This system will allow a module designer to add the Environmental Dangers listed in the back of the DMG (Dungeon Master's Guide) to their modules with little trouble. In this demo, there are scripted systems to handle dangers from water (drowning), dehydration (heat), frostbite (cold), smoke inhalation, acid, fire, and lava.
The dehydration, frostbite, and fire systems are dramatically affected by the clothing you wear (or don't wear as the case may be). I have commented the code so if you really want to see the specifics just open the scripts to see what I have done. Needless to say, the systems take into account about every detail I could think of. If anybody sees something I left out, let me know and I will check it out for addition.
An emphasis was given to trying to make the systems work as described in the DMG with one major exception: I opted to not use subdual damage. A builder with some scripting skill could easily switch this system to using subdual damage, but I found it would not be as useful since many developers already have subdual systems in place. Other minor changes were made to the DMG rules to make it work better in the NWN environment.
Also provided is a trap script which handles any placeabe trap I could think of. This "Universal Trap Script" handles traps using variables set on a trigger. I have demonstrated this in the demo module with every type of custom trap given in CEP.
Finally, a trigger is provided that will give each PC a bit of XP for exploring. The trigger can be used as needed and will only give XP to each PC once. The XP amount is set via a local integer on the trigger itself. The triggers MUST have unique tags.
The great thing about this script set is that they can be used together in one area. For demonstration, please note that I have both the Fire system and the Heat system running in the "Fiery Pit of Doom." This means that PCs dehydrate due to the intense heat and can catch on fire too . . . basically you can stack this as you need.
Details of each system are given in the README for easier reference.
Install and useage instructions are also given in the README.
EACH SYSTEM IS PROVIDED AS "STAND ALONE" AS WELL AS IN A "COMPLETE PACKAGE." You can use what you need, and forget the rest if you want to . . .
Posted by distressed damsel at 2010-10-06 08:12:59 Voted 10.00 on 10/06/10
Great Script,and very useful. Thanks!
I noticed that it says that you can change the DC with a way point, but it doesn't exactly say how to do that? I can't run the demo mod due to it using CEP 1.53 and I'm using 2.3 of course. Could somebody help me with this?
Posted by olcottr at 2009-11-03 00:16:22 Voted 10.00 on 11/03/09
Very powerful, yet efficient use of code.
Posted by Fleshmelter at 2009-10-18 03:08:35 Voted 10.00 on 10/18/09
Posted by Tyerial12 at 2008-02-03 20:40:04 Voted 10.00 on 02/03/08
Thanks! Great job!
Posted by Vuldrick at 2006-11-27 17:04:23 Voted 10.00 on 08/06/06
To mwatson8:
Yup, sure have :) I converted this over to NWN2 and it worked perfectly fine (after a few adjustments). The code itself was not the issue, but the fact that some of the visuals (like the bubbles that come from the PCs mouth and the ice-skin look) do not exist in NWN2. Further, some of the spell functions have changed name (elemental shield was one I remember off the top of my head) so I had to convert to the new function in the code.
It was a very easy tweak though and was neat to see a PC go underwater (entering a drowning trigger) and start to have to hold breath then drown. _________________________ Vuldrick Garrison
Posted by mwatson8 at 2006-11-27 05:43:50 Voted 10.00 on 11/27/06
have you tested this on NWN2?
Posted by urquan_66 at 2006-08-13 18:26:43 Voted 10.00 on 08/13/06
Positively great work! _________________________ "No one will forgive us now for wasting the dawn"
Posted by Graewerld at 2006-08-10 14:19:57 Voted 10.00 on 08/10/06
After figuring that I needed the latest patch for CEP(1.53) went back to the mod. I was amazed at how flawlessly it worked. This will create a plethora of options to futher baffle players that are used to just walking into areas without consequences. This is a brilliant piece of work (and I am jealous--I couldn't do this without YEARS of learning the ins and outs of scripting--but I am learning!). Keep up the good work.
Posted by Sharona Curves at 2006-08-09 18:15:08 Voted 10.00 on 08/09/06
a perfect ten. i have not setup traps yet but i did make some environmentally hazardous areas and triggers.
the simple effectiveness of this is ruleset is what makes it a ten. i like how you use one script in the OnEnter and OnExit working with different area integers to create these challenges. no more torches underwater, no more resting out in the elements, no more walking into gaseous bogs without choking. this is great.
Posted by Vuldrick at 2006-08-09 16:39:53 Voted 10.00 on 08/06/06
Oh, one more thing. The code will work without CEP of course. Only the demo module needs CEP. _________________________ Vuldrick Garrison
Posted by Vuldrick at 2006-08-09 16:39:00 Voted 10.00 on 08/06/06
You need CEP installed. If you don't have that, then the module will not open. This is because I showcase the traps code using CEP placeable traps. _________________________ Vuldrick Garrison
Posted by Graewerld at 2006-08-08 16:08:59 Voted 10.00 on 08/10/06
Was unable to "play" the demo mod as it said I required the HAK. I have already place everything ito its appropriate files. What am I missing?
Posted by Vuldrick at 2006-08-06 06:52:31 Voted 10.00 on 08/06/06
I thought I would vote to get the ball rolling here. I want to see what others think about the system . . . if you want enhancements or additions, etc.
Come on folks . . . "vote early and vote often" :) Let me know what you like and don't like please. _________________________ Vuldrick Garrison
No I'd keep it seperate to avoid annoying people. I like the way you've made it available as components or the whole shebang, and people will see from these comments that one is available, although you could post it a seperate item on the vault with a link to the system here to guarantee exposure. ;) _________________________ View my blog regarding the Relbonian Chronicles project --> Link
Posted by Vuldrick at 2006-07-25 06:21:01 Voted 10.00 on 08/06/06
Should I place the demo module in the "Complete Package" .rar file folks?
I was trying to keep from forcing people to download things they don't need, but I fear some folks might not see the demo module otherwise. _________________________ Vuldrick Garrison
Posted by Vuldrick at 2006-07-25 06:18:44 Voted 10.00 on 08/06/06
Any clothing is considered, standard or custom. The check for armor type etc is not tag based but actually looks at the Armor Class in a round about way.
You can also make custom clothing, as in the demo module, to help the PC avoid elemental damage . . . but this IS TAG BASED. The sample items show the proper tag useage and can be easily seen in the demo module. _________________________ Vuldrick Garrison
This looks very interesting. Does the system that takes clothing into account take custom clothing into consideration? _________________________ View my blog regarding the Relbonian Chronicles project --> Link
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