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NWN SCRIPTS

- Jump to comments -
Title  Fly To Location 1.1
Author  Gaia_Werewolf
Submitted / Updated  02-15-2004 / 11-22-2006
Category  Inventory Item
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Unique Items
Includes  BioWare Standard
Description
This script is pretty simple. When someone activates the items included in this package, he will 'Fly up' then land where he clicked when he activated the item. Will work from SoU versions and higher, I believe. Items are in Special -> Custom 2.********* Small update for clarification: The zip file contains a script + items package ready to use; as long as the OnActivateItem is default or runs a script with the same tag as the item, it should work out of the box.****** Next update, Items are now long range!

Files

NameTypeSizeDownloads
FlyToLocation1.1.zipFlyToLocation1.1.zip
Submitted: 02-15-2004 / Last Updated: 02-16-2004
zip8Kb1112
--
SCORE OUT OF 10
9.88
4 votes
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Comments (21):

Posted by Saduj at 2009-04-12 15:49:24    Voted 10.00 on 04/12/09
Great stuff, have used this one often :)
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Anonymous Coward ( 69.174.xxx.xxx ) at 2006-01-07 23:11:59    
I was hunting for a script/item set to do flight, since I'm a pretty poor scripter myself. This fit the bill perfectely. I was a bit wary of the cinematic fade to black (easily removable should you want) at first, but have since decided that I very much like it. Finally - a script to stop the avarial players on my persistent world griping about their useless wings.

Posted by Nirkin at 2005-08-13 07:24:59    Voted 9.50 on 08/13/05
Great script! I will surely use it in my module.
If you want to fix the range issue have a look at my script i resently posted named: Long range teleport spell.

Posted by An RP server DM ( 68.160.xxx.xxx ) at 2005-02-20 05:38:00    
I downloaded your script, and imported it into my mod, but for some reason it doesn't work. There's a ton of scripts in my mod, and also custom item activation scripts. I was wondering if you know what I can do to get the script to work.

Posted by Fudien at 2004-10-29 10:50:05    Voted 10.00 on 10/29/04
kewl :)

Posted by Gaia_Werewolf at 2004-04-18 14:58:00    
I'm really glad and amazed that people like this script, and that it's made it to the top 10 of NWVault!

Thanks to all the people who liked this, and this proves once and for all that you don't have to be an expert to do good stuff! :P

At whoever added the visual effects, I'm glad someone did. Someone originally pointed out to me that you could add the 'wind gust' effect for takeoff and stuff, but you're really demonstrating that you can add anything you want!

Posted by PXBEETLE ( ..xxx.xxx ) at 2004-03-16 09:49:00    
I tryed to make of jump boots but it seems that one i put on the boots its a no show. But once i drop the boots it works wondering what i did wrong. Can someone send me script so i can get them to work thanks. Messagner is same as email look me up thanks.

Posted by Anonymous ( ..xxx.xxx ) at 2004-02-25 07:33:00    
Nice work! Took the idea from a post here by cyberglum and used boots as an item for this one. Tweaked the code a bit for some added special effects during the casting and "take off" mode, easily changed to fit your own needs. Great idea, everyone loves it! Only found one issue so far, and that is if a player is hit and killed during "take off" if they die in "mid air" they can not spawn back to ground alive, they are stuck in "cyberspace", but working on a fix for that, other then that, works perfectly. Heres the code we used:

////Thanks to Gaia_Werewolf. Oringal script found on NWN vault////
#include "x2_inc_switches"
void main()
{


int nEvent =GetUserDefinedItemEventNumber();
if (nEvent ==X2_ITEM_EVENT_UNEQUIP) return;
if (nEvent ==X2_ITEM_EVENT_EQUIP) return;
if (GetTag(GetItemActivated()) == "bootjump")
{
object oPC = GetItemActivator();
location lTarget = GetItemActivatedTargetLocation();

effect eFly = EffectDisappearAppear(lTarget);
/////Added additional visual effects/////////
//effect oPlayer and oVisual can be changed to your own visuals, just change the VFX_visual effect to another//
effect oPlayer = EffectVisualEffect(VFX_IMP_DUST_EXPLOSION);
effect oVisual = EffectVisualEffect(VFX_DUR_DEATH_ARMOR);
AssignCommand(oPC, ClearAllActions());
DelayCommand(1.0, AssignCommand(oPC, PlaySound("sim_destruct_high")));
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oPC, 2.0));
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE),lTarget );
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY,oPlayer,oPC,1.0));
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY,oVisual,oPC,1.0));
}
}

Posted by Old_Scores_Transfered at 2004-02-20 10:29:35    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 10.00 then rounded to 10.

Posted by Gaia_Werewolf at 2004-02-18 11:06:00    
Yeah, as mentioned below, using items while transformed is a no-no.

If you simply use another appearance, or put this script on a new feat (Sorry, don't know how to do this yet) then maybe.

Posted by Fleshmelter at 2004-02-18 03:40:00    
Icaro, you can't use items when polymorphed. I don't think you can do many things while polymorped, but using items is definetly out.
_________________________
PW Action Server:
| Chaosgate |


Posted by Demangel ( ..xxx.xxx ) at 2004-02-18 01:53:00    
DAMN! This is Friggin Cool! This is Definately going into my Modules from now on! At least for Monks if nothing else! BRAVO!

Posted by Icaro ( ..xxx.xxx ) at 2004-02-18 00:08:00    
now is perfect ...another request :
i tried to use it with my shifter while im in gargoile , arpi and dragon shape but it doesnt work , can u modify something to make usable with others shapes..id like to trasform into a dragon and fly everywhere on the battlefield ;D

Posted by Fleshmelter at 2004-02-16 15:19:00    
Nice script there, I kinda like the boots of jumping thingymabob. *snatch*

Ah my very own jumping boots :)
_________________________
PW Action Server:
| Chaosgate |


Posted by cyberglum at 2004-02-16 13:57:00    
This looks interesting Gaia_Werewolf.

I used this script for a pair of jumping boots I made...

------------------------------------------------------------

#include "x2_inc_switches"
void main()
{
int nEvent =GetUserDefinedItemEventNumber();
if (nEvent ==X2_ITEM_EVENT_UNEQUIP) return;
if (nEvent ==X2_ITEM_EVENT_EQUIP) return;
if (GetTag(GetItemActivated()) == "bootjump")
{
object oPC = GetItemActivator();
location lTarget = GetItemActivatedTargetLocation();
effect eFly = EffectDisappearAppear(lTarget);
AssignCommand(oPC, ClearAllActions());
DelayCommand(1.0, AssignCommand(oPC, PlaySound("sim_destruct_low")));
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oPC, 2.0));

}
}

------------------------------------------------------------
1.Save the above script as "bootjump".
------------------------------------------------------------
2.Make sure the following script in in your mods OnActivateItem...

ExecuteScript(GetTag(GetItemActivated()),
OBJECT_SELF);

------------------------------------------------------------
3. Create a pair of boots with the tag of "bootjump" and give them the Spell:Activate Item (Long Range)(Unlimited Uses/Day).

Works quite well, pretty simple.

Cheers,

cyberglum

Posted by cyberglum at 2004-02-16 13:57:00    
This looks interesting Gaia_Werewolf.

I used this script for a pair of jumping boots I made...

------------------------------------------------------------

#include "x2_inc_switches"
void main()
{
int nEvent =GetUserDefinedItemEventNumber();
if (nEvent ==X2_ITEM_EVENT_UNEQUIP) return;
if (nEvent ==X2_ITEM_EVENT_EQUIP) return;
if (GetTag(GetItemActivated()) == "bootjump")
{
object oPC = GetItemActivator();
location lTarget = GetItemActivatedTargetLocation();
effect eFly = EffectDisappearAppear(lTarget);
AssignCommand(oPC, ClearAllActions());
DelayCommand(1.0, AssignCommand(oPC, PlaySound("sim_destruct_low")));
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oPC, 2.0));

}
}

------------------------------------------------------------
1.Save the above script as "bootjump".
------------------------------------------------------------
2.Make sure the following script in in your mods OnActivateItem...

ExecuteScript(GetTag(GetItemActivated()),
OBJECT_SELF);

------------------------------------------------------------
3. Create a pair of boots with the tag of "bootjump" and give them the Spell:Activate Item (Long Range)(Unlimited Uses/Day).

Works quite well, pretty simple.

Cheers,

cyberglum

Posted by Gaia_Werewolf at 2004-02-16 13:34:00    
Hah! I didn't know there was long range, but it's in now! (I was hoping there was but I hadn't found it) Thanks for the feedback!

Posted by ffbj at 2004-02-16 12:15:00    
Pretty cool. Maybe you could include another item that does long range. I would change the demo adding in a river to jump across, and get rid of the ramp, since when you are on top you will just walk down.

Posted by Fleshmelter at 2004-02-16 11:46:00    
Perhaps you should change the "unique item" to "activate item long range" if you have HoU, that way you could then jump clear across the screen.

Activate item( long range ) seems highly underused, but works well even on older scripts.
_________________________
PW Action Server:
| Chaosgate |


Posted by Icaro ( ..xxx.xxx ) at 2004-02-16 06:57:00    
the cloak doesnt work , when i clik the first time i fly & return to same position....the wand work fine but the range is too short could be better & more usefull if u give to the fly effect a longer range like magic missile

Posted by Kolak ( ..xxx.xxx ) at 2004-02-16 00:26:00    
Hah, first to download. Good stuff Gaia.

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