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NWN SCRIPTS

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Title  csf - Common Scripting Framework
Author  EPOlson
Submitted / Updated  09-28-2006 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
Format  Module and Code
Type  Type - Other
Includes  BioWare Standard
Description
The Common Scripting Framework (CSF) addresses the problems that designers encounter when incorporating various packaged systems into their module. Many modules will use several systems (e.g. DMFI, HABD, HCR, NESS, etc) Most require the editing/merging of module or area event scripts and demand the designer follow detailed instructions to install and update the systems. CSF allows the module designer to easily install, remove and configure any number of packaged systems. It is essentially a simple way to manage queues of scripts for various module events.

The CSF was based on ideas, discussions and examples from many people in the NWN scripting community, including Pentane, Demetrious, rdjparadis, futurewavecs, Sunjammer and many other. All of the bugs in the CSF code are strictly mine (EPOlson)

There will be a NWN2 version that is compatable and has more features.

Files

NameTypeSizeDownloads
csf_v1.0.zipcsf_v1.0.zip
Submitted: 09-28-2006 / Last Updated: 09-28-2006
zip408.03Kb265
Verson 1.0 for NWN (documentation, demo mod, and erfs)
csf_dmfi_act.zipcsf_dmfi_act.zip
Submitted: 09-28-2006 / Last Updated: 10-25-2006
zip1.08Kb172
CSF component for DMFI v.3b (just OnActivateItem: dmfi_activate)
csf_habd.zipcsf_habd.zip
Submitted: 09-28-2006 / Last Updated: 09-30-2006
zip3.35Kb180
CSF component for HABD 1.3b
csf_cep2.zipcsf_cep2.zip
Submitted: 09-28-2006 / Last Updated: 10-23-2006
zip2.27Kb164
CSF waypoints for CEP V2 (base, traps, & horses)
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Comments (9):

Posted by Bozat, The Laughing Prophet at 2009-11-05 21:16:11    Voted 10.00 on 11/05/09
A fundamentally beautiful & elegant idea. Thank you!
_________________________
-------------------------------------------
"Repent, Harlequin!" said the TickTock Man.

Posted by unbuddha at 2007-03-04 17:01:45    Voted 10.00 on 03/04/07
This was very impressive. One question. Is there a way to hook into the default creature scripts. I see you have the templates but that doesnt really work if you are trying to use the native mobs provided by bioware because you can't edit those creatures -- only edit copies. Maybe there is a way to hook the nw_c2_default* scripts into the CSF?

Perhaps by creating a cue for those creature actions and then calling a ProcessEvent() at the end of each of the scripts. The drawback I guess is you would have to include all of the nw_c2_default* scripts in the CSF distro... but then they probably arent going to change any time soon.

Posted by morikahn at 2007-02-06 22:48:56    Voted 10.00 on 02/06/07
I am very impressed with this.

The team of devs I work with on a PW are planning on remaking the framework of the module, its very old, and I suggested we code something moduler, and lo and behold.. you've already done it.

This system will be a great time saver, especially for PW's with multiple devs constantly adding or updating systems.

I hope more people use this thing and make it a standard for PW modules for NWN and NWN2.

Posted by EPOlson at 2006-09-30 07:52:47    
I added a component for HABD 1.3b. So csf takes care of install steps #1-#11. (so adding HABD is now as easy as importing 2 erfs and placing an instance -- then read the HABD manual to configure the settings)

Also, I noticed that the pwh component scripts had 3 PrintString debug statements left over. Not worth a new release, but search for "CHK" if you want to clean up your log file.

Posted by RapidDeployment at 2006-09-29 00:53:44    Voted 9.75 on 09/29/06
mmm beer *drools*

thanks for clearing that up.

I've been looking at the script set and i kinda dig the concept. Thanks for the effort
_________________________
I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.

Posted by DeathMutant at 2006-09-28 18:26:32    
HABD = Have Another Beer, Dummy! (ok, maybe not ;-)

Posted by EPOlson at 2006-09-28 18:25:24    
HABD is Henchmen Always Bleed to Death by Demetrious, OldManWhistler, IntrepidCW. A wonderful bleeding/dying/respawn system. To add this using csf somebody (maybe me) would need to create a waypoint with the scripts associated with the right events. (and maybe one extra custom script in the case of HABD)

But more importantly, this sets a common standard that can be used by those writing scripts and those using scripts.

NWN2 will change two important things that are related:

1. scripts can be set via scripting (or a toolset plugin), so you don't need to assign all the scripts to the module/area events manually [saves typing]

2. the main() function call is supposed to accept arguments. An example event script posted by a dev had the parameters passed via the function parameters. This will simplify the api to the script writers. (not much change for module designers)

But for the most part, this should work the same in NWN2, but we will know for sure in just over a month.

Posted by RapidDeployment at 2006-09-28 18:12:34    Voted 9.75 on 09/29/06
and what makes you thin kthis'll work better in nwn2?
_________________________
I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.

Posted by RapidDeployment at 2006-09-28 18:04:49    Voted 9.75 on 09/29/06
Whats a HABD?
_________________________
I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.

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