Vault has multiple levels of storage which can be upgraded through the banker conversation.
Instalation:
Import the main erf.
Import the nwnxsql erf if this is not already in your module.
Attach conversation to an NPC.
Add a vault chest near the npc.
Adjust settings in gal_baking_inc.
Add Gal_banker_mod_Onload to the module onload event.
Supports nwnx4 and biodb
Update1:
*Fixes problem with stored items turning up unidentified.(Thanks goes to over_my_head for discovering this bug)
*Deleted debug messages still left in the system.
03/30/08
version 1.01:
* Added nwnx4 mysql support.
* Added nwnx_sql in sepperate erf(if you use virusman update do not import this. Thanks to kres for pointing this out)
* Better item storage
* Added price settings for vault updates.
* Fixed an issue where items were returned unidentified while not having an account.
* When not having a vault account items are now returned to inventory immediatly.
04/01/08
*Added missing objects erf for version 1.01
Can anyone explain how to "Add Gal_banker_mod_Onload to the module onload event?"
I created a pixie.
The pixie is now a merchant.
Added the conversation script (gal_bank_conv).
How do I add "Gal_banker_mod_Onload" to the module?
Thanks in advance.
Posted by lerathel at 2008-05-06 23:00:29 Voted 9.25 on 04/18/08
humm, I think each character should be atribued an unique kay stored in the database. and in an item in inventory. this way we could authentifie the character. cause its too easy creating a character with the same name. etc etc.
and cd-key... what if the player play on someone else pc. so generathing a key at first character connection and placing in the mysql database and the inventorie should work well. then making a conversation script for authentification.
Posted by kres at 2008-04-28 06:27:40 Voted 7.25 on 03/30/08
This is a re-hash of all the same problems with Rowell's system. There are other problems such as not being able to store MoTB crafted items and not being able to retrieve them. Since the database does not know that the tagged/resref item has been altered it can not recreate it by any means.
Only solution to these and other problems is that the key tag is stored in the DB and then open only by PlayerID, CharID thus reducing the ease of use. I have kept an eye on this as with Larven and lerathel, I too have a PW that is using an outdated Bioware DB that just is not made for this sort of use. _________________________ DM/Lead Developer of Kingdom of Winterhaven Link
Current projects: Legendary Feats System
Portable Persistant Storage System (PPSS) Link
Rowell's Persistant World Toolkit (upgrading it) for nwnx and MySQL PW's
Posted by lerathel at 2008-04-24 12:30:40 Voted 9.25 on 04/18/08
Is there anyway a container can be stored empty. Players are begging for this as some my containers are heavy lol. Anyy container that can fit 142 items should be bulky :) _________________________ NewFaerun.com
Here is some code that I added to dis-allow Containers.
else if(GetFirstItemInInventory(oItem) != OBJECT_INVALID) {
FloatingTextStringOnCreature("You cannot store containers in this chest.", oPC, FALSE, 5.0);
AssignCommand(OBJECT_SELF, ActionGiveItem(oItem, oPC));
}
Place it in the gal_vault_disturb script, just above the line that says "else"
Another problem I noted is id Player A opens a Vault Chest, then Player B clicks on it while it is opened. Player A then closes it, then Player B closes it. This will transfer ownership of all Player A's items to Player B. Not a bad scam if Player B is invisible, but undesired behavior, nonetheless.
I am working some code to counteract this, such as setting a Local Var on the Chest that it is opened already and then checking this Var in the OnClose event just before storing the items in the DB. I will let you guys know what I come up with.
Galantir - If you come up with something before I do, let me know so I don't have to. _________________________ Peace,
Posted by lerathel at 2008-04-18 09:16:26 Voted 9.25 on 04/18/08
Ok :) everything work but ! if a player have his vault open another player can come and open the chest he can see all the items and take them. worst, if the other player close his vault evverything is transfered in the seconde player vault... and the server double its ram usage !
I think they added the fonction needed to make this using a store. creating a unique store and add the objects in them. I heard this was used in nwn1 but some functions where needed with nwn2 and I think they added them with 1.11 or 1.12.
this is exelent work ! I can help you if you need it.
I don't mean to spoil anyone's fun, but you have a major loop hole here. If a player puts a container in your vault with the correct number of items, when the player opens the vault again, the items are still in the container and a copy of them outside the container in the vault. This means players can duplicate items pretty fast. Please fix it so that it refuses any containers that have items in it. I know players still want to store the containers. _________________________ NewFaerun.com
It just occurd to me you talked about 2 other options.
This makes me think you might still have the older version which does not have complete nwnx support.
Be sure to download the 1.01 verion along with the items that go with it.
That version should have 4 options for database support.
However this version still contains one bug.
If you use SQLite it will also create the biodb, this will be solved in the upcommming version.
Yes that should be the way.
I have no possibility to test mysql myself so it could be there's a bug.
I will have a look into it since another update is comming shortly.
At the moment however i'm very busy untill this thursday, i had planned to update last weekend but unfortunatly i could not achieve this.
The savings account will be something i will look into, but will possibly be an nwnx option only .
There's a plugin to nwnx which provides me with time functions for this to work.
Thanks for the info on nwnx.
Posted by lerathel at 2008-04-07 10:03:28 Voted 9.25 on 04/18/08
Seem interesting ... but ! can you tell me the exact step to make it work on mysql (nwnx4) I've used rowell system in the past but I cant get your systeme to use the database, the table a created but nothing apprear in them your systeme only use the biodb.
and do you think you could implement saving acount in the future ? (calculating saving by looking at the date between the last login, would need to save the saver time to database for this to work)
great work ! cn't wait to make it work with mysql
(the only thing I have to do is un-comment the line for mysql in the include script and comment the 2 others ? (I've added your onload script in my moduleonload script)
The SQL portion is already included in the v1.01 version.
There's now a choice between nwnx_SQLite and nwnx_MYSQL.
But do keep in mind that a biodb table is used to store the items in also entries are made to the mysql db about these items.
Please post any bugs you may find.
Demo mod and readme on the way.
Posted by kres at 2008-03-30 13:30:17 Voted 7.25 on 03/30/08
Great response, Thank you for that. My comment was not meant to make light of your hard work. It was merely to address the MySQL portions. It works just fine in the Bioware DB or SQLite.
However many PW's use MySQL for multiple modules and/or separate server storage, such as our PW will need that support. I would like to see those options in like a gal_bank_settings script to make it easier to toggle on/off or make variable changes to. I will give it a 7.25 for now once you add the MySQL and that portion I will increase it depending on how well it works.
Good Job and Thank you for helping the Community! _________________________ DM/Lead Developer of Kingdom of Winterhaven Link
Current projects: Legendary Feats System
Portable Persistant Storage System (PPSS) Link
Rowell's Persistant World Toolkit (upgrading it) for nwnx and MySQL PW's
You are right about the mysql part, in fact this is also the case why the SCO and RCO fixes are not inthere. They only work with xp_mysql.dll.
MySQL will be implemented in the next update which is comming shortly.
The execution of the mod_onload script need to be executed on load.
I could have explained every possible way to do this i simply chose the most obvious way.
In your case you are right.
In our PW it needs to be set as a module variable.
So whichever way you use i only try to point you to the fact it needs to be executed on mod load.
A readme file should be included in the package shortly along with a small demo mod.
Posted by kres at 2008-03-29 22:24:30 Voted 7.25 on 03/30/08
This is a great job putting this together however... The title is kind of misleading in the fact that NWNx4 uses both SQLite or MySQL, there is no MySQL code written for these SQL commands Insert/select/update/delete for table data storage contained within the scripts.
If your an SQL Junkie like I am then sure program your own, however if you are looking for a ready made solution for MySQL this is not complete.
Another thing this does not include the SCO and RCO fixes within the nwnx_sql for the vault. So if you lose your NWNx kiss that goodbye. If you are using Virusman's update for nwnx_sql make sure you DO NOT import this version as it will cause problems.
It did create tables called bank_money_storage and bank_item_storage into MySQL db upon adding the mod_load script. So it does make and create tables in MySQL (they are not in the correct format however. I had to disable the rest of my PW system since it did not like the different versions of nwnx_sql. This is not very efficient to place these functions here. Should be a mere script call added to the x2_mod_def_load script (if your customized version).
I will reserve a vote depending on how/if Galantir responds to these questions/comments. _________________________ DM/Lead Developer of Kingdom of Winterhaven Link
Current projects: Legendary Feats System
Portable Persistant Storage System (PPSS) Link
Rowell's Persistant World Toolkit (upgrading it) for nwnx and MySQL PW's
Posted by over_my_head at 2008-03-29 17:54:13 Voted 9.50 on 03/29/08
The update successfully fixed the error, and everything seems to work like a charm. It is a system one can simply not miss at a Persistent World, and thank you for that. Thank you for contributing such an outstanding system to the community. I did not think the system would get fixed, even though I eagerly kept waiting until someone continued where others left off.
I raised my vote for your instant fix, and that is simply a system that a Persistent World builder must have in the works. (Thank you for the recognition as well)
Yes you are correct.
Also if you find any bugs pls port them here i will make sure they will be fixed.
Posted by over_my_head at 2008-03-29 13:15:30 Voted 9.50 on 03/29/08
Seems like you have done the trick. Didn't espect a banking system coming from anyone else than Scarface, and since he abandoned the project, I feared no banking system would be launched for NWN2.
I am very grateful to see someone was able to fix this, and therefore thank you. We will definitelly be using this system at the World of Goliath.
One issue though, all items (placed in the vault) return unexamined. This is not a good thing for PW. I'll be raising my vote once this gets fixed, as I am eager to use this system after having to close our bank.
Yours sincerely,
Over My Head
P.S.: Van der Velden sure sounds Dutch. Am I correct?
Posted by Andromes at 2008-03-29 08:23:28 Voted 10.00 on 03/29/08
goog = good !
Posted by Andromes at 2008-03-29 08:19:30 Voted 10.00 on 03/29/08
Very goog system! Thanks!
Posted by Lunkis at 2008-03-29 08:19:06 Voted 9.50 on 03/29/08
Just great, been waiting for this! Will use this in my PW.
You must be Logged In to post comments in this section.
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