Shayan's Subrace Engine (v3.0): Link Axe Murderer's SSE30 169 Update: Link (also invented flag system)
BigStick: Idea - Gender Restrictions
Haeric: Idea - removal of default, renaming constants/scripts SSE/SHA
Jaysyn: Idea - Aliases
MetaPhaze: Bug Hunting
Moon's SSE Cloudy Twilight (v3.0.5b5): Link (SSE Wand, Forum Moderator)
Parsec: Idea - Prestige Races, Coding
RoadWyrm: Idea - hair/skin colors
Rafhot: Idea - spell resistance, factions
Scarface: Letoscript Functions, Base functions for eye color scripts
Sith-WarLord-Drow: Idea - glowing eyes
TwentyOneScore: Created/updated scripts to use newer patch functions
(if upgrading over earlier version prior to 3.0.6.2 delete script "default" or comment/remove lines #include "sha_subr_methds" and SubraceHeartbeat(OBJECT_SELF);)
Import SWand Erf (optional)
2. Place the Subrace Clock placeable somewhere in your module
Saduj thank you :) _________________________ (\__/) (='.'=) This is Bunny. Copy and paste bunny into (")_(") your signature to help him gain world domination. Rip RPG
How do I use the Dynamic Phenotype Wemic, Brownie, Skeleton? I want to turn my Wemic PC into a CEP Wemic just like I can turn it into a Lich. _________________________ (\__/) (='.'=) This is Bunny. Copy and paste bunny into (")_(") your signature to help him gain world domination. Rip RPG
Posted by Saduj at on02/09/11
ummm ok.... import the erf file sse3069b13.erf, and overwrite all files when it asks. Ignore the warning of missing files (as those will be created when you build the scripts.) open the module properties, and set the following events (or merge with your exsisting changes, if any) Set Events OnActivateItem : sha_on_itemactiv OnClientEnter : sha_on_cl_enter OnClientLeave : sha_on_cl_leave OnHeartbeat : sha_mod_hb OnModuleLoad : sha_mod_load OnPlayerLevelUp : sha_on_pc_lvlup OnPlayerRespawn : sha_mod_respawn (optional) if upgrading over earlier version prior to 3.0.6.2 delete script "default" (or remove sse lines from it) Build modules (be sure scripts are selected) What version are you updating from? _________________________ Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)
Posted by Builder__Anthony at 2009-10-2316:25:23
Im trying to use the most current build of this system but im not sure if i understand how to update it from the previous version.I see the stuff in the notes above but i cant understand it.Could you rephrase how to update this system.
Posted by Builder__Anthony at 2009-10-2316:25:19
Im trying to use the most current build of this system but im not sure if i understand how to update it from the previous version.I see the stuff in the notes above but i cant understand it.Could you rephrase how to update this system.
Posted by LordLestat at on10/05/09
Thank You very much for the tip. I will do something like that, it even sounds better for PC creation. And of course this is a super system and please keep up the great work. _________________________ DEATH A thought on Death; Its not Death if you refuse it, It is if you Accept it! £ð®Ð £ê§tåt
Posted by Saduj at on02/09/11
@ LordLestat Lol, that's because the script you are running is not intended to be called upon client enter, but rather on module load, and thus oPC does not exist, and it then always defaults to neutral. You need to make 3 subraces of ghost, say for example, good = ghost, neutral = shade, evil = wraith, each with a separate alignment requirement. you can then have a "core" Spirit subrace automatically switch to other "prestige" subraces based on several requirements, including alignment, level, etc... _________________________ Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)
Posted by maddogfargo at 07:48:48 Voted10.00
Cannot...resist...urge...to...UPGRADE! XD Thanks again Saduj, and Moon too. You guys do great work on this. ;)
Posted by LordLestat at on10/05/09
Can anyone help out on a little kink I have come too? I am using the CEP 22 with the SSE and was going to use the ghost appearances for the Shade but was also going to allow all alignments. And was wanting to use a different color ghost depending on the base alignment of Good - Evil - Neutral but am having trouble calling the object to check alignment on for appearance change. Heres what I kinda am starting with //Appearance: Ghost - Permanent. object oPC; if(GetAlignmentGoodEvil(oPC) == ALIGNMENT_EVIL) { CreateSubraceAppearance("Shade", TIME_BOTH, 3110, 3101); } else if(GetAlignmentGoodEvil(oPC) == ALIGNMENT_GOOD) { CreateSubraceAppearance("Shade", TIME_BOTH, 3111, 3102); } else { CreateSubraceAppearance("Shade", TIME_BOTH, 3115, 3106); } This always registers any alignment as the neutral or else option. It doesn't register good or evil. Anyone got an idea? _________________________ DEATH A thought on Death; Its not Death if you refuse it, It is if you Accept it! £ð®Ð £ê§tåt