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NWN2 PREFABS: BLUEPRINTS

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Name  Rune Gate System
Author  Paul Wilson
Submitted / Updated  05-31-2007 / 06-09-2007
Category  Placeables: Miscellaneous
Patch  1.05
Description
Version 2.2

This is the Rune Gate transportation system. The Rune Gate system will allow you to create a network of Gateways throughout your module which will enable the players to arbitrarily transport between any gates (but you can restrict gate too) as long as the know the address of the destination gate (it works a bit like dialling a phone).

It is designed for flexibility and ease of use for module designers. So although it is easy to get a basic gate network up and running in a module, it also offers a lot of configurable complexity for those that desire to use it (but you don't need to go into the complexity of it if you don't want to).

This same system (only version 2.0) is also available for Neverwinter Nights 1.

Change Log
Version 2.2
Added Master Key item blueprint
Added Master Control item blueprint
Added scripts to handle the Master key and Master Control activations
Can now lock a Rune Gate with the master Key
Can now change the address of a Rune Gate with the Master control

Version 2.1
*Added a new activation method called *Rune Stones (Item)
*Added Rune Stone item blueprint
*Added code to handle both object and string references for Glyph entry (needed for the Rune stones)
*Can now Allow or Disallow Rune Stone use on the Gate
*Can now Allow or Disallow normal Rune use on the Gate

Version 2.0
*Dynamic Variable system
*Code cleaned up (complete rewrite)
*Non preset visual effects using. Now uses the Dynamic variables to address an arbitrary number of effects
*Dynamic variables handle address Glyph entries
*Moved a lot of preset configuration values (Max Address Size, Area of *Effect, Time Out Delay, Activation Delay) into user adjustable variables.
*Runes can now be bound to a gate or can be left unbound (and will automatically bind to the nearest gate)

Version 1.0
*Basic System up and running
*No Dynamic variables
*Preset Visual effects system
*Added Rune placeable blueprint
*Added Master Rune placeable blueprint
*Added Portal placeable blueprint

Files

NameTypeSizeDownloads
Rune_Gate_System.erfRune_Gate_System.erf
Submitted: 05-31-2007 / Last Updated: 05-31-2007
erf30.89Kb165
This is the erf file that needs to be imported into your module. It contains 3 Placeables (the Control/Master Rune, the Portal pad and the Glyph Runes) and 3 scripts.
Rune_Gate_System_2_2.erfRune_Gate_System_2_2.erf
Submitted: 05-31-2007 / Last Updated: 06-09-2007
erf51.37Kb234
This is the Rune Gate system 2.2. This has some new features available (the Master Key: Allows you to lock and unlock a gate while the module is running and Master Control: Which allows you to change a Rune Gate's Address while the module is running). These features are mainly aimed at DMs using the Rune Gate system in a module.
Rune_Gate_System_2_1.erfRune_Gate_System_2_1.erf
Submitted: 05-31-2007 / Last Updated: 06-03-2007
erf42.56Kb139
Rune Gate system 2.1

This now includes the ability to use Items (the Rune Stone) to enter Glyphs into the rune gate (see change log and instructions for more information).
Rune_Gate_2_1_Instructions_NWN2.pdfRune_Gate_2_1_Instructions_NWN2.pdf
Submitted: 05-31-2007 / Last Updated: 06-03-2007
pdf74.15Kb248
Updated instructions for the Rune Gate version 2.1
Rune_Gate_Instructions.pdfRune_Gate_Instructions.pdf
Submitted: 05-31-2007 / Last Updated: 05-31-2007
pdf66.14Kb268
This is the instructions for the Rune Gate system. I strongly recommend that you read these before including the Rune Gates into your module. It includes a tutorial on building a basic Rune Gate in a module (it should only take you 5 to 10 minutes to complete). It also contains the information you will need if you wish to start working with the more advanced features of the system.
Rune_Gate_2_2_Instructions_NWN2.pdfRune_Gate_2_2_Instructions_NWN2.pdf
Submitted: 05-31-2007 / Last Updated: 06-09-2007
pdf77.47Kb300
This is the instructions for the Rune gate 2.2. It has the extra instructions for using the new features available in version 2.2 (the Master Key: Allows you to lock and unlock a gate while the module is running and Master Control: Which allows you to change a Rune Gate's Address while the module is running).
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Comments (10):

Posted by Edtharan at 2007-06-21 08:36:22    
Actually I am more interested in hearing what people are using the Rune Gate system for rather than just having lots of votes (but they are goo too :D).

If you have downloaded the Rune Gate system, I would like to know what your experiences are of it and how you have used it. Thanks.

Posted by roguekestryl at 2007-06-12 09:14:46    Voted 9.00 on 06/01/07
Downloaded 35 time? Only 2 votes? Both seem odd to me. I think it is great, and works great. Thank you again for the hac.
_________________________
Squeeky wheel gets the kick

Posted by Edtharan at 2007-06-09 00:52:30    
Version 2.2 of the Rune gate system is up. It has 2 new features.
1) You can now Lock and Unlock a Rune gate using the Master Key item.
2) You can now change the address of a Rune gate using the Master Control item.

These features are intended for DM use.

Posted by Edtharan at 2007-06-08 09:27:41    
I'll have a look into that. It might take a couple of days. What I'll be doing is making a "master control key" that will allow the user of that key to access control functions of a rune gate while the game is running (like changing the Tag property of the Master Rune (so you can change the address of the gate), changing various variables, (and more as development progresses).

Posted by LadyBassam at 2007-06-08 00:03:08    Voted 9.00 on 06/08/07
Include a Key (base item) please, its good to use on modules, plus DMs could hold keys to certain areas which are currently underconstruction, this system would make adding areas alittle easier, since all you have to do is lock one of the gates so only DMs can use it (With key of course)

Posted by roguekestryl at 2007-06-03 09:11:03    Voted 9.00 on 06/01/07
YAY! Thanks. :)
_________________________
Squeeky wheel gets the kick

Posted by Edtharan at 2007-06-03 05:11:04    
I have now added some more features to the Rune gate system. Roguekestryl, there is now the ability to use Items (keys) to enter Glyphs into the Rune Gate. Also some minor changes to how Glyphs are entered (internal stuff) to allow the Rune Stones to work and to make it easier for scripters to work with the Glyph entry system.

Posted by roguekestryl at 2007-06-02 15:15:07    Voted 9.00 on 06/01/07
Just too cool, I will try that. I need to have a portal that the Zhent's use from their base in a Cyric citadel to a ruins in Mistledale. I was hoping the players would have to colect 3 activation gems for your portals (i.e. keys)from 3 semi bosses. They would also need to find the activation order from the first boss mob in the module. That was my goal anyway. I have already given you props for the rune gate on the mod, so if it ever gets finished and released. People will know who gave me what. :P
_________________________
Squeeky wheel gets the kick

Posted by Edtharan at 2007-06-02 00:26:23    
Do you mean a Key (base type) item? If so, I haven't included that ability yet (but I might for version 3 (the current version is 2 - version 1 was not released and was very, very clunky [the scripts were pure spaghetti code] and no where near as flexible as this version).

As for more runes: You can have as many runes as the game engine will allow placeables. So you could have more than 3 rune if you want too (my max that I have ever used was 27 runes - the alphabet actually with a space character, you had to spell the name of the destination gate - but more could still be used). Just place more "Rune" placeables down and change their Tag. The name you give them (the "Localized Name" property) can be anything as the name has no effect of the functioning of the gate system (but makes it easier for players to know what rune is what).

You could have 3 "Runes" near your gate with the tags "Ruby", "Amythist", and "Emerald" and give them the names "Ruby", "Amythist", and "Emerald" (the names don't have to be the same as the tags, but it does make them easier to know which is which). The Tags of the Gate's "Master Rune" will consist of the glyphs "Ruby", "Amythist", and "Emerald" with an underscore character "_" separating them (eg: "Ruby_Emerald_Ruby_Amythist" - which means that the players first have to use the Ruby rune, then the Emerald rune, then the Ruby rune again and finally the Amythist rune to enter the correct address for this gate - then using the Master Rune to complete the activation sequence).

You can also change the maximum address size (the maximum number of runes that a player can enter into the gate system for an address) by changing the variable "MaxAddressSize" on the Portal placeable (eg: for the "spell the name of the destination gate" Rune Gate system I had, I had a max address size of 10 - but it could be bigger if you want).

I am currently working on version 3 of the rune gate system so if you have any suggested features (like key activations, etc), bug fixes, etc I am willing to attempt to include them.

Posted by roguekestryl at 2007-06-01 14:49:56    Voted 9.00 on 06/01/07
Hey this is a must have for anyone needing a rune system. If I can get it to work anyone can, I have 0 skill at everything.

Paul, is there a way I can use a key to activate it? And I would like to have three runes, amythis, ruby, and emerald. Any help would be wonder ful because I can't figure out how to do this. :(
_________________________
Squeeky wheel gets the kick

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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