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NWN2 SCRIPTS

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Name  terrains features trigger
Author  SilkD
Submitted / Updated  06-25-2007 / 06-26-2007
Category  Other
Type  Type - General
Format  Module Only
Patch  1.00
Description
Simpler variabler Trigger, um Gelände Merkmale zu simulieren
simple variable Trigger, about terrains features to simulate

Der Spieler erhält verschiedene Boni/Penalty beim betreten des Bereichs die beim verlassen des selbes entfernt werden.
The player gets different Boni/Penalty at the cross the area the at the is left removes the same.

Skill Boni/Penalty: Hide, Listen, MoveSilently, Parry, Search, Spot, Tumble, Survival
Speed Increase/Decrease
Concealment + MissChanceType
Text Message

Beispiel ein Gebiet mit dichten Unterholz
Example an area with dense undergrowth

Files

NameTypeSizeDownloads
tr_areaprop.erftr_areaprop.erf
Submitted: 06-25-2007 / Last Updated: 06-26-2007
erf9.1Kb70
1 trigger 2 script update: Mali replace to Penalty
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Comments (4):

Posted by vladoshi at 2007-07-26 21:27:33    
Great idea. Its just in my experience builders do not like setting local variables for too long before its too boring and they go onto another idea. Before you get offended, I found my technically best NWN1 scripts were never used because I was asking builders to virtually script themselves with the options available to them. Adding too many variables is actually harder than scripting because there is no compiler to correct you.

Anyway, I think you would get many more downloads if you could either:
1) make have plenty of template settings so they can draw the trigger and add one variable for a generic bog, or ice setting.

Or (much more appealing to builders)

2) you provide a big list of triggers in the Trigger palette for different settings. (ie dense forest easy, dense forest mdeium, hard, 2, etc). Then no one really needs a manual to understand.

Posted by Silk D at 2007-06-26 04:51:14    
Yes one could define so that specifically little regions of a Area. For example fog-benches, Undergrowth into the forest or what ever.
All characteristics influences is defined the through the underground. Movementrate, view, camouflage

Skill Boni/Mali: Could influence one different Skills

Hide, Listen, MoveSilently, Parry, Search, Spot, Tumble, Survival

Speed Increase/Decrease: the speed increases or decrease moves with the into this region one itself in %.

Concealment camouflage in %
MissChanceType 0=normal 1= vs ranged 2= vs Melee

A dense forestplace for example
BonusHide = 5
MaliMoveSilently = 5
MaliTumble = 5
MaliMovementSpeed = 10
Concealment = 30
MissChanceType = 1

Sorry for my bad English

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Posted by over_my_head at 2007-06-26 01:22:36    Voted 3.50 on 06/26/07
Very incomplete. I like the idea, and I think I understand what you are trying to do as this is used commonly in NWN1. But the lag of documentation or a test module makes it kind of hard to understand at the beginning. I understand setting up the triggers with the onenter scripts. But how about the variables? Any documentation about these variables what would be good in these circumstances, or what variables should only work in there, and etc., would be greatly appreciated.

Posted by jaz at 2007-06-26 01:17:45    
Hiya.

I think I understand what you have done here. You can added terrain modifiers to skill checks (i.e. bonus to hiding in undergrowth).

Very nice!!!

One thing you should change for the English version: "Mali". It should be Bonus or Penalty. "Mali" does not exist. ;)

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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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