Create your own wordlocks on placeables and doors, without any scripting. Simply add the script to your object and set some variables.
What's a wordlock, you ask? Wordlocks are combination locks consisting of letters instead of numbers. The solution to a riddle or puzzle must be spelled out by turning the tumblers on the wordlock. You may have seen the real thing at www.wordlock.com, or you may have seen them in the computer RPG Betrayal at Krondor.
Version 1.2 includes some hooks for scripters that can be used to create objects that use riddles in more advanced ways.
Posted by Kilvain at 2009-03-30 17:23:36 Voted 10.00 on 03/30/09
A great idea for adding some variety to the game. Solve a riddle rather than hunt for a special key.
Posted by janarah at 2008-03-25 00:53:16 Voted 10.00 on 03/25/08
always fun to have easy to use scripts that add to the life of a server. _________________________ "that is not dead which may eternal lie, and with strange eons even death may die. . ."
~H.P. Lovecraft
Posted by issendriel at 2008-03-05 21:22:20 Voted 10.00 on 03/05/08
Easy to install and use. Brilliant!
Posted by MulrichFendt at 2007-01-01 07:20:31 Voted 10.00 on 01/01/07
Hi
I just imported this into NWN2, had some issues with it, but got it to work....
The variables you set on the placeable or door has to be given a type string. Standard is none in NWN2. Else you get an error like Error while opening tab: System.IO.EndOfStream Exception: Unable to read beyond the end of the stream.
Be sure to use lower case on all variables...
I modified the conversation to chat window instead of full screen.
Made a timed reset script as well OnOpen to close and reset the riddle.
The function ResetRiddle has a minor bug... you need to modify the script...
the varable solved is one place written as Solved..and needs to be changed to solved...or it won't reset properly...
Excellent work with this wordlock...
Posted by gnocch at 2006-05-25 03:32:21 Voted 10.00 on 05/25/06
Yes that's an excellent set of script, easy to use when you've understood. ^^
I included some new scripting functions, found in mrl_wordlockfunc, for scriptings that may want to create more advanced features for their riddles, like random riddle selection. Behind the door in the sample module is an example of this.
There's also a few other minor changes. When random letters are created, it will now check to make sure that the same letter isn't used previously in that same position. It also skews slightly towards more common English letters. _________________________ Recent scripts I wrote for NWN: Random Weapon Generator & Wordlock / Riddle Creator
Posted by brucemonkey at 2006-05-15 09:43:00 Voted 10.00 on 05/15/06
Great work, most excellent, simple application (by the user) with complicatd looking results. Impressive
Posted by brucemonkey at 2006-05-15 09:41:13 Voted 10.00 on 05/15/06
Excellent set of scripts and very very easy to use. Very interesting posibilities. I used it first to set an obelisk placeable as a container and when opened created a portal to the next stage of the venture. Great work.
The directions weren't very clear... sorry about that, gnocch. I've updated the documentation and the code in version 1.1. If you do not give variables for what the different tumblers need to be (stage1, stage2, etc) then the script will create random letters. I also fixed the error that Raelys pointed out in the module.
Posted by Fleshmelter at 2006-05-13 16:58:32 Voted 10.00 on 05/13/06
gnocch open the demo module up in the toolset, right click on a placeable, a grey box will pop up it has an option that says variables. Click on that and you will see what you need to do on your own placeables.
Posted by gnocch ( 84.4.xxx.xxx ) at 2006-05-13 12:13:28
I'm probably a noob by I don't understand where I have to set the variables to make my own riddle, solution etc...I looked at the script mrl_wordclock and the dialogue, but I didn't see any customizable variables.
Posted by Sir_Elric at 2006-05-13 10:32:05 Voted 10.00 on 05/13/06
Neat idea. _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Small bug in your demo module. The door has the wrong OnFailToOpen script. It's currently onuse_riddle, when it should be mrl_wordlock. Otherwise, it's a nice set of scripts. I can see some interesting possibilities with it.
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