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NWN SCRIPTS

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Title  IFspawn
Author  If_Only
Submitted / Updated  05-08-2004 / 11-22-2006
Category  Creature Related
Expansions  NWN-1.62
Format  Module and Code
Type  Type - Spawning
Includes  BioWare Standard
Description
Spawn objects of any valid OBJECT_TYPE_. No heartbeat scripts, no database, no area enter/exit scripts needed, local and/or area-wide spawning and despawning. Fully customizable. Designed for a full time PW, Eskesehar's Fringe. Two scripts make up the core system. other erf's have added content for additional funcitonality. included: IFmul multidoor system. 100 doors/ 1 inside area which changes for each door used. (city with 100 houses for a rogue to loot without making 100 inside areas by hand. placeable spawns are timebased and based on door used.)

Files

NameTypeSizeDownloads
IfOnly1084017034359IFspawnIFmul.zipIfOnly1084017034359IFspawnIFmul.zip
Submitted: 05-08-2004 / Last Updated: 05-08-2004
zip155.06Kb479
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Comments (7):

Posted by if_only at 2006-12-17 11:37:28    
Just saw I could get this transferred to my new account... otherwise I would have just updated this... to IFspawn 2.0.
The mul doors aren't in the 2.0. If you want them have to get this file(mul doors have their own erf in the zip file).
Check out IFspawn 2.0 for the latest IFspawn. DelayCommand() removed due to the aurora engine delaycommand qeue bugs. Cascading spawns and scaling in IFspawn 2.0. Tutorial module included.

Posted by PC_Maniac at 2006-10-12 12:58:17    Voted 10.00 on 10/12/06
super idea
_________________________
In NWN Vault:
Centaurs racialtypes system;
Neverwinter Nights Patch 1.69 PL made by PBC;
Rideable Pegasi and Winged Unicorns (with script system);
Crusade tileset! (tno03 - final version!);
1001 Arabian Nights tileset;
DLA HORSES (with Radial menu) and CEP 2.0 Patch;
Ravenloft Shard Tileset Hakpack - Gothic City Tileset;
CNR 4.02 PL (only Polish version);
NWN Models

Posted by if_only at 2006-03-29 16:38:34    
actually the cascading spawns require an on_death script that wasnt released in the IFspawn, it's available however and will be released with the NWN2 version. Also I have added scaling of spawns to larger parties and more powerful parties. This is an on_spawn script to be put on the beasts.

One more thing: IFspawn can be added to any existing mod... it doesnt interfere with any existing spawning system, no modifications are needed to your area on enter/exit scripts. IFspawn can be added and used for one spawn or all the rest of your spawns. It adds almost no overhead to your mod.

Posted by if_only at 2006-03-29 16:32:35    
::: author:::
IFspawn is released under GPL and cannot be used in any commercial project, but can be used without any limitations in any free project. ie, you can't make a dime off this code. if_only

Posted by if_only at 2006-03-12 08:11:20    
::POSTED BY THE AUTHOR::
I am rather disappointed by the mul-door I bundled with the spawner. It was meant to be used for theives to have something to do in a PW when no one was around to fight for them... an easy way to populate a town and have a high level of explorability as it were. Problematic in the end because you don't want two people going through two different doors and ending up in the same area. The solution I had was to use resource locking to block all doors from working when the room is occupied. However this reduced the usefullness of the whole idea. If several theives were about, the doors would always be locked. I ended up scrapping a final rework (using a sophisticated routing procedure) to concentrate on other more useful things. It is possible to use, say, 5 doors for each interior room, and still keep the explorability interesting enough, but I envisioned something grander.
It is however very good for strange puzzles and endless mazes in a dungeon.

Posted by if_only at 2006-03-12 07:58:25    
no comments can be either a good thing or a very bad thing. I am if_only, the author, pretty proud of this project. Perception based spawns, no heartbeats, local only so beasts only spawn when they are needed, no bad lags while an entire area spawns creatures! random lists of spawns, for instance 10 different forest creatures might spawn at a spawnpoint set the percentage chance of the spawn for each kind, for instance 90% chance of 10 kobold spawning but only 10% chance of a spawn if its a single ogre selected randomly. Moving spawner creatures for true wandering monster spawns. A repeating system that can throw beast after beast in cascading spawns for epic large battles without lag.
A joy for builders, place the perception-based spawner creatures then put down properly tagged waypoints. be done populating your area in 5 minutes or less... and with hundreds of spawns if you like.
dm's can add or delete spawners and spawnpoints on the fly, despawn entire areas, reset all the areas spawners, set up large quests without resetting the server!
:: the only bad thing: the builder must know the RESREF of the creatures he/she will be spawning. so download one the lists if you use standard bioware creatures or remember the resref's of your custom creatures. There was no elegant work around for this. I refuse to use giant databases when they are totally unnecesary, efficiancy always counts.
There is surprising little code, two small scripts, all the power is inherent in the aurora engine.
I will be porting this for NWN2 as soon as it comes out so familiarize yourself with it now and get a headstart on the other modules!

I need a job! Anyone wanting to hire a good coder contact me.

Posted by Tolinus at 2004-06-21 12:10:00    
That seems to be a great work (haven't tried yet). Possible only 113 downloads and any commment? mmmm.

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