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NWN SCRIPTS

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Title  Lost In NeverWinter - With Maps
Author  Gryphyn
Submitted / Updated  01-04-2003 / 11-22-2006
Category  Travel
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Transitions
Includes  None
Description
This is the basis for being able to generate Random dungeons. while NOT an 'on-the-fly' area generator. It will give starting point where an infinite number of areas (from a PC's perspective) can be generated using a small set of areas. The key is to break the rule and place WayPoints within AreaTransitionTriggers. Then each trigger is assigned the same 'on_enter' script. WARNING: Demo NOT Complete Known issues: 1. Transitions to same area: sometimes Associates don't JumpToLocation, but walk from opposite side of map (see NSEW opposites) 2. Party not included in transition - only associates. ie Parties can get split up. 3. It doesn't create random dungeon areas, but uses a number fixed areas in a random fashion. 5. The demo is very limited, the more areas the more random - areas don't have to look identical 6. All areas require a N, S, E & W Waypoint within a trigger

Files

NameTypeSizeDownloads
Lost_in_Neverwinter.zipLost_in_Neverwinter.zip
Submitted: 01-04-2003 / Last Updated: 01-07-2003
zip37.71Kb332
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Comments (6):

Posted by merentha at 2004-01-13 18:42:00    
to force the party to transfer locations together couldn't you make an on enter clause to all areas to where when they enter an area if they are not the party leader they are teleported to the party leader? at least it prevent the party spanning so many areas. You could maybe add the script that's somewhere in the vault that simulates the BG series "you must gather your party before venturing forth", that way if you use the warping them to party leader on enter they'd end up together anyhow in the end...just an idea.-Merentha
Purveyor of Fine Music, Fine Wines and Fine Music!
(hey we all dream!)
_________________________
Currently awfg and deep into cyberpunk of AO, but I'll eventually come back to NWN :)

No wait, playin' DDO! But I've got a copy of NWN2 to load up and play ><

Posted by Anonymous ( ..xxx.xxx ) at 2003-07-19 20:34:00    
what does this do

Posted by Gryphyn ( ..xxx.xxx ) at 2003-01-06 23:46:00    
Just uploaded an update with MAPs
Code is still a bit messy - but you can now complete the
demo quest.
Bit of a spoiler - always exit from an AT Trigger

Posted by Gryphyn ( ..xxx.xxx ) at 2003-01-06 13:39:00    
DoA,

My "Lost" is simply, Increment "LOSTFOR" integer on PC each
time they enter a new transition. When they have done this
enought "iReturnToStart", return PC to starting area.

The intent is that you are "Lost" if you don't have a map.
I've got Maps working, and should be able to Post an update
later today (my time)

FYI
The Maps I've done are "Quest" Maps. PC can only have One
Quest Map at a time (Given & Taken by the NPC's). For
simplicity they are One-Way Directional Maps. You'll see in
the update.

On a technical note, I avoided using the "OnAcquire"
& "OnUnAcquire" for processing getting/losing Map's - as
this is Module-Wide. It would be nice if BioWare had these
events for Objects.

Posted by Den of Assassins ( ..xxx.xxx ) at 2003-01-06 12:46:00    
Neat, Gryphyn. I had gotten 90% done with an adaptation of
Jaga's Seamless Transitioner for outdoor random areas (also
coincidentally named LOST :D) before the holidays hit me.
I'll have to compare how you did the "lost" part in yours,
but if you're interested in comparing notes, I'll be happy
to send a copy of what I've done thus far.

Posted by spellbinder023 ( ..xxx.xxx ) at 2003-01-05 10:16:00    
Interesting, not exactly what i am looking for, but
definetly a step in the right direction, ty.

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