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NWN SCRIPTS

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Title  GOG's Underwater System
Author  GOG
Submitted / Updated  12-16-2009 / 12-16-2009
Category  Area
Expansions  HOTU-1.69
Format  Code Only
Type  Type - Other
Includes  Custom
Forums  Link
Description
I needed a robust water system for my mod and couldn't find quite what I was looking for so I tackled the problem myself.
This is a pretty customizable underwater system that does several different things with only 1 major include script, 1 small piece of code to use or add to your areas "OnHeartbeat" script and 1 line added to your water areas "OnExit" script.

-If a creature in the area is not wearing a protective water breathing item, does not possess some other named item, is not a qualifying sub-race, or is not considered immune to water effects, they will take drowning damage per area heartbeat.
-Creatures not considered immune will also receive some permanent effects including an attack penalty, a movement speed decrease, and the "bubbles" visual effect.
-Creatures with a Water Elemental appearance and the elemental racial type are immune to the effects.
-Undead and constructs do not take drowning damage but do receive the other mentioned effects.
-You can make any creature immune by adding a variable as well.
-All creatures entering the area also have their footstep sounds set to the shark type. They are restored to default upon exiting the area.
-Many of what is mentioned above is changeable in the include script and is pretty straight forward with all the included commenting.

As this is used in an areas "OnHeartbeat" event, I made sure to keep the code as efficient as possible. There will be a noticeable delay when adding the effects when transitioning from one water area to another due to the six second delay of area heartbeats. This is not from lag and is intentional to keep scripts to a minimum.

Files

NameTypeSizeDownloads
scroll_of_gills.erfscroll_of_gills.erf
Submitted: 12-16-2009 / Last Updated: 12-16-2009
erf2.22Kb228
There is also an option to allow water breathing by setting a variable on a creature via a reagent, scroll, potion, etc..

This is an example tag based script that you can use in conjunction with an activated item for this purpose.
gogs_uw_system.erfgogs_uw_system.erf
Submitted: 12-16-2009 / Last Updated: 12-16-2009
erf15.9Kb264
This .erf includes three scripts to import into your module.
-gogs_uw_inc (#include)
-gogs_uw_hb (area OnHearbeat)
-gogs_uw_exit (area OnExit)
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Comments (7):

Posted by curtwise at 2011-06-02 20:26:27    Voted 10.00 on 06/02/11
Was easy to install and works like stated. Somewhat customizable. Good job!
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Posted by gra_ulv at 2010-08-09 13:15:14    Voted 10.00 on 08/09/10
Easy to install and configure. I added the phenotype change of flying so it looks like swimming. Other than that it was exactly what I wanted.
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Posted by JackTaylor at 2010-07-06 09:02:20    Voted 10.00 on 07/06/10
Excellent work! Thanks for sharing.

JFK
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Posted by jdeavila at 2010-03-27 10:56:24    Voted 10.00 on 03/27/10
nice work
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Posted by GhostOfGod at 2010-03-17 19:46:02    
@ jjsparks. Might want to double check that all of your water areas have the line required for the "OnExit" event of that area. If you still have one of the effects then the other will still be there as well. Hope that helps ya. Good Luck.

Posted by jjsparks at 2010-03-06 21:52:38    Voted 10.00 on 03/06/10
Very nice script. Easy to use and easy to customize. I found that I had to add a trigger to turn off the footsteps around my portals targets however because players would port out and the effect would stay with them. It was funny hearing people walk through town as though they had water logged boots though. Cheers and thanks again!

Posted by The Amethyst Dragon at 2009-12-17 12:41:41    Voted 9.75 on 12/17/09
Nice work on this. Easy to install and customize. Sample code for water breathing variable is handy for many to start out with.

I especially like the footstep sound alteration, something I'm going to have to add to my own underwater effects. Thanks for uploading this.
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