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NWN SCRIPTS

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Title  Desert Heat 2.4.2
Author  Deva Bryson Winblood
Submitted / Updated  10-10-2003 / 11-22-2006
Category  Area
Expansions  HOTU-1.61
Format  Code Only
Type  Type - Other
Includes  None
Description
DESERT HEAT 2.0 offers ability to require water in the desert with very easy to setup script. Supports varying heat intensities in areas. Supports an infinite variety of water types including standard, diseased (all types supported), poisoned (all types supported), and scripted (meaning you can call a script when someone drinks this type of water). VERSION 2.1: I missed a bug which is now fixed. VERSION 2.2: Fixed typo preventing # and @ from functioning. VERSION 2.3: Add some more things per user request. VERSION 2.4: Added day/night support so, cooler at night. Fixed uni_onactivateit script and tested. VERSION 2.4.1: Added forgotten custom item water bottles. WARNING: 2.4.1 requires HoTU. Previous versions do not. 2.4.2 added forgotten uni_onactivateit script.

Files

NameTypeSizeDownloads
DESERT_HEAT_2.4.2.rarDESERT_HEAT_2.4.2.rar
Submitted: 10-10-2003 / Last Updated: 12-31-2003
rar13.63Kb1538
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Comments (30):

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Posted by Makzimia at 2003-12-0815:39:00    
Like I said below, those are the TAGs / ResRefs for them and call them empty bottle for DH2_EWBOT then water bottle for both DH2_WATERBOT and DH2_WATERSPEC so that players do not know spec is poisoned. You then make the empty bottles available for sale per the VERY good instructions that came with the scripts Deva made. Makz.

Posted by mynzai at 2003-12-0811:40:00    
Missing empty water bottle? In the doc it says an empty water bottle is included, but I think its missing...??

Posted by Deva at 2003-11-3002:16:00    
Sorry, I'll have them uploaded tomorrow (or I should say sometime later today) I am going to sleep. But, if you create bottles with the tags and resrefs Makzimia listed you'll be fine... just make them potions. Make the DH2_WATERBOT and WATERSPEC identical and appearance and name so, your players won't be able to tell they have poisoned water just by looking at the bottles.

Posted by Makzimia at 2003-11-2917:42:00    
Following are tag/resrefs for missing bottles. DH2_EWBOT - what you carry DH2_WATERBOT - normal water DH2_WATERSPEC - Special water - diseased etc... Makz.

Posted by Sparhok at 2003-11-2916:49:00    
Nope...its not there. I think ill try to make my own..ill just check the scripts for the resrefs but you should reupload the file...maybe you forgot to add the bottles to the erf.

Posted by Deva at 2003-11-2902:08:00    
Your welcome. And... about the bottles... You will find them under CUSTOM and POTIONS Empty Water Bottle Water Bottle and Water Bottle The first water bottle and the empty water bottles are all you would want to put in your store. The second bottle will be made by the script if a diseased, poisoned, or other water source is used.

Posted by godbreaker at 2003-11-2817:53:00    
thanks deva

Posted by Sparhok at 2003-11-2816:04:00    
Sorry for sounding so dumb but how do I give players the bottle? theres no bottle under custom items and well theres no bottle in the .erf . Do I have to make one myself or use a standard one? Thanks :)

Posted by Sparhok at 2003-11-2816:04:00    
Sorry for sounding so dumb but how do I give players the bottle? theres no bottle under custom items and well theres no bottle in the .erf . Do I have to make one myself or use a standard one? Thanks :)

Posted by Deva at 2003-11-2711:43:00    
First the announcement then I will answer questions: Version 2.4 has been released: There were some bugs in the Uni_onactivateit script which I found, fixed, and tested. And I added support for DAY and NIGHT. At night if you have this option turned on then the intensity of heat is one half what it would be during the day. It encourages traveling by night. QUESTIONS: Where do I put the diseased functions? When you paint your DH2_WaterSource trigger edit it and change its number to correspond to the disease type. For example: name it to #DS and I think you get a disease called the shakes. Can you moderate the heat? Yes, you paint a waypoint in an area with the tag DH2_INTENSITY and you set its name to the intensity you would like the heat in that area. If it does not detect this waypoint it defaults to 30 seconds. (with night enabled this is 60 seconds at night) All of this was documented in the documents. It may not have been too clear though. ALSO: Released today is Frostbite 1.0 which does for winter areas what this script does for desert. It has been tested and is pretty nifty. :)

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