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)
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- at 2004-07-1308:43:00
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 at 2004-06-2522:18:00
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- at 2004-04-1808:49:00
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 at 2004-04-1707:25:00
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 on02/20/04
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- at 2004-02-0907:49:00
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 2004-01-3010:08:00
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 2004-01-3009:54:00
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 2004-01-1714:07:00
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.