This is my personal persistent chest code, I'm posting it on request from a few people, it uses biowares native db system, and its about as optimized as is possible, it takes about 0.2 seconds to do a 300 item load, which is only once per chest per server reset
Posted by Shargast at 2009-06-14 03:22:38 Voted 10.00 on 06/14/09
Does what it's supposed to do. I'm using it as a persistent Player generosity pool, changed the chest to the Diving Pool image. Thanks for the code.
Cheers
Shargast aka Sai Highpockets _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Posted by Sherincall at 2009-01-13 03:40:36 Voted 10.00 on 01/13/09
Strange. I didn't vote for this. Sorry about that. I've built my own system based on this, and it works flawlessly. Excellent idea, thank you very much for it. _________________________ Shadows and Silver
Nice system. Fast and stores individual items with properties.
But it's not usable for a PW.
There you need:
- Chests, that open an individual inventory per player-character (based on player & PC information, _not_ the reg.-no.)
- Chests, where you can change the location (if a map is changed).
- Multiple chests in one area, whith the same inventory for a player-character (if multiple player's use chests in the area simultaneously).
Too sad, I didn't have the knowledge to implement this things...
Sorry, english is not my native language.
Posted by Keiseth at 2006-02-19 12:12:40 Voted 10.00 on 02/19/06
Perfect. Just what I needed, for my single player characters. Thanks much, Hermyt! Viva la persistence!
Thanks very much for this system. Just installed it, looks like it's working fine so far. Exactly what I wanted, as well - just turns normal object storage into persistent storage, no funky personalized access, etc.
For those who had problems with it, it looks like you may have forgotten to build the module in the toolset after importing the scripts and modifying your placeables.
Posted by HerMyT ( 70.70.xxx.xxx ) at 2005-11-14 15:19:17
Yo, sorry, I've been on leave of absence from neverwinter for just over a year, but I'm back and gunna build a new PW so I'll be rechecking these scripts against new patches and see if I can find interesting and easy new ways to make them work a bit better. Questions and comments, just post em I'll see what I can do.
HerMyT
Posted by Paroh ( 217.132.xxx.xxx ) at 2005-08-20 04:35:59
good script, but the area witch my chest is in called "Welcome to BoN - Battles of Ness ( OOC area )
lol too damn long for data base name..
i gonna have to modify your script to ignor the area name..
thanks for the script thoght, it's very helpfull
Posted by LasCivious at 2005-08-10 08:00:35 Voted 10.00 on 07/29/05
If anyone has trouble with this drop me an email and I'll try to help you: [email protected]
Unless you can reach HerMyT :)
Posted by LasCivious at 2005-07-29 06:02:13 Voted 10.00 on 07/29/05
HermyT, you out there anywhere? Could you please assist with your file. I simply can't get this thing to store items. I've tried placing just one chest in an area, and then I have inns w/ chests in rooms; none of them work. HINT?
Possibly if someone could give me some more explicit instructions on where the event goes, and how it might be helpful. You speak of the mod name being of some importance. Well, since I don't have a clue where that goes in reference to the event, I need help. Thanks... I can be emailed at [email protected].
Well, I've downloaded this, put the chests in, and none of them hold anything. Of course I don't know what I'm doing, but it would seem from the other comments its not working for them as well, or partially working. I haven't a clue where to put the event. The instructions simply say to place the chests, and that's what I've done. Any hints out there?
Posted by Anonymous ( 201.22.xxx.xxx ) at 2005-04-23 19:49:00
It´s been asked, and so far no answer. It's a excellent system for sure, but, does it really handles stacked items nicely?
Posted by Anonymous ( 201.22.xxx.xxx ) at 2005-04-23 19:49:00
It´s been asked, and so far no answer. It's a excellent system for sure, but, does it really handles stacked items nicely?
The length could be a problem because with the Bioware DB you can only have a variable name that's 32 chars in length I believe it is.
Posted by LasCivious at 2005-02-10 13:38:00 Voted 10.00 on 07/29/05
It works fine for me.
The database name is the same as the module name. I don't know if too long of a module name would cause a problem. Changing the name of your module should cause problems but I haven't tested it. I am modifying the her_persist_inc script to use a small database name that won't be affected by module name changes. I'll post again after I get a chance to test it.
The chest is stored by using the tag of the area + the coordinates. Again I do not know if a long area tag would cause any problems.
I've been pretty busy RL stuff so I haven't looked here in awhile. Its also been awhile since I wrote this, I'll take another look at the code and give you possible reasons it might be breaking, it could be to do with tag length of the area or name length, not sure, I'll look it over and let you guys know.
Received an error that the her_persist_inc.ncs couldnt be found in the package.
I continued anyway.
Placed a single chest.
Did a build module.
Saved and exited.
Loaded the mod up in game and placed some stuff in the chest.
Exited the game.
Reloaded it up and the chest was empty.
Ideas?
Posted by caesarbear at 2004-11-10 15:31:31 Voted 9.50 on 11/10/04
Very easy and seems quite effective. Some consistancy issue that I'm not even sure are the fault of this script, otherwise an excellent script.
Posted by migel Bane ( 68.81.xxx.xxx ) at 2004-07-22 16:42:00
I installed the erf. Put the persistent chest down but its always empty, I tried putting inventory into it and leaving it empty. I have all expansions and CEP.. The instructions are easy, import erf and place the persistent chest..
Posted by GuyWithQuestion ( 66.73.xxx.xxx ) at 2004-06-30 16:42:00
Me again.
Thanks for the response. I wonder if you can help me figure out what's amiss here. I have two levels of a building, the downstairs has a persistent chest that works and a persistent chest (CEP Safe placable) that also works. ...and they work GREAT, I must say.
Upstairs I have 4 chests, and only one seems to work. Scripts are on the right events, I've tried changing the resref and the tag of the containers and nothing... Each reboot of the server produces 3 empty chests and one working one. The chests are more than 2 red squares apart in the builder... I'm just not sure what's going on here.
the chests use the area name yes, but they also use the location coordinates of the chest, so you can have as many as you want in an area, try not to put them REALLY close together as it might end up getting the same area coordinates as I don't use the full coordinate length, but if you have them a human body apart then it should all be fine and dandy.
Posted by GuyWithQuestion ( 206.244.xxx.xxx ) at 2004-05-11 14:39:00
Your documentation says that the DB uses the area name. Does that mean you can only have one chest per area? The reason I ask is that I have an "apartment" area, where I'd want a seperate chest for each PC, even though they share an area.
It's not an error as such, but it means the counter and each item all get stored as the same name (the only bit different is the last few characters, which are cut off). Makes getting them back rather tricky.
hmm, perhaps I'll change the use of the module name to a custom one,
are you sure on the database variable name length, I've truncated some of the area coordinates for length purposes, but I've got some long tags for areas and haven't noticed problems yet, but I'll have to test it to be sure, was just wondering if you'd checked on that, I heard that the variable name length for the database were going to be limited but I'm pretty sure I've run overlength a few times and not had errors, was wondering if its a confirmed limitation or not.
Database names are (apparently) limited to 32 characters.
If the area name is more than about 18 characters, the DB name for the object will be the same as for the name for the number of objects, and the object store will fail.
I suggest truncating the location name to 18 characters.