Author Topic: Community Project - Tagbased Scripted Items - For PCs  (Read 1164 times)

Legacy_Genisys

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Community Project - Tagbased Scripted Items - For PCs
« on: August 16, 2010, 07:57:57 am »


               I'm working on a new project, which will include many scripted items, when I'm all done, I'm going to release the module to the nwn community.  Essentially, to make the contents of this project better, I'm asking the community for suggestions on possible PC Items to be created.  Also, if you have a suggestion for a magic item, I'd be willing to make those as well, for some of the items will in fact be optional Artifacts & Nice Magic items that won't be found in many modules..  (Note: Admin = The Module Builder, The Main DM, or Server Hoster, Usually)

All Items will be in seperate ERFs for importing into  your module, the module is obviously just for testing..

So far here is a list of PC Items:

Item Maniuplation Wand: (Works off Chat)  Allows for Item Renaming & Description Changing
(Possibly More Functions will be added later, at your suggestions)

Rod of Binding: Which will allow the PC to bind up to 6 locations (The Admin choose if they are persistent or not), or the PC can simply recall home, and then back to the location they were at before they recalled.

Rod of Fast Buffing:  This rod is great, simply use to cast all of your buff spells, tested good, but doesn't work for Bards / Paldins / Rangers because of a bioware bug that makes them cast at level 1 only...  (No need to charge it!)

Rod of Counterspelling:  Simply target the monster you wish to start counterspelling, simple enough!

Equipment Tool:  (Unequips and Requips all Items Worn - Except Skins - Instantly)  Bug Free too!

Ammunition Replicator & Destroyer - (Obviously an Archer's Dream)  It cost to replicated arrows (Admin Sets Cost)

Plot Item Bagger (Allows the PCs to Store Undroppable Small - Medium Plot Items in a bag) this checks to ensure the bag isn't full before it puts it in the bag, and allows you to empty the bag as well...

Item Seller - Allows PCs to Sell items anywhere out of their inventory, for module prices...
(Admin have total contol over what % items are sold for of Oirignal GP Value, and Max Selling Price)


Other Items in the module:

Dweomer Runes - Allows the caster to cast 2 - 4 Spells by activating the item (requires the item to be charged)
(Think of it as a ring of spell storing, but it doesn't lose the charges)  All spells MUST be castable, and the caster loses the spell from memorization. (e.g. it decrements your spell slots when used)

Artifact Cloak of the Arcane - It's a TRUE Robe of Invisibility - meaning you don't lose the Invisibility, even when you attack, but if you remove it, you lose even the concealment bonus...  (Comes with a nice VFX too)

Boulder (Allows hurling a Rock, just like a Giant (Strength Required!) - It's Heavy Too)  - Does dmg like the script (adjustable)

Artifact Blade - Does Adjustable Damage (Set by Admin)

Artifact Long Bow / Short Bow & Crossbow - these rather nice bows produce arrows (at a cost) and when the user equips the bow, they get 1 bonus attack / round, helping archers keep up with the masses. '<img'>

Quiver of the Gods - Produces some really stellar arrows (At a cost)

Greater Armor of Faith - Grants Divine Concealment (Admin Sets How Much) - Same as Normal Concealment


There are other systems which will be included in this download, to give builders some other optional systems to use, like the Items Property Extended system, which allows for more uber or more cursed items... (Great System)


I'll update this as Suggestions get approved...


Only you can help to make this community content better, so your suggestions can help everyone have a selection of nice Tagbased Scripted Items to choose from...   (I'm willing to script anything for you guys, but if it's out-right rediculous or too difficult to make, then I may have to say no..)
               
               

               


                     Modifié par Genisys, 16 août 2010 - 07:02 .
                     
                  


            

Legacy_Genisys

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Community Project - Tagbased Scripted Items - For PCs
« Reply #1 on: August 16, 2010, 08:02:59 am »


               BTW, how do I bold the name of the items in my post?  Help anyone?



(Approved Added Items Will Go Here, later on..)
               
               

               


                     Modifié par Genisys, 16 août 2010 - 07:03 .
                     
                  


            

Legacy_Jenna WSI

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Community Project - Tagbased Scripted Items - For PCs
« Reply #2 on: August 16, 2010, 08:12:45 am »


               To be honest, I've seen variations on the vault of many of these suggestions. I'd suggest doing something new, make some class based abilities taken from pnp. Or even spells we don't have in NWN. Just my own thoughts, any work you want to contribute to the community would be great.
               
               

               
            

Legacy_Genisys

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Community Project - Tagbased Scripted Items - For PCs
« Reply #3 on: August 16, 2010, 08:16:24 am »


               Essentially I'm doing to this to draw all of the Tagbased Items into one module, for use by any builder, which in turn makes it much easier to download and keep track of all the Custom Items you've imported or will import into your module...

class Based Abilities (*strokes beard - Interesting idea here) Can you give me some examples?  And are we still talking items here, or actual new feats?

Suggestions on which PNP Items? Because I truly do miss a lot of PNP items, no doubt...

As far as spells go, I'd be willing to do that in another Community Project, for that's truly time consuming, with testing, documentation, and all that would be involved. (like 2das etc.)  However, at a later time, as I have 2 major community projects other than this one I'm working on now...

I'm considering adding DM items as well, for I have a pretty large list of these (about 20).
               
               

               


                     Modifié par Genisys, 16 août 2010 - 07:55 .
                     
                  


            

Legacy_Jenna WSI

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Community Project - Tagbased Scripted Items - For PCs
« Reply #4 on: August 16, 2010, 06:41:26 pm »


               Yeah, you're free to take ideas from our server's forums. We've been working on this off and on for a while now, but we only have one good scripter so it's slow (as he has to do other things too). The idea was to create fun widgets to give players new ways to play classes and spice up the gameplay. Essential though was not to use haks, so anyone can login.



http://jenshumate.co...light=additions

http://jenshumate.co...opic.php?t=1831
               
               

               
            

Legacy_Shadooow

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Community Project - Tagbased Scripted Items - For PCs
« Reply #5 on: August 16, 2010, 07:53:01 pm »


               Jenna WSI: maybe it was there already, but I bet it wasnt all in one. The tagbased format allows very important feature. It allows the builder to easily remove items he dont like and actually he dont need to remove them, because this won't be in hak and those items won't be automatically available to players...



I like the idea, but I would rather see it more elaborated - not using activate item but custom spell, own item image, custom VFX etc. which is what wasn't there already.
               
               

               
            

Legacy_TSMDude

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Community Project - Tagbased Scripted Items - For PCs
« Reply #6 on: August 16, 2010, 08:20:32 pm »


               

Genisys wrote...
class Based Abilities (*strokes beard - Interesting idea here) Can you give me some examples?  And are we still talking items here, or actual new feats?

Suggestions on which PNP Items? Because I truly do miss a lot of PNP items, no doubt...


Your welcome to snag ANY items ut of our Base Mod on the Vault for this. Liek the Monks Ability to Leap of the Clouds or Abundant Step. We also are working on Disarming Shields and such like for fighters.

Some of the items we snagged from the Vault and are still going through ourselves but as I said. ANY Item in there that is tag based or can be tag based snag it and do what you will with it.
               
               

               
            

Legacy_Genisys

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Community Project - Tagbased Scripted Items - For PCs
« Reply #7 on: August 16, 2010, 10:20:36 pm »


               I chose Tagbased Scripted Items because it is the most simplified system to use...

You could Add Epic Spells for Casters...
You could Add Special Abilities to classes

Also, you the builder have greater control over the systems...

When / Where / & How the PC will aquire the item...

How Powerful the Item is... (As there are many switches in the scripts to control the effects of the scripts)

You can add item properties or take away existing properties to control the system and update the item with a simple function in the OnActivateItem or OnEquipItem function in the tagbased script for the item, to take the old and give the new item.. (Great for item control)

You can even determine which class at what level can use the item!  (Custom Restrictions)

Tagbased Scripted Items is by far the superior choice for making / adding custom content to a module..
(Custom Spells & Abilities Included)

I don't even have to make journals, the items' description tells the players how / what / where / when / who & even why...
               
               

               


                     Modifié par Genisys, 16 août 2010 - 09:46 .
                     
                  


            

Legacy_GhostOfGod

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Community Project - Tagbased Scripted Items - For PCs
« Reply #8 on: August 17, 2010, 11:27:01 pm »


               I've always liked the items that you can use to change your appearance and then use it again to change back. Fun for people who want to run around as a wolf but who are not shifters or what not.

This one would be fun for vampires. Changes the player into a bat:

#include "x2_inc_switches"
void main()
{

int nEvent =GetUserDefinedItemEventNumber();
if(nEvent !=  X2_ITEM_EVENT_ACTIVATE)return;

object oPC = GetItemActivator();
object oItem = GetItemActivated();
effect eEffect = EffectVisualEffect(VFX_IMP_DUST_EXPLOSION, FALSE);

if (GetLocalInt(oItem, "DO_ONCE") != TRUE)
    {
    SetLocalInt(oItem, "DEFAULT_APPEARANCE", GetAppearanceType(oPC));
    SetLocalInt(oItem, "DO_ONCE", TRUE);
    }

if (GetLocalInt(oItem, "STATE") == 0)
    {
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC);
    SetCreatureAppearanceType(oPC, APPEARANCE_TYPE_BAT);
    SetLocalInt(oItem, "STATE", 1);
    }

else
    {
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC);
    SetCreatureAppearanceType(oPC, GetLocalInt(oItem, "DEFAULT_APPEARANCE"));
    SetLocalInt(oItem, "STATE", 0);
    }
}
               
               

               


                     Modifié par GhostOfGod, 17 août 2010 - 10:27 .
                     
                  


            

Legacy_TSMDude

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Community Project - Tagbased Scripted Items - For PCs
« Reply #9 on: August 18, 2010, 12:30:25 am »


               http://social.biowar...84434/1#4482604
               
               

               
            

Legacy_Genisys

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Community Project - Tagbased Scripted Items - For PCs
« Reply #10 on: August 18, 2010, 01:18:07 pm »


               Now that's what I call adding to the quality of a post TSMDude '<img'>



Thanks for that..