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NWN SCRIPTS

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Title  SSE 3.0.6.9 b13 (Starry Night Build)
Author  Carcerian (Based on Work By Shayan, Moon, and many contributors)
Submitted / Updated  01-26-2009 / 09-16-2009
Category  Subraces
Expansions  HOTU-1.69
Format  Module Only
Type  Type - Other
Includes  Custom
Forums  Link
Description
Shayan's Subrace Engine v3.0.6.9 Build 13 (Starry Night Edition)

The Latest Version of Shayan's Subrace Engine featuring 169 compliance, bug fixes and demo improvements.

Wiki: Link

Credits :

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


Erf Installation :

1. 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 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

3. Build Module (compile scripts)

4. Save copy and test!

Enjoy!

Files

NameTypeSizeDownloads
sse3069b13.erfsse3069b13.erf
Submitted: 01-26-2009 / Last Updated: 09-16-2009
erf1Mb1125
Import Erf for SSE_v3069 Build 13
SWand3069b13.erfSWand3069b13.erf
Submitted: 01-26-2009 / Last Updated: 09-16-2009
erf133.21Kb867
Moon's Subrace Wand for SSE_v3069 b13+
DEMO__SSE3069b13.modDEMO__SSE3069b13.mod
Submitted: 01-26-2009 / Last Updated: 09-16-2009
mod6.8Mb1095
Demo - SSE 3.0.6.9 Build 13
SSE_v3.0.6.9_build13_change_log.txtSSE_v3.0.6.9_build13_change_log.txt
Submitted: 01-26-2009 / Last Updated: 09-16-2009
txt12.39Kb1066
Change Log for SSE Starry Night v3.0.6.9 Build 13
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SCREENS

SSE 3.0.6 - Starry Night





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Comments (30):

1 2 3

Posted by Primeval at on11/29/09
Saduj thank you :) _________________________ (\__/) (='.'=) 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
use the lines: CreateSubraceAppearance("wemic", TIME_BOTH, 1000, 1000); CreateSubraceAppearance("brownie", TIME_BOTH, 1002, 1002); CreateSubraceAppearance("skeleton", TIME_BOTH, 1769, 1769); :) _________________________ 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 Primeval at on11/29/09
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

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