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NWN2 SCRIPTS

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Name  DISARM'd
Author  kevL's
Submitted / Updated  11-28-2010 / 03-09-2013
Category  Creature AI
Type  Type - Banter
Format  Code Only
ShowCode  

Select All Text | View Code in separate window
Patch  1.23
NWN2Game  All
Description
This is a small chunk of code that lets the Player know, in no uncertain terms, that he or she has been Disarmed. It floats "DISARM'd !" in big bright red letters above the PC's or Companion's head, as a SpeakString().

DISARMd by kevL's
2013 mar 9

I like others got tired of wasting a few rounds punching with my fists (ianamonk) before noticing that my character had been Disarmed; or worse, actually leaving an area, only to scurry back feverishly hunting the ground for my precious "Uber-favorite custom-crafted Sword of BBQ Ribs". The only message that the default game gives is in plain white text above the disarmer's head and a *clunk* sound - both of which are easily lost with the sounds & messages of combat. This'll fix that!

On a rare occasion you might get an anomalous "DISARM'd !" when you purposely drop or barter a weapon .. but considering the alternative it's not that much a concern. It shouldn't show up outside of combat. Any comments, ideas, or suggestions that could be implemented to improve this are welcome!


Installation:
This piece of code modifies 'x2_mod_def_unaqu' - which is called from the default OnUnacquireItem script, 'k_mod_unacquire'. Search your MyDocs->Override directories for 'x2_mod_def_unaqu' ( esp. TonyK's AI ) or copy it from the Campaign folder for MotB. Backup the script and insert the codeblock appropriately. Compile!

Notes:
It checks if you're in combat, and then if a member of your party unacquires a weapon, the player ought get a red "DISARM'd !" message scrolling above their toon's head. Then if a ReflexDC is made against Dexterity, and the item is left lying on the ground, the character will be cleared of Actions and pick up the weapon.


May none of your Disarms go noticed

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Comments (5):

Posted by kevL's at 2013-03-09 00:38:05    Voted 6.75 on 03/09/13
updated.

-changed vote
_________________________
All the world's a stage ... but so what.

Posted by kevL's at 2010-12-09 13:33:12    Voted 6.75 on 03/09/13
v1.1 - just added some code that should make it good for multiplayer (with more than one party). Haven't checked this, though, so if someone wants to get back on that .. it's appreciated. Also, changed some functions that check for isPC().

oh, reactionary vote 'cause i feel its funny! (how come the humor dissipates when ya gotta explain it)
_________________________
All the world's a stage ... but so what.

Posted by kevL's at 2010-12-01 07:42:40    Voted 6.75 on 03/09/13
.. probably don't have to mention this, but here's mentioning: If you're using the download for TonyK's AI, don't forget to rename its 'x2_mod_def_unaqu' to somethin' like 'x2_mod_def_unaqu_bk.ncs' - as suggested (though not technically stated).

& Banshe .. thanks for that *obscene* vote!
_________________________
All the world's a stage ... but so what.

Posted by Banshe at 2010-11-29 01:11:32    Voted 9.00 on 11/29/10
Cool!

Posted by kevL's at 2010-11-29 01:04:23    Voted 6.75 on 03/09/13
Please note that, in the code window, "strong" and "/strong" should be changed back to "b" and "/b". Tks.
_________________________
All the world's a stage ... but so what.

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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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