Creating items (toolset)

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A couple of questions:

I'm trying to create a couple of items.

The first is a wand of continual flame useable by non-spellcasters.
This seems quite simple and straighforward, but since it's not in the
module how do I get my hands on one?

The second is far more complex and most certainly is going to take a
fair amount of scripting work. Basically it's a magic box. Put two
charged like items into it and it destroys one and puts the charges
from it into the other item. I can see no way to trigger the script,
though. There doesn't seem to be any events related to boxes. Also
is there any good sites on the scripting language?
 
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Loren Pechtel wrote:
> A couple of questions:
>
> I'm trying to create a couple of items.
>
> The first is a wand of continual flame useable by non-spellcasters.
> This seems quite simple and straighforward, but since it's not in the
> module how do I get my hands on one?

For this, just go to Wizards --> Item Wizard and follow the steps to
create a new wand. Once it's created, right-click on it and edit its
properties. There will be a section for giving it special abilities, so
you just have to find Continual Flame and apply it.

Someone correct me if I'm wrong, but I think wands are just coded in the
game as being only useable by wizards and sorcerers, and anyone with
UMD. I'm not sure you can make it useable by all, but then again there
may be an ability for that as well.

Rods, on the other hand, can be used by all classes.

>
> The second is far more complex and most certainly is going to take a
> fair amount of scripting work. Basically it's a magic box. Put two
> charged like items into it and it destroys one and puts the charges
> from it into the other item. I can see no way to trigger the script,
> though. There doesn't seem to be any events related to boxes. Also
> is there any good sites on the scripting language?

Is the item that the player will put into the box going to be a specific
item that you create? Or do you want it to be just anything with charges?

P.S. Download the Lexicon at www.nwvault.com, it contains tutorials for
the scripting language, as well as a searchable database of the every
function, etc. in the language. It's wonderful.

Also, you might want to post to the Bioware scripting forum, it's much
more active and it specializes in answering all these questions.

Feel free to email me if you have any questions about making the
wand/rod, or about the box script.
 
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"John Salerno" <johnjsal@NOSPAMgmail.com> wrote in message
news:pNSdnWbbh4vJJtHfRVn-1Q@rcn.net...
> Loren Pechtel wrote:
>> A couple of questions:
>>
>> I'm trying to create a couple of items.
>>
>> The first is a wand of continual flame useable by non-spellcasters.
>> This seems quite simple and straighforward, but since it's not in the
>> module how do I get my hands on one?
>
> For this, just go to Wizards --> Item Wizard and follow the steps to
> create a new wand. Once it's created, right-click on it and edit its
> properties. There will be a section for giving it special abilities, so
> you just have to find Continual Flame and apply it.
>
> Someone correct me if I'm wrong, but I think wands are just coded in the
> game as being only useable by wizards and sorcerers, and anyone with UMD.
> I'm not sure you can make it useable by all, but then again there may be
> an ability for that as well.
>
> Rods, on the other hand, can be used by all classes.


In the toolset you can modify the properties of a wand to be used by anyone.


for the second item you might look at the scripts in SoU. There is a
charging device in the Hermit's Store.





P
 
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On Thu, 31 Mar 2005 22:09:02 -0500, John Salerno
<johnjsal@NOSPAMgmail.com> wrote:

>Loren Pechtel wrote:
>> A couple of questions:
>>
>> I'm trying to create a couple of items.
>>
>> The first is a wand of continual flame useable by non-spellcasters.
>> This seems quite simple and straighforward, but since it's not in the
>> module how do I get my hands on one?
>
>For this, just go to Wizards --> Item Wizard and follow the steps to
>create a new wand. Once it's created, right-click on it and edit its
>properties. There will be a section for giving it special abilities, so
>you just have to find Continual Flame and apply it.
>
>Someone correct me if I'm wrong, but I think wands are just coded in the
>game as being only useable by wizards and sorcerers, and anyone with
>UMD. I'm not sure you can make it useable by all, but then again there
>may be an ability for that as well.
>
>Rods, on the other hand, can be used by all classes.

From looking in the toolset it doesn't seem that way. Class
restrictions may be added to a wand but aren't inherent in it.
(Remember, there are two wands in the Charwood castle that have no
such limitation. I used them as a fighter to summon the demon.)

That doesn't tell me how to get my hands on one, though.

>> The second is far more complex and most certainly is going to take a
>> fair amount of scripting work. Basically it's a magic box. Put two
>> charged like items into it and it destroys one and puts the charges
>> from it into the other item. I can see no way to trigger the script,
>> though. There doesn't seem to be any events related to boxes. Also
>> is there any good sites on the scripting language?
>
>Is the item that the player will put into the box going to be a specific
>item that you create? Or do you want it to be just anything with charges?

Two of the same thing, anything.

Think of the magic electrifier you can get from the bottle store in
HOTU. I'm after a different approach to the same general idea.

>P.S. Download the Lexicon at www.nwvault.com, it contains tutorials for
>the scripting language, as well as a searchable database of the every
>function, etc. in the language. It's wonderful.

Sounds like step #1. Thanks.
 
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Loren Pechtel wrote:
> The first is a wand of continual flame useable by non-spellcasters.
> This seems quite simple and straighforward, but since it's not in the
> module how do I get my hands on one?

Simplest way sounds complex, but isn't. Create a small module with a
single area. Create your item. Note the blueprint resref (NOT the Tag!)
of the item. While the module is open, open your NWN directory and look
in modules. You'll see a tempXX directory. Open it and find the .uti
file with the same name as your item's blueprint resref. Copy it to
/override. In whatever module you want to use the item, "cheat" the item
in like this:

Open the chat bar (press ENTER) and type (case-sensitive)

##DebugMode 1

Press ENTER. Make sure your cursor is pointing to open, accessible
ground. Open the chat bar and type

##dm_spawnitem blueprint

Replacing blueprint with the actual resref of your item. Press ENTER.
Your item should appear on the ground under the cursor. Open the chat
bar and type

##DebugMode 0


> The second is far more complex and most certainly is going to take a
> fair amount of scripting work. Basically it's a magic box. Put two
> charged like items into it and it destroys one and puts the charges
> from it into the other item. I can see no way to trigger the script,
> though. There doesn't seem to be any events related to boxes. Also
> is there any good sites on the scripting language?

If, by boxes, you mean the container objects you carry in inventory,
then, no, there's no way to tell what is and is not inside a box.
Everything simply is identified as in the inventory of the character
with the box.
--
Barry Scott Will
Pyric RPG Publications
http://www.pyric.com/
 
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Loren Pechtel wrote:
> On Thu, 31 Mar 2005 22:09:02 -0500, John Salerno
> <johnjsal@NOSPAMgmail.com> wrote:
>
>
>>Loren Pechtel wrote:
>>
>>>A couple of questions:
>>>
>>>I'm trying to create a couple of items.
>>>
>>>The first is a wand of continual flame useable by non-spellcasters.
>>>This seems quite simple and straighforward, but since it's not in the
>>>module how do I get my hands on one?
>>
>>For this, just go to Wizards --> Item Wizard and follow the steps to
>>create a new wand. Once it's created, right-click on it and edit its
>>properties. There will be a section for giving it special abilities, so
>>you just have to find Continual Flame and apply it.
>>
>>Someone correct me if I'm wrong, but I think wands are just coded in the
>>game as being only useable by wizards and sorcerers, and anyone with
>>UMD. I'm not sure you can make it useable by all, but then again there
>>may be an ability for that as well.
>>
>>Rods, on the other hand, can be used by all classes.
>
>
> From looking in the toolset it doesn't seem that way. Class
> restrictions may be added to a wand but aren't inherent in it.
> (Remember, there are two wands in the Charwood castle that have no
> such limitation. I used them as a fighter to summon the demon.)
>
> That doesn't tell me how to get my hands on one, though.

What do you mean? You can't figure out how to create the wand?
 
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On Fri, 01 Apr 2005 16:35:29 -0500, Barry Scott Will
<nwn_usenet@cavecreations.net> wrote:

>Simplest way sounds complex, but isn't. Create a small module with a
>single area. Create your item. Note the blueprint resref (NOT the Tag!)
>of the item. While the module is open, open your NWN directory and look
>in modules. You'll see a tempXX directory. Open it and find the .uti
>file with the same name as your item's blueprint resref. Copy it to
>/override. In whatever module you want to use the item, "cheat" the item
>in like this:

Thank you. That's exactly what I was looking for. I figured out most
of the basic path to do this but I didn't know the commands.
 
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On Fri, 01 Apr 2005 18:50:03 -0500, John Salerno
<johnjsal@NOSPAMgmail.com> wrote:

>> From looking in the toolset it doesn't seem that way. Class
>> restrictions may be added to a wand but aren't inherent in it.
>> (Remember, there are two wands in the Charwood castle that have no
>> such limitation. I used them as a fighter to summon the demon.)
>>
>> That doesn't tell me how to get my hands on one, though.
>
>What do you mean? You can't figure out how to create the wand?

No--how do I make one show up in an existing module?
 
G

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"Peridot" <peridotnot@notnoticeus.us> looked up from reading the
entrails of the porn spammer to utter "The Augury is good, the signs
say:

>
>"John Salerno" <johnjsal@NOSPAMgmail.com> wrote in message
>news:pNSdnWbbh4vJJtHfRVn-1Q@rcn.net...
>> Loren Pechtel wrote:
>>> A couple of questions:
>>>
>>> I'm trying to create a couple of items.
>>>
>>> The first is a wand of continual flame useable by non-spellcasters.
>>> This seems quite simple and straighforward, but since it's not in the
>>> module how do I get my hands on one?
>>
>> For this, just go to Wizards --> Item Wizard and follow the steps to
>> create a new wand. Once it's created, right-click on it and edit its
>> properties. There will be a section for giving it special abilities, so
>> you just have to find Continual Flame and apply it.
>>
>> Someone correct me if I'm wrong, but I think wands are just coded in the
>> game as being only useable by wizards and sorcerers, and anyone with UMD.
>> I'm not sure you can make it useable by all, but then again there may be
>> an ability for that as well.
>>
>> Rods, on the other hand, can be used by all classes.
>
>
>In the toolset you can modify the properties of a wand to be used by anyone.
>
>
>for the second item you might look at the scripts in SoU. There is a
>charging device in the Hermit's Store.

There's also something similar in the Djinn storekeeper's inventory in
HotU. A portable charger that will destroy magic items and use the
"power" to recharge items.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr