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NWN SCRIPTS

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Title  Containers/Treasure Respawner v1.1
Author  Slay
Submitted / Updated  07-29-2003 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Other
Includes  None
Description
This is an easy-to-use respawning system for containers and treasures I am currently using in my module. It use 2 small scripts for the containers and 1 include file This is a good tool for permanent worlds, easy to install, configure and use -very few script knowledge needed It should be compliant with all versions of nwn. Features : - Respawning content - Respawning destroyed containers - Auto-relocking and trapping V1.1 Fixed : A container would not respawn if it was opened the destroyed Added : Instructions on how to add fixed generated treasure in containers (can be mixed with random treasure)

Files

NameTypeSizeDownloads
contrespawner.rarcontrespawner.rar
Submitted: 07-29-2003 / Last Updated: 08-01-2003
rar2.72Kb2181
--
SCORE OUT OF 10
9.5
2 votes
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Comments (20):

Posted by Alicianna at 2009-02-25 07:22:38    Voted 9.00 on 02/25/09
Easy, slim and works like a charm. Very well done!

Posted by Ixion at 2005-07-07 10:44:43    
Yeah, I really wanna use this script but I can open .rar files. Could you please give me a zip file? Thanks
- Ixion

Posted by jeffdavis_99 at 2005-05-10 13:19:43    
I got an error when I compiled the include, so I removed the comment slashes in fron ot void main(). Now I keep getting an error for having duplicate main functions when I try to build the ondeath and onopen scripts. What should I do to get these to work together?

Posted by Lady Ashura ( 67.169.xxx.xxx ) at 2005-03-13 11:42:00    
Click on Build > Build Module > ... That will take care of the script line for respawn time. No need to make a temp module,.. I've done that once, worked,,.. but I have different time spawns for the majority of the treasures.. so I was annoyed having to make mod after mod... until someone introduced me to the "Build" ... lol... Give that shot. Good luck!

Posted by ZuruiKyubi ( 69.136.xxx.xxx ) at 2005-02-09 17:47:00    
if some one could help me plz how do you fix the timer on the script, if you could send send a simple mod with of erf so i can see it, and get me some steps on creating one in my own mod

Posted by Sting ( 217.224.xxx.xxx ) at 2004-08-27 01:17:00    
Wooohoooo!

Great Job. It works ..hehe
Thanks GhostEagle for the great Idea :)

And Thanks for the really genius script to Slay .

Greetings Sting


Posted by Sting ( 217.224.xxx.xxx ) at 2004-08-27 01:17:00    
Wooohoooo!

Great Job. It works ..hehe
Thanks GhostEagle for the great Idea :)

And Thanks for the really genius script to Slay .

Greetings Sting


Posted by Ghosteagle ( ..xxx.xxx ) at 2004-08-26 23:52:00    
To Sting. I had the same problem, no matter what time you have set, after 10 sec puf... respawn, i know 0x100 scripting but i found a solution: Make a module (Real simple just one area) import the Erf, modify the respawntime, export the 3 files, save the pack with a different name. Import the new pack to your module and the time is set as you have done in the test module. This is the best Respawn script i EVER found in NWN Vault, you are a Genius. Greetings GhostEagle.

Posted by Sting ( 217.81.xxx.xxx ) at 2004-08-24 14:05:00    
The script work very good with HotU 1.62 but i have a little Problem.
The chests always spawn after ~ 15 seconds. When i change the time to 3600 they spawn again after 15 seconds do you hav a Idea what to do?

regards Sting

Posted by Zarconus at 2004-04-12 09:22:00    
I want to use this script in my pw that I am building. Can you post it in erf format or e-mail it to me in erf form?

Posted by Old_Scores_Transfered at 2004-02-20 10:29:27    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 4 that made this score of 9.50 then rounded to 10.

Posted by Slay at 2004-02-09 13:43:00    
Bling : the scripts have been tested succesfully with 1.61.
I'll suggest you make sure you do use a blueprint corresponding with the container you are placing, and make sure that each of these blueprints are defined with all the script needed.
The TAG is not related to your problem, and can be freely used for any purpose (2 chests that are similar on all but the tag can share the same blueprint. The respawned chest will have the same tag as its predecessor, not the blueprint tag. It can be used, for example, to define the content type of the chest)

Posted by Sonelin ( ..xxx.xxx ) at 2004-02-09 06:51:00    
Great Respawn script works very well with 1.61

Posted by MookSTOMPER ( ..xxx.xxx ) at 2004-02-01 10:48:00    
This is THE BEST treasure respawn script. It's so clean, no waypoints needed, easily modified. Granted you have to make a new item for each spot, but thats what you gotta do with creatures that respawn anyway. This is great script. I've tried the other treasure respawning scripts with limited results, but this one delivers. Thank you Slay. Keep the lines of code coming!

EXCELLENT!

Posted by Darl ( ..xxx.xxx ) at 2004-01-05 16:59:00    
Works okay with my HotU.
I'm using it only with custom loot. If you are too I'll take a shot in the dark and guess: make sure the chests tag (under Basic) and its BluePrint ResRef (under Advanced) are the identical.

Posted by Slay ( ..xxx.xxx ) at 2003-12-23 07:51:00    
Really ? I have then to wait for the french version of HOTU to see what is the problem...

Posted by Bling ( ..xxx.xxx ) at 2003-12-09 21:36:00    
No longer working with the HOTU release...Chest will disappear, puff of smoke and then nothing.

Posted by Raph ( ..xxx.xxx ) at 2003-08-21 14:56:00    
Yes, that got it working. Thanks!

Posted by Slay ( ..xxx.xxx ) at 2003-08-20 12:37:00    
I think you forget to rebuild your scripts after modifying the include file...

Posted by Raph ( ..xxx.xxx ) at 2003-08-17 03:25:00    
TREASURE_RESPAWN_TIME seems to be fixed at about 10 sec or so regardless of what float value is set in the first line in the treasuresys_inc file.

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