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NWN SCRIPTS

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Title  Gold Encumbrance 0.2
Author  JonathanD
Submitted / Updated  08-13-2003 / 11-22-2006
Category  Inventory Item
Expansions  Works on all versions
Format  Module and Code
Type  Type - Other
Includes  None
Description
A PC can carry a BASE amount of gold dependent on their Dexterity score, about 50-400. This is to simulate the unwieldiness of carrying around an inital amount by 'managing' it dextrously (if that's a word). Thereafter, the PC can only carry more gold if they possess Coin Pouches (500 more per pouch, editable), which weigh 5.5 pounds each. These Coin Pouches must be purchased - they do not myseriously 'appear' as you accumulate gold. Now updated to work with NPC's, including thieves. Other features added as well. Try out the demo module (SoU only, sorry), or import the erf (should work for any version of NWN). Thanks to DOA for the inspiration.

Files

NameTypeSizeDownloads
v02GoldEncumbrance.zipv02GoldEncumbrance.zip
Submitted: 08-13-2003 / Last Updated: 08-18-2003
zip52.04Kb614
--
SCORE OUT OF 10
10
2 votes
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Comments (32):

  1  2 Next>

Posted by ZeornWarlock at 2005-02-25 22:44:23    Voted 10.00 on 02/25/05
This was a nice addition to my mods and here is my vote! ;)
_________________________
Retired from module building.

Posted by Old_Scores_Transfered at 2004-02-20 10:29:28    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 23 that made this score of 9.78 then rounded to 10.

Posted by LazerPotatoe ( ..xxx.xxx ) at 2003-11-15 08:46:00    
Myscha:

- If you create custom items, you can adjust the prices. Or I guess you could edit the standard blueprint, and then update all instances?

- "Thus some items end up being more expensive than any character could ever hope to carry enough gold for."

This is what should make gems and jewelery much more atractive. Too bad you can't barter with the standard store systems. :(

LP.

Posted by JonathanD ( ..xxx.xxx ) at 2003-11-03 13:59:00    
To all HCR questions:

I currently do not have the time to synch up this script with HCR. If one of you crafty folks would like to do it, go ahead and rerelease the script as version 0.2b, "HCR enabled". Thanks for the interest and the kind comments!

Mynzai:

The coin pouches were designed to simulate three things:

1) The WEIGHT of gold
2) The UNWIELDINESS of gold
3) The MASS of gold

In other words, your not supposed to remove the pouches from the top layer of your inventory. They represent the practicality of gold. If you'd like to change this, do so, and rerelease the script as a mutation under your own name. And I thought the gold WAS transfered from one person to another. Hmm. I'll have to check that out.

Myscha:

I emailed you.


Posted by Myscha the sled dog ( ..xxx.xxx ) at 2003-11-01 11:44:00    
This system is fantastic, however it is presenting me with a new problem I am unable to solve. The Toolset detemrines item prices based on magical effects and such. Thus some items end up being more expensive than any character coudl ever hope to carry enough gold for.

Is there a way to edit an item's price so I cna balance my economy around this gold weight system?


Posted by mynzai ( ..xxx.xxx ) at 2003-10-29 18:26:00    
i have on my PC, 3 coin pouches each holding 1000gp. I put one of the pouches into a bag which is removed from me. I drop the difference between the 1000gp and what I can carry. In other words, the gold should be in the coin pouch in the bag (that now resides on a pack mule), but instead is dropped.

Any fix for this? Is there a script modification I can make to apply the gold to the pouch in the bag if given to another?

Posted by Richard Cranium ( ..xxx.xxx ) at 2003-10-17 01:07:00    
FYI: I�m actually experiencing the exact same thing as Ganryu, and I�m using HCR 3.0 as well. I haven�t been able to test it to the point that I can make the claims that Ganryu is making, but it seems very much like how he describes it.

Other than that, I love this system. Great work.

Posted by AW Cernunnos ( ..xxx.xxx ) at 2003-10-14 19:08:00    
I can't seem to find where to change the "carry limit" on the coin pouches. am I missing it in the script some where?

Posted by JonathanD ( ..xxx.xxx ) at 2003-10-11 15:51:00    
Ganryu:

I'll look into it and get back to you. Thanks for posting this. Hope it's HCR specific.

Posted by Ganryu ( ..xxx.xxx ) at 2003-10-08 07:10:00    
Using this with HCR 3.0, and getting a VERY nasty bug... Here's what one of my players says-

While i still remember it, and am not sure if it's being addressed, there's a nice gold exploit upon pc gold drop. When he (i assume someone else picking up his gold would experience the same thing) picks up his dropped items, I believe that if he has a coin pouch or more on him, he will begin picking up amounts of gold equal to what the pc dropped due to lack of strength based ability to carry, multiplied by the amount of coin pouches he's carrying at the time.

what that means, in simple terms, is that if i could carry 100gp of gold due to str, I had 2 coin pouches on me, and was carrying 450 gp, then when my pc died or lost consciousness, I'd drop the gold. When I went to pick up my dropped items bag, containing my gold, I'd only get the first 100gp my str allows, and only after that, when I went to pick up the remainder, I would find 2 piles of gold, each containing 350gp.

One day with the monk i was testing, i started the day with 150 gp or so, and 3 coin pouches I'd bought or found, and with all the times i died, i wound up banking over 2000 gp! not too shabby for a monk, eh?

Posted by JonathanD ( ..xxx.xxx ) at 2003-09-14 10:24:00    
Brin_Shadar:

Sorry I didn't respond immediately. Looks like you solved your own problem. Have fun!

Posted by Brin_Shadar ( ..xxx.xxx ) at 2003-09-12 18:23:00    
Nevermind, I used biowares erf editor and extracted the necessary pieces. I rebuilt the erf and put it in. It works great. Thanks again

Posted by Brin_Shadar ( ..xxx.xxx ) at 2003-09-12 16:58:00    
Hi, the erf is flagged for SoU also, any chance you can put one out thats non-SoU?

Posted by Rives ( ..xxx.xxx ) at 2003-08-28 17:58:00    
Thanks again for your quick response! I feel like such a newbie here...

Posted by JonathanD ( ..xxx.xxx ) at 2003-08-28 16:17:00    
Rives:

You probably just forgot to add a semicolon at the end of the line you uncommented. It should be:

int iLegalBaseAmount = 100;

Then you must UNCOMMENT the next line that declares the iLegalBaseAmount integer variable (the one that uses the GetLegalBaseAmount function, it will look like "int iLegalBaseAmount = GetLegalBaseAmount(oPC)", or something).

I'm not at my NWN development machine right now, so I can't look it up. Email me, and we'll chat further. (My email is near the top of this page, above the description.)

Posted by Rives ( ..xxx.xxx ) at 2003-08-28 12:23:00    
Oh, also, if I try to uncomment the line:

int iLegalBaseAmount = 100

I get an error

8/28/2003 12:22:09 PM: Error. 'gold_include' did not compile.
gold_include.nss(106): ERROR: PARSING VARIABLE LIST



:(




Posted by Rives ( ..xxx.xxx ) at 2003-08-28 12:19:00    
Thanks for your quick response! Actaully, I was wanting to know "how" to modify the formula to allow for more gold carried... what numbers do I modify?

P.S. I'm lousy at math :(

Posted by JonathanD ( ..xxx.xxx ) at 2003-08-26 16:22:00    
Rives:

Thank you for the encouragement!

The demo module that comes with the download instructs you on where and how to change the DEX formula. There is a GetLegalBaseAmount function in the gold_include script that returns a value based on the formula. You can modify the formula in there to your heart's content. Alternately, you can make the function return a constant flat amount if you want to disable the dependance on DEX. Have fun! I hope this helps - if not, just ask.

Posted by Rives ( ..xxx.xxx ) at 2003-08-26 03:03:00    
Beautiful stuff! Thank you! I just have a request, I am hoping to modify the formula for how much gold a PC can carry based on their DEX. I would like them to be able to carry a base amount of 250, then work up from there. How is the script modified to do this? :)

Posted by JonathanD ( ..xxx.xxx ) at 2003-08-24 18:18:00    
Ascadia:

I sent you an email. Just thought I'd post the action in case you don't actually use the earthlink account. Tell me if you didn't receive the email.

Posted by JonathanD ( ..xxx.xxx ) at 2003-08-24 17:05:00    
Ascadia:

Cool. Got it. Thanks.

Posted by Ascadia ( ..xxx.xxx ) at 2003-08-24 13:26:00    
Thank you JonathanD,

Ill have to take a Look at that and Include the Letters of Credit themselves ** Facepalms ** I always hate packing things because as always I forget something Vital, but at least the erf is tiny so that wont be much of a problem.

Well it seems togeather we may have a good Non PW Bank Solution, now I Just need to work out how to make a good quality Persistant Location Script for a Non PW and togeather we could release the Perfect Fake PW System ^_^.

Posted by JonathanD ( ..xxx.xxx ) at 2003-08-23 18:59:00    
Ascadia:

Thanks for the script. I was looking for exactly that - a non PW banking system. And thank you for the kind remarks. I can see why both of our scripts would work well together. I plan on implementing yours in my first SP module. One problem, just to give you a heads up: I think you forgot to export the Letters of Credit custom items with your erf. The banker conversation file shows they are resref'd in a series, like "locXXXX", where XXXX is a variable number, IE "loc100". These custom items don't exist in the palette. Other than that - it's clean and small. I like it.

Posted by JonathanD ( ..xxx.xxx ) at 2003-08-22 18:01:00    
Training pools? Well that sounds intriguing. I've heard of HCR, but I've never tried it out. Perhaps I will now...

Posted by Ondaderthad ( ..xxx.xxx ) at 2003-08-22 10:12:00    
Thanks for the ideas.
I am sure I can work out some bank notes. The problem will be to make them compatible with the HCR training pool.

The PW I manage has a large amount of cash and training is expensive to compensate. (1500 per level at the moment)
So I made the coin pouch carry 1000gp each.
That works quite well so far.
For the initial money transfer for players entering without coin pouch, I was on hand as a DM and fixed them as they logged on. (We only have a small following of players since the server is quite new)

Posted by JonathanD ( ..xxx.xxx ) at 2003-08-22 06:10:00    
Ondaderthad:

Oh yeah - you can use some other inventory item that is NWN standard as equivalent bank notes to avoid using a hak. But if you want to be able to STACK those bank notes, I believe you'll need a small 2da hak. Very small. Changes to one or two lines, I think. I'm not sure at the moment which 2da file it is, but I know it's out there.

Posted by Ondaderthad ( ..xxx.xxx ) at 2003-08-21 19:51:00    
Very good system. And I am installing it for the next version of my PW.

I would like to see bank/credit notes. Preferably without hak.
I believe credit notes were invented by the crusaders when travelling from Europe to the middle east in the middle ages. Pilgrim didn't want to carry gold coins with them. Too heavy. Risk of being mugged, etc..
This fits very well in the D&D world.

One problem I have is with players having a large amount of cash before the upgrade will drop the lot on entrance when I upload the new mod.

Posted by JonathanD ( ..xxx.xxx ) at 2003-08-19 03:47:00    
Foolish Demon:

I know - Ihave a jar with a mix of about 300-350 coins. It consists of quarters, dimes, nickels, and pennies. It's heavy. I figure a gold piece weighs more than a quarter, so I always wondered why my character could carry around 100,000+ gp. I guess it was just a game design decision - Bioware didn't think it was worth the player's time to have to worry about how they were gonna' carry around all their money. In making NWN, with its mountain of features, I probably wouldn't have worried too much about it either. Besides, the good stuff at the in-game stores costs a heck of a lot. (I think this is because Bioware was following D&D rules for item costs, but correct me if I'm wrong.)

Posted by Foolish Demon ( ..xxx.xxx ) at 2003-08-19 00:11:00    
Haven't downloaded it, but it sounds great! Hauling around thousands of little coins wasn't very realistic...

Posted by JonathanD ( ..xxx.xxx ) at 2003-08-18 03:45:00    
Updated. (See below)

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