Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Gather your mods before venturing forth. Discover planes filled with player-created adventures in Steam Workshop, then build your own Neverwinter Nights modules using the Aurora Toolset to share!
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Creating a multiplayer module - looking for scripts
Hello! I'm an ancient nwn1 player returning back to the game. I'm working on a completely custom multiplayer module using aurora tool set. I am a bit of a noob when it comes to scripting. I noticed there are not many places to download actual scripts for the game anymore. I was hoping I could create a discussion about scripts. I've been looking for a couple different scripts but I can't seem to find what I'm looking for in particular. I need a onplayerdeath script that not only revives a player when they click respawn but also heals the person completely when respawned.
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snaf 3 2019 年 5 月 31 日 上午 2:29 
https://neverwintervault.org/catalog/nwn1?field_category_tid=14&field_category_tid_1=All&field_tags_tid=&field_first_release_value=All

Neverwinter vault script category seems to be the defacto place to post scripting resources. There are a bunch of useful drop-in scripting systems the be found there. I talked with a few people about hosting a github/gitlab repository or a wiki, but it's really hard to bring everything together into a central resource. Neverwinter vault or any building/scripting related channel on neverwintervault/nwn:ee discord are probably your best option at the moment.


最后由 snaf 编辑于; 2019 年 5 月 31 日 上午 2:29
Carlo 2019 年 6 月 16 日 上午 8:55 
You may want to take a look at the DMFI Multiplayer Starter Mod for NWN:EE. It has some key scripts pre-loaded and is also highly configurable, with full documentation.

https://neverwintervault.org/project/nwnee/module/dmfi-multiplayer-starter-mod-nwnee
||PFH||Ritticus 2019 年 7 月 19 日 上午 12:31 
The Lord of Terror mod on workshop has the exact acript your asking for. however I can say I've seen people do better. The best respawn system I've ever played with is: after the -10 hp hit mark a body weighing the amount of the player would be left on the ground and the player would be teleported to a dead zone (Limbo). from there the player could choose to take an xp/gold loss and be resurected at the players set cathedral (note if a player didnt choose a god they would be dropped randomly in the forest lol) - or wait for someone to find his body where someone could cast a resurection spell on the body or carry it to the town priest.
Link 2019 年 8 月 13 日 上午 9:12 
引用自 ||PFH||Ritticus
The Lord of Terror mod on workshop has the exact acript your asking for. however I can say I've seen people do better. The best respawn system I've ever played with is: after the -10 hp hit mark a body weighing the amount of the player would be left on the ground and the player would be teleported to a dead zone (Limbo). from there the player could choose to take an xp/gold loss and be resurected at the players set cathedral (note if a player didnt choose a god they would be dropped randomly in the forest lol) - or wait for someone to find his body where someone could cast a resurection spell on the body or carry it to the town priest.

Sounds a lot like the Anphillia death system, it was great.
FruitAlchemist 2019 年 9 月 10 日 上午 5:55 
should look something like this i think,have not tested it,might be a little more complicated.
and i think its a module event script,not an OnDeathScript.
this script however that you want is probebly best done by creating a whole new custom function,but im not a C programmer.
all i can create with the standart functions for you is this:

onDeathScript:
void {
SetlocalVarialble(OBJECT_SELF,"death",1);
}

moduleHBscript:
void main {
object x = GetLastRespawnButtonPresser();
GetLocalVariable(x,"death");
if ( death == 1 )
{
int hptoheal=1000;
effect y = EffectHeal(hptoheal);
ApplyEffectToObject(DURATION_TYPE_INSTANT,y,x);
SetlocalVarialble(OBJECT_SELF,"death",0);
}
}

最后由 FruitAlchemist 编辑于; 2019 年 9 月 10 日 上午 7:26
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