Item Placeable Props

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DM Galadriel
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Item Placeable Props

Unread post by DM Galadriel »

http://bgtscc.net/viewtopic.php?f=25&t=31329

I've some scripts /items/placeables from my MP mods that allow PCs to carry items and place them down as placeables IG. Like tents, prayer mats, candles, magic symbols, ect...just about any placeable can be made to do this. We can set up furniture stores for stools or just edit current stores to carry other items and make a nice money sink. DMs can change the names of items and the placeable will follow suit. I can even make them destroyable if you like.

However the items require tag based scripting and I haven't been able to get that to work in my Builder Mod as of yet.

Does staff like this idea?

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http://nwvault.ign.com/View.php?view=NW ... ail&id=352

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LISA100595
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Re: Item Placeable Props

Unread post by LISA100595 »

I love this idea! I bet Mossy would Love to have a portable merchant stall to set up whenever she is selling her wares!!
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Valefort
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Re: Item Placeable Props

Unread post by Valefort »

*drools* Yes !
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DM_Xzar
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Re: Item Placeable Props

Unread post by DM_Xzar »

This has my stamp of approval.
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mrieder79
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Re: Item Placeable Props

Unread post by mrieder79 »

Fantastic! By any chance could it be scripted such that the sign placeables could have their names and descriptions changed by the DMFI tool so people could make their own custom signs.
DM Galadriel
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Re: Item Placeable Props

Unread post by DM Galadriel »

If I can get this darn tagbased scripting to work in builder mod for testing I can whip out dozens of props like this in no time.
Would like to keep their sales based inside BG if possible(as far as surface areas), trying to get more traffic there.
In the place of a Dark Lord you would have a Queen! Not dark but beautiful and terrible as the Morn! Treacherous as the Seas! Stronger than the foundations of the Earth! All shall love me and despair!
DM Galadriel
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Re: Item Placeable Props

Unread post by DM Galadriel »

mrieder79 wrote:Fantastic! By any chance could it be scripted such that the sign placeables could have their names and descriptions changed by the DMFI tool so people could make their own custom signs.
When I get over my ignorance on the script issue I'll test our DMFI on it...might work out since I believe if an Items name is changed, the placeables will follow suit.
In the place of a Dark Lord you would have a Queen! Not dark but beautiful and terrible as the Morn! Treacherous as the Seas! Stronger than the foundations of the Earth! All shall love me and despair!
mrieder79
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Re: Item Placeable Props

Unread post by mrieder79 »

OOOOOH! You are creating items that when used will create placeables. I thought you were expanding the PC tools selections. That is completely different! I've done this before. If you run into problems, let me know and I'll share my script with you.
Luna
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Re: Item Placeable Props

Unread post by Luna »

I don't even want to know where your storing that giant tent! :shock:


Galadriel, see if you can access this link. It has a very basic tutorial because we use nwn1 tag based scripting.
http://www.bgtscc.net/viewtopic.php?f=141&t=17689

Then just hit me up with questions.
There are some examples in the builder mod to look at.
DM Galadriel
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Re: Item Placeable Props

Unread post by DM Galadriel »

LOL! Giant tents will weigh 800 pounds! You can carry it but... :?
I'll take a peak at this link. Any idea why it's not working in buiders mod?
In the place of a Dark Lord you would have a Queen! Not dark but beautiful and terrible as the Morn! Treacherous as the Seas! Stronger than the foundations of the Earth! All shall love me and despair!
DM Galadriel
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Re: Item Placeable Props

Unread post by DM Galadriel »

Ah...I think I got this... :)
In the place of a Dark Lord you would have a Queen! Not dark but beautiful and terrible as the Morn! Treacherous as the Seas! Stronger than the foundations of the Earth! All shall love me and despair!
Luna
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Re: Item Placeable Props

Unread post by Luna »

The scripts need to be converted to nwn1 tag based scripting.

Take a look at the tag based script template in the builder mod.
It might make more sense.

In nwn2 the tag event was tied to the script name.
In nwn1, there is one script and it decodes the event within the script itself (again this will make sense if you open the template script in mentioned in the link and look at it's main() )
So events you can have are these.


X2_ITEM_EVENT_ONHITCAST For the OnHit Cast Spell: Unique power

X2_ITEM_EVENT_EQUIP For the OnItemEquip Event

X2_ITEM_EVENT_UNEQUIP For the OnItemUnequip Event

X2_ITEM_EVENT_ACQUIRE For the OnAquire Event

X2_ITEM_EVENT_UNACQUIRE For the OnUnAquire Event

X2_ITEM_EVENT_SPELLCAST_AT For casting a spell on the item



In nwn2 those got imposed into the script name by adding the postfix to the script name.
So no event handler is needed in the script since you already know what it does based on the postfix


For the OnHit Cast Spell: Unique power Postfix = “_hc”

For the OnItemEquip Event Postfix = “_eq”

For the OnItemUnequip Event Postfix = “_ue”

For the OnAquire Event Postfix = “_aq”

For the OnUnAquire Event Postfix = “_ua”

For the OnActivate Event Postfix = “_ac”

For casting a spell on the item Postfix = “_ci”




I can convert them probably tonight if you need some help.
narcaleptic
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Re: Item Placeable Props

Unread post by narcaleptic »

Cool thats what i'm talking about, exactly as i seen it, tents bedrolls, etc.. nice lets try and get it working.
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Luna
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Re: Item Placeable Props

Unread post by Luna »

narcaleptic wrote:Cool thats what i'm talking about, exactly as i seen it, tents bedrolls, etc.. nice lets try and get it working.
Ye that's a nice pack on nwn2 vault.
I didn't even know it existed or I would have just volunteered to import it.

Amphibious Bagel, the author of this does nice work.
We use a few of his other hak packs.
He should get his props!
Whispers of Winter
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Re: Item Placeable Props

Unread post by Whispers of Winter »

Next we'll be buying houses and mules to pack our stuff on. <.<

Woohoo!
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