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NWN SCRIPTS

- Jump to comments -
Title  Descriptive Skill Triggers 1.00 - Descriptions / Flavor Text, Skill Checks, Ability Checks
Author  OldManWhistler
Submitted / Updated  09-14-2003 / 11-22-2006
Category  Creature Related
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Skill Checks
Includes  None
Description
Zip has example module with 3 ERFs.

- does not require hak pak or modify any NWN content.
- base is 1 script, 1 placeable, 1 trigger.
- extra erf has 7 triggers.
- library erf contains 1 script that can be used for replacing any existing skill checks in your module.

Read the script box for more information.

Additional reference guide


Files

NameTypeSizeDownloads
DescriptiveSkillTriggers100.zipDescriptiveSkillTriggers100.zip
Submitted: 09-14-2003 / Last Updated: 09-14-2003
zip135.47Kb1152
--
SCORE OUT OF 10
9.75
6 votes
View Stats
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Comments (12):

Posted by Mannast at 2010-11-30 20:26:31    Voted 10.00 on 11/30/10
I haven't voted? Egads! Love these triggers. I did fool around with the code and add a fifth option to the resref section. This allows another script to be called on a succesful trigger.
If anyone is interested, let me know and I will try and post it somewhere.

Posted by ThugraKhotan at 2009-03-04 14:03:28    Voted 10.00 on 03/04/09
No mod that even tries to be role-playing as in traditional D&D should be built without this. If is easy to use and set up, yet gives the builder and DM's the tools necessary to add a whole other dimension to NWN. Only your creativity in the use of this system is the limit of its usefulness.
_________________________
Never Doubt in the darkness that which you believed in the light.

Posted by Daijin at 2007-11-27 21:26:02    Voted 10.00 on 11/27/07
Very useful, using it in Dunjon Legends, thanks!
_________________________
Dream Well, Faith, Loyalty, Truth, Honor, Friendship always.....

Daijin Dreamweaver, Leader of the Dream Warriors for 32 years, going strong.

Nwn The Dunjon Shard:
Link

Posted by jen at 2004-08-02 05:19:01    Voted 10.00 on 08/02/04

Posted by MorganQuickthrust at 2004-03-11 19:53:31    Voted 9.00 on 03/11/04

Posted by Old_Scores_Transfered at 2004-02-20 10:29:30    Voted 9.00 on 02/20/04
This is a compilation of the old system into a single score. There were 4 that made this score of 9.00 then rounded to 9.

Posted by Whalebones ( ..xxx.xxx ) at 2003-12-15 03:00:00    
i like this system... hope it will be improve in futur...

Posted by Jasperre ( ..xxx.xxx ) at 2003-09-18 08:40:00    
Thanks, whistler. This might be useful :-) to those who use it.

DMFI - I should post some bugs and things (like how you can make NPC's have corpses that don't go - but not being able to destroy, raise or kill after! :-) ).

Thanks again, and I hope you'll update if it changes things!

Jasperre

Posted by whistler ( ..xxx.xxx ) at 2003-09-18 08:29:00    
I haven't looked at the fly rules yet.. its pretty far down low on my list of things to do at the moment (what with the DMFI wands 0.4 and HABD 0.04 in development)

Posted by godbreaker ( ..xxx.xxx ) at 2003-09-17 15:15:00    
by the way this reminded me, did you ever get to make a sorcerer/wizard flypoint placeable to add to the jump, escape/climb placeables

dont know if you had the time but hope you still thinking about it

thanks for this script as well
cuts down on the gazillion trig scripts i have in my module, which I was able to find a private convo script to run so the speakstrings or textstrings are not seen by everyone else unless PC chooses to reveal findings

Posted by whistler ( ..xxx.xxx ) at 2003-09-17 14:34:00    
I'm not sure, depends entirely on how Bioware implements the fix. They might just do it for the character selection.

I'm guessing they won't remove the escape codes all together, or search scripted strings for them because of the overhead involved.

I'm just peeved they don't have real escape character support in their string objects. :) Adding colored text to strings should have been as easy as \### where ### is the ascii number.

:)

Posted by Jasperre ( ..xxx.xxx ) at 2003-09-17 11:39:00    
I noticed that this uses different coloured text..

After a new patch, isn't that going to be removed? I am guessing it will stop the colours (although I like them!) in here from working too.

Just wondering :-)

Jasperre

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