Thought I would add some notes about the standard scripts this import tries to overwrite. (In all of these cases, changes only affect scripts in your module, not the standard AI.) There are some potential side-effects to tasks unrelated to traps.
nw_i0_generic:
No change from the standard version.
nw_i0_plot:
Enables a debugging message if a creature is told to escape the area, but no exit marker is found.
x0_i0_talent:
Has a more accurate (but slightly bugged for those with a single paladin and/or blackguard level) calculation of when an NPC should use Turn Undead. However, this also has a change that can make NPCs attempt to turn pale masters, even though pale masters are not affected by the default Turn Undead.
x0_i0_walkway:
Moves a flag, the one that enables waypoint walking to cross areas, from the module to the creature.
x0_inc_skills:
Enables the crafting of epic traps. (i.e. This is the script that implements this package.)
My advice to someone using this would be to not overwrite the first four of these scripts. Presumably Ollebroc included them in the import because they were grabbed by virtue of being included by other scripts but are not intended to be part of this package. (Ollebroc, you might want to repackage this from a module with nothing but epic trap crafting in it, so that these side effects can be eliminated.)
The script x0_inc_skills.nss and the dialog x0_skill_ctrap.dlg, on the other hand, should be overwritten as those are the core of this package.
Posted by Primeval Atom at 2009-04-24 22:57:15 Voted 10.00 on 04/24/09
Thanks for the code :) _________________________ (\__/)
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