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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
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Comments (30):

1 2 3

Posted by Lucky at 2004-01-1607:43:00    
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 2004-01-1519:44:00    
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 at 2004-01-1511:05:00    
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 2004-01-1507:43:00    
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 at 2004-01-1422:47:00    
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 at 2004-01-1323:04:00    
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 at 2004-01-1322:40:00    
"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 at 2004-01-1310:22:00    
Glad to hear you got it working!

Posted by Sklen at 2004-01-1309:47:00    
thanx for help, you are right i forget about spell override script now is everything working good

Posted by CatScan at 2004-01-1308:30:00    
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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