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NWN SCRIPTS

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Title  A1 Easy Building Series: Experience Scripts (ALL)
Author  B G P Hughes
Submitted / Updated  06-09-2003 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
Format  Code Only
Type  Type - Rewards
Includes  None
Description
The Experience scripts previously posted as 1 to 5 are now all included together for ease of download with notes and comments from the individual postings included. These scripts were used in Birthright of the North and deal with making a module compatible for both single and multiplayer gaming without having to think about updating experience and variables (i.e. for making life easier!).
You can use these for giving xp for disarming traps, unlocking doors, use of skills, etc...
http://nwvault.ign.com/View.php?view=User.EntriesListing&id=6021 includes all my work, including Hall of Fame modules.

Files

NameTypeSizeDownloads
AllXP.zipAllXP.zip
Submitted: 06-09-2003 / Last Updated: 06-09-2003
zip7.13Kb2223
--
SCORE OUT OF 10
10
2 votes
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Comments (7):

Posted by Ishan at 2005-12-02 10:11:05    Voted 10.00 on 12/02/05
It's so much more enjoyable when playing with these scripts, especially as a rogue. I wish more modules would include these.

Posted by frank 'irenicus' k ( 134.47.xxx.xxx ) at 2004-04-25 23:58:00    
OK, thanks. If my next mod is ever finished, these works will be part of it. :)
Thanks for great works and for clarifying, BenWH.

Posted by BenWH at 2004-04-24 23:15:00    
Yep - it's in the documentation, but to clarify:

cu_functions is a library, and doesn't go anywhere. It just gets 'called' by the other scripts (i.e. you needn't worry about it).

Unlocking xp scripts (examples are cu_unlockkey, and cu_unlockn) go in the OnUnlock event of doors/placeables (found on the script tab of the properties).

Disarming scripts go in the OnDisarm event of traps, doors and placeables (example included is cu_trap) - note that the diarm even of doors/placeables is on the trap tab, not the script tab of the properties.

The other variable and experience scripts (at_) are examples of distributing experience in dialogue - they go on the action taken event of a dialogue branch. However, these have much wider application, and if you have enough experience of adapting scripts, then they are easy enough to change for triggers (so a party gets a floating message once, or a journal entry once, with xp), objects, doors, etc. Typically you would then use them OnEnter, OnUse, OnOpen, OnUnlock, etc. Usually it is only the call to the PC that you need to change - GetPCSPeaker() might become GetEnteringObject() for example.

Hope this helps - email me if you're still confused.
_________________________
Works of B G P Hughes: Link

AME Chairman

Posted by frank ' irenicus' k ( 80.213.xxx.xxx ) at 2004-04-24 15:29:00    
Oh... and err... sorry I forgot to say in the previous comment that these are great works, BenWH. :)
These will be most useful.

Posted by frank 'irenicus' k ( 80.213.xxx.xxx ) at 2004-04-24 15:28:00    
Heya! Maybe you've written it somewhere, but I can't seem to find which instances all these go... Could you make a section in the documentation that deals with where each script goes?

Posted by BenWH at 2004-04-24 02:54:00    
Please come back with any comments and/or to vote. Thanks.
_________________________
Works of B G P Hughes: Link

AME Chairman

Posted by Old_Scores_Transfered at 2004-02-20 10:29:24    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 3 that made this score of 9.67 then rounded to 10.

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