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NWN SCRIPTS

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Title  MDF's Persistent Player Positioning widget
Author  Mad Dog Fargo
Submitted / Updated  02-08-2009 / 02-08-2009
Category  Scripting routines
Expansions  Requires Both Expansions (SoU & HotU)
Format  Code Only
Type  Type - Location Tracking
Includes  BioWare Standard
Description
Don't know if anyone has submitted a tool like this, but it allows us to quickly/easily pickup where we left off after a server reset.

Attached ERF should include a custom item "You Are Here", and the associated conversation opener script, conversation file, and save DB / jump to DB location scripts.

Default config assumes NBDE is included in your module and that you are using a tag-based OnActivation module script that pulls the tag of the last activated item and runs a script of the same name. That's how I set these up for use in Realms of Netheria. But these are easily edited for other methods of activation and can also work with the standard BioWare DB or NWNx SQL DB.

Files

NameTypeSizeDownloads
mdfppp.erfmdfppp.erf
Submitted: 02-08-2009 / Last Updated: 02-08-2009
erf137.58Kb79
Contains the "You Are Here" widget item, conversation file and scripts. Import and edit for application in your module / with your database.
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Comments (4):

Posted by maddogfargo at 2009-06-15 06:36:06    
PS - It also does a check for local variable on the area to determine if saving locations is permitted. So you can control where players can use the map tool.

Posted by maddogfargo at 2009-02-26 11:06:47    
Updated this in the version of 'Reamls of netheria' I'm hosting. It now has:

3 Save slots
AutoLoader slot
AutoLoader toggle

All database driven.

Posted by maddogfargo at 2009-02-10 07:10:24    
TY for the compliment and the vote. :) Our players get a lot of use out of it.

As a side note, this can be easily edited to save multiple locations if that is what suits your mod. A 'simple' way (read: 'maybe not most efficient but easy') to do this is to add conversation nodes for save/load locations 2, 3; duplicate/rename the scripts for save/load adding 2, 3 to the names; change the variable name to 'Location2' and 'Location3' in the apropriate scripts, and update the 'action taken' portion of the conversation to call the apropriate scripts.

I've also been able to use this for play-testing new areas, especially when I have endboss and story type scripts and effects that I need to make sure are firing correctly. Saves a lot of time for me as a builder/tester as well as a player. :)

If you are concerned about players exploiting this, I would stick with the single location version and add a location save script to a given area/quest's scenario that resets their location back to town or some other generic spawn point after they kill the 'boss' or complete their quest - whatever works for you. Using a single save location also makes it easy to add to the 'on enter' script to automatically port players back to where they left off after a reset, if you wanted to do that.

Sorry to babble on, just lots of options/ideas that can be used to build onto this item. :)

Posted by Ariel at 2009-02-09 12:40:53    Voted 10.00 on 02/09/09
Very cool, nice addition for the small mod, or even for low lag persistence.


_________________________
/Ariel

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