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NWN SCRIPTS

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Title  HotU Wild/Dead Magic System v1.04
Author  CatScan
Submitted / Updated  01-08-2004 / 11-22-2006
Category  Scripting routines
Expansions  HOTU-1.61
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Effects
Includes  Custom
Description
These scripts are based off the Wild/Dead magic zones found in the HotU offical campaign. Modifications were made to make them more PW friendly. See WDM_README and the demo module included for details. Special thanks to Bioware and Knat (author of the tokenizer_inc script included with the ERF and sample module)

Files

NameTypeSizeDownloads
wilddeadmagic104.rarwilddeadmagic104.rar
Submitted: 01-08-2004 / Last Updated: 04-16-2004
rar49.82Kb1341
--
SCORE OUT OF 10
9.83
5 votes
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Comments (47):

  1  2 Next>

Posted by red teflon at 2010-05-15 03:52:09    Voted 10.00 on 05/15/10
Great system

Posted by Warington Admin at 2009-10-05 23:41:52    Voted 10.00 on 10/05/09
The best one I have found!

Posted by Lanessar at 2006-01-23 19:38:29    Voted 10.00 on 01/23/06
Excellent. Now all I need is to make it able to ignore players who have a token, and I am all set.

Also, this does not work for NPCs, did I miss a point where this should apply to them as well? They just cast in a DM or WM zone normally.
_________________________
Lan's Placeable Groups v1.5

Posted by dragoon_trunks at 2006-01-08 13:33:30    
I had a problem using this with my spell hook because there was another function called "RemoveEffect" alreay burried in the Bioware scripts. I change the its name to cs_RemoveEffect in the cs_wdm_i file

Posted by Olander at 2005-05-05 06:11:50    Voted 9.50 on 05/05/05
Nice work here Catscan! I use a slightly modified version that is easier to set up for builders...plop a waypoint and go. Your work is the predominate base and works very well indeed!

Cheers!

Olander

Posted by -CatScan- ( 12.177.xxx.xxx ) at 2004-10-02 10:09:00    
No problems using this on a server. The properties of an item are serialized and set as a string variable on the item itself. When HoTU was release variables stored on items are saved in the character bic file, so it's a form of light-weight persistence.

If the server crashes, provided you read the README for suggested configuration, item properties would be restored when the character logs in (unless of course that isn't the desired behavior).

As to epic spells, can't believe this is the first report and didn't think of it at the time. Will have to make a patch at some point, but don't have the time at the moment. You'd basically would have to check for those specific effects and remove them from the character when they enter.

Posted by mic___ ( 203.220.xxx.xxx ) at 2004-09-19 19:04:00    
sorry but just relized this ur dead magic zone dosnt remove epic spells like epic warding and mage armour that atre already in effect when u enter the dead magic zone any ideas on how to elliminate this? cuase im utterly hopeless at scripts lol

Posted by mic___ ( 203.220.xxx.xxx ) at 2004-09-19 18:58:00    
just had a look at this demo and its perfect for what i want , now just one thing. First of all would there be any problems using it on a internet server? I was thinking something like the server crashing while ur still inside the area and then loading back into the game somewhere outside ( and all ur items still being stripped of magic). This is my primary worry so i thought even though it said PW friendly theres no harm in asking.

Posted by Mortis_Lichmaster at 2004-09-09 18:01:00    
just wondering would it be possible to create a dm item (like the dmfi wands) that will toggle normal/wild/dead status in game.. ?

Posted by Mortis_Lichmaster at 2004-09-09 18:01:00    
just wondering would it be possible to create a dm item (like the dmfi wands) that will toggle normal/wild/dead status in game.. ?

Posted by ma'drynn ( ..xxx.xxx ) at 2004-07-22 11:27:00    
actually not...but good thing you pointed that out, i'll keep that in mind if i get bugs :). though suppose it shoudn't be a issue if the server don't look for variables on a longgone player. maybe placing the variables on a placeable would be safer then.

Posted by -CatScan- ( 192.18.xxx.xxx ) at 2004-07-13 08:43:00    
ma'drynn - Glad it is working for you. One question. I've run into some oddities in the past with using {Set,Get}LocalObject when the PC crashes or logs out. The reference stored gets goofed up. Have you had that issue?


Posted by ma'drynn ( ..xxx.xxx ) at 2004-06-25 22:18:00    
good work!
i already made a dead magic script but i was really getting frustrated trying to remove item properties. Your script made both pretty easy to do, thanks.

i came up with a item filter for your scripts. just add these 2 (or more) lines to your area onenter script, after the "WDM_StripMagic(oPC);" line.

object oReturnTicket = GetLocalObject(oPC,"WTS_PrevITEM");
WDM_RestoreAllProperties(oReturnTicket, oPC, -1);

get your item object (mine is from a localvar,that was saved on oPC by a previous script) and restore its properties.
sweet.

Posted by -CatScan- ( 65.170.xxx.xxx ) at 2004-04-18 08:49:00    
Hello Reisiger,

For question 1, yeah I think it is doable. I've got it written down to look into for a future release.

As for question 2, no, I don't know of any issues with the script, sorry.

Posted by Reisiger ( 62.167.xxx.xxx ) at 2004-04-17 07:25:00    
Hi there -CatScan-

Thanks a lot for making this system and publishing it :) saved me a lot of time.

If you don't mind, I do have two questions:

1.) Would it be possible to implment a way to have "holes" in Wild and Dead Magic Zones or define a place where it actually has effect inside an area? As in being able to define an area as Dead/Wild Magic and using painted triggers OnEnter/Exit to activate/deactivate the effects (like only a certain place inside an area actually has Wild/Dead Magic or there are holes in the Wild/Dead Magic Zone allowing spells and items to work normaly)?

2.) I'm currently using Demetrious's HoTU UMD/Spellcraft/ShareSpell Script V1.04 to prevent a level 1 wizard level 19 figther to be able to use a timestop-wand ;)
Do you (or anyone else) know or see any issues with this script? (the fix replaces biowares umd-check script)

Best Wishes from Switzerland
Reisiger

Posted by Old_Scores_Transfered at 2004-02-20 10:29:34    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 -CatScan- ( ..xxx.xxx ) at 2004-02-09 07:49:00    
Android79 -

I can look at adding functionality to have items marked
as non-strippable when I do the next release.

As to having items already stripped before the PC
acquire it, well, at this point, I'm not sure if that
will be possible. Will continue to give it some thought.

If I get around to property filters, then that should
handle your request about not stripping usage restriction
properties.


Posted by android79 at 2004-01-30 10:08:00    
Whoops, almost forgot. Also need a way to stop properties from being stripped from a given item (based on a special tag, perhaps) and also a way to stop certain properties from being stripped from ANY items (such as the properties that limit usage by class/alignment/etc.)

Posted by android79 at 2004-01-30 09:54:00    
This looks great! I attempted to copy the BioWare dead magic functionality myself, but ran into some issues. Looks like you've gone above and beyond what they've done.

However, I need some way for items in containers in dead magic zones to show up without their properties, and also for merchants to sell dead-magic-ified items. (My module requires an entire city enveloped by a dead magic zone.)

IIRC you mentioned in the docs that you intend to look at adding some of that stuff at some point. Any plans to do an update in the near future? In any case, I'll take a look at your code and see if I have any success adding what I need.

Thanks!

Posted by CatScan at 2004-01-17 14:07:00    
You will have to remove the HCR-based spells (except the raise, res, turn scripts - in which case you will want to add the spell router code that you see in the default BW spells so that they can be overridden) in order for the spell override script logic to work properly.

I'll add some info about this when I do another release.

Posted by Lucky Day ( ..xxx.xxx ) at 2004-01-16 07:43:00    
Where did you put the SetModuleOverrideSpellscript in HCR's OnModuleLoad on yours? I had put mine right after the void main and at the end and still no luck *pounds head with a brick*.

does the preevent and postevent there affect it?

I'm about to try the dynamic script instead if it would recognize the commands :P.

Posted by CatScan at 2004-01-15 19:44:00    
I've pushed v.1.02 to the server.

This includes updates to the comments in cs_wdm_i and a
WDM_README with configuration details.


Posted by Morgan Quickthrust ( ..xxx.xxx ) at 2004-01-15 11:05:00    
Very nice, Catscan. I'll have to check this out. I have a few areas I could use something like this in. :)

Thanks for making it available to all of us!

Posted by CatScan at 2004-01-15 07:43:00    
Thanks for pointing out the documentation errors. I will correct those tonight and produce a new bundle.

As to a possible incompatibility with HCR, I don't believe this to be the case. I use this save code with my HCR 3.1-based module (with some modifications; most of the spells have been removed).

Have you tried adding a few debug lines to make sure the override spell script is in fact being executed? Doubled checked the variable names on the areas? I would like to be of more help, but some additional information will be needed to help you debug the issue.

Posted by Lucky Day ( ..xxx.xxx ) at 2004-01-14 22:47:00    
btw thanks for the quick responses. I read over that instruction 5x and in the mod and I completely missed it. sorry.

two things should be mentioned

#include "x2_inc_switches" needs to be put in the OnModuleLoad if it doesn't already have it (your sample uses the Bioware one)

and the line

void main { WDM_HandleMagicZone(); }

should be

void main() { WDM_HandleMagicZone(); }

Unfortuntelly, after your help it still doesn't work for me. I'm running HCR3.1 on my PW and it just ignores the code and settings I've put in.

I suppose somewhere down the lien its not compatible with HCR.

Posted by CatScan ( ..xxx.xxx ) at 2004-01-13 23:04:00    
From the comments in cs_wdm_i:

// - If already using the spell hook facility included with HotU,
// then edit that script and add WDM_HandleMagicZone() (probably
// towards the beginning of the script), otherwise create a simple
// script containing:
//
// #include "cs_wdm_i"
// void main { WDM_HandleMagicZone(); }
//
// and then add the following to the onModuleLoad event script:
//
// SetModuleOverrideSpellscript("NAME OF SCRIPT");

See the demo module for a concrete example where SetModuleOverrideSpellscript() is used.


Posted by Lucky Day ( ..xxx.xxx ) at 2004-01-13 22:40:00    
"If the module spell override spell script isn't set..."

do you mean the last line you added in that scully?

I don't mean to be rude CAT but this isn't explained very well. You clearly know what your doing but I'm doing a bit of work myself to get it going.

Posted by CatScan ( ..xxx.xxx ) at 2004-01-13 10:22:00    
Glad to hear you got it working!

Posted by Sklen ( ..xxx.xxx ) at 2004-01-13 09:47:00    
thanx for help, you are right i forget about spell override script now is everything working good

Posted by CatScan ( ..xxx.xxx ) at 2004-01-13 08:30:00    
As I said before, the missing .ncs warning can be ignored.

The cs_wdm_const_i and cs_wdm_i are not stand alone entities (i.e. having a main function or starting conditionals). They include functions to be used in other scripts. So there is no point to compiling them manually.

When you set up your module, did you set the module spell override script that calls the entry function in cs_wdm_i?

If the module spell override spell script isn't set, then wild magic won't work, nor will spell blocking (see the onModuleLoad script in the demo module for details)


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