2 only.
Killer_Death_System_1_v1.1_by_Axe.zipKiller_Death_System_1_v1.1_by_Axe.zip
Submitted: 04-08-2006 / Last Updated: 04-26-2006
zip100.91Kb364
This is version 1.0 & 1.1 only.
Killer_Death_System_1_v2.2_by_Axe.zipKiller_Death_System_1_v2.2_by_Axe.zip
Submitted: 04-08-2006 / Last Updated: 01-31-2009
zip250.11Kb845
This is version 2.2 of my Killer Death System 1.

It is a purgatory-style system that lets players choose their penalty to leave purgatory. It allows other players to rez or carry dead friends to a healer.

There is also a demo module included.

See the Readme file included in the zip for all the details and User's Guide.

Version 1.1:
Fixed a bug that allowed hostile creatures to attack a player's dead body when it gets created upon his death.
Also added support for marking areas that won't be used by the purgatory system (see details about this in the v2.0 Readme file).

Version 1.2:
Added a module variable to allow the penalty behavior when a character is exactly at the start of a level to be toggled to take gold & items instead of getting a free-ride.
Also fixed a bug -- thankyou tallon_firedrake!
There is also a .txt file included in the .zip file with an interesting Q&A session I had with a KDS1 user that led to this update. Thank LordFear for pestering me enough to get this one done.

Version 1.3:
Added a female dead body blueprint and updated the include library so dead PC bodies will have the correct gender.

Version 1.31:
Fixed a bug in the spellhook script. Something I missed when adding in the female dead body bit for version 1.3. Thank you OnyxEye!

Version 2.0:
Added new option to allow builders to force PCs to drop their inventory, equipment, gold, or any combination of these three things into a loot bag created at their death spot when they die.
Added new options to the purgatory conversation to allow players the choice to return to where they died rather than to the Church.
Added module variables to allow builders to configure the new return to where you died options.
Added a new feature to allow for XP &/or GP penalties to be assessed when players are ressurrected "in the field" either by another PC using a RaiseDead or Resurrection spell cast either from memory, from an item (like a rod or scroll), or by an NPC Rez Priest when the player's dead body is carried to one.
Added module variable to allow builders to configure the level at which players will have to start paying to leave purgatory. Known now as the "Pay Level", it used to be fixed at level 6. Now you can set a module variable to configure that level.
Updated the system to take advantage of new scripting features introduced in NWN patches v1.67 & v1.68.
Added the ability to customize per PC level how many items will be taken from them when they choose a lose-an-item option to leave purgatory.

Version 2.1:
Updated the system to be compatible with v1.69. Those sticking with NWN v1.68 should use version 2.0 instead. You must be running NWN v1.69 to use this or any future versions of KDS1.

Version 2.2:
Bug fix, now when the dying PCs are made to drop their gold in a loot bag, it will also destroy the gold they are carrying so gold can't be duped oops.
Added alignment & race options so you can have multiple alignment &/or race based purgatory areas.
Read the 2.2 upgrade addendum. I didn't bother to update any of the other docs.

Killer_Death_System_1_v1.31_by_Axe.zipKiller_Death_System_1_v1.31_by_Axe.zip
Submitted: 04-08-2006 / Last Updated: 11-12-2006
zip119.1Kb545
This includes version 1.0, 1.1, 1.2, 1.3, & 1.31 only.
Killer_Death_System_1_v1.0_by_Axe.zipKiller_Death_System_1_v1.0_by_Axe.zip
Submitted: 04-08-2006 / Last Updated: 04-08-2006
zip94.93Kb425
This is version 1.0 only.
Killer_Death_System_1_v2.1_by_Axe.zipKiller_Death_System_1_v2.1_by_Axe.zip
Submitted: 04-08-2006 / Last Updated: 07-13-2008
zip232.39Kb411
This includes version 1.0, 1.1, 1.2, 1.3, 1.31, 2.0, & 2.1 only.

If you are running NWN v1.69 get KDS1 v2.2.
If you are running NWN v1.68 or earlier get KDS1 v2.0.

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Comments (30):

1 2 3

Posted by Axe_Murderer at 2009-08-2403:13:35    
There is an ini file setting to handle that now.

Posted by bfly110494 at 2009-08-2107:40:45    
Ok, ready to rock and roll but, Seems that players can log out and then back in just to be healed and have spells back. Any script or advise? I'm rather new and was wondering for an easy fix to the problem. Thanks again and This was exactly what i needed. _________________________ I'm Not the droid your looking for!

Posted by bfly110494 at 2009-08-2016:14:14    
AWESOME! _________________________ I'm Not the droid your looking for!

Posted by Cernunnos at on06/26/09
"Wow," that's all I can say. So easy to implement and so effortlessly customizable. I fudged around with numerous "death token:: scripts and other death handlers on the vault for hours before I found this. Gonna make my new project so superior to my last one. "10" _________________________ World of Abred Forums: Link "'Don't you want to join us?' I was recently asked by an acquaintance when he ran across me alone after midnight in a coffeehouse that was already almost deserted. 'No, I don't," I said. - Kafka

Posted by billy_onions at 2009-04-1709:38:20    
Hey Axe, Just downloaded v2.2 and in the test mod when i die im sent straight to purgatory istantly and no corpse is created. and when i speek to purgatory guardian there is no conversation im ported straight to church. Same happens when i import this into my mod. Can you please help.. Thanks in advance

Posted by PantherRavenStorm at on03/16/09
Awesome work! _________________________ Meet me in Demitha!

Posted by Mannast at on02/04/09
Great Script - Really easy to import and implement even into a mod with other heavy script systems in place (HTF, Pantheon stuff, C.R.A.P...). Thanks for you effort on this!

Posted by Mannast at on02/04/09
Going to see if I can incoporate this into my present building - already have something in there, but wouldn't mind more options. Let you know with a vote later.

Posted by Pattycake1 at on01/31/09
This is one of the Best Death systems out there. Easy to use, Easy to implement. This is a must for PW's out there!

Posted by monrast at on01/31/09
Excelent, just a brilliant piece of work. Perfect for my own use and the new options have saved my from ripping my hair out in trying to implement them myself, would prob have taken me weeks to get close to what you changed and then it'd be clunky, full marks

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