White Warlock wrote:Might help if u rename the title of your post to, "ALFA's INGAME History." Hehe, was just about to start a writeup on ALFA's Pre-Quake/Quake/Post-Quake drama.
From Wiki: http://en.wikipedia.org/wiki/Bag_of_Holding It can store a combined weight of up to forty times its own weight, and a combined volume of 30 to 250 cubic feet (0.8 to 7 m³). A living creature put in a bag of holding will suffocate after about 10 minutes . If a bag of holding is overloaded,...
Assuming you can get much more than 8xp/hour doing ANYTHING else, I don't see why 8xp/hour you are logged on would hurt. Tracking this through the database would help us iron out those who blatantly abuse the system. We are talking 1344xp per week being constantly logged on... Keep it simple, simple...
Here is a new version that handles issue 2. Somehow I'm not sure if it will be any better, but what the heck... I'm easy. B. //////////////////////////////////////////////////////////////////////////////// // // System Name : Global ALFA script // Filename : 000_guardduty.nss // $Revision:: $ 1.1 //...
Regarding 2, we can change use the tag of the guards to find out where they are posted - inside or outside the gate. Then have them return to their POST waypoint afterwards. My intitial thought when I created this, was to avoid dependencies on the tag, since the variable can be changed dynamically d...
1. What about making the variable an optional parameter? In the absence of one, you scan in a 15 ft radius for a door. in the absence of any doors within that radius, you log an error. 2. What happens if the guard is lured away by combat (say an attack on the Zhentarim outpost)? He could end up jus...
I rewrote these from the WH module in a rush, so some conversion standard bullets may have missed ... :) 1. Would it be possible to eliminate the door tag variable and just look for a "gate" within 5 ft? It's minimal overhead which offers some configuration efficiency/simplicity (removing ...
GuardDuty.txt System description: Many modules have guards whos responsibility is top unlock/open/lock/close gates, and use multiple scripts and conversations in order to do so. This system uses the same set of scripts for all NPC guards, whether they are on the inside or outside of the gate. They o...
Influence in NWN2 Digging into the scripts.zip file, I tried to locate anything that had "influence" in it and came up with the following files: ---------- GINC_COMPANION.NSS const string INFLUENCE_PREFIX = "00_nInfluence"; const int INFLUENCE_MIN = -100; // Companion Influence ...
I'd completely overlooked persistant reputation. I'm not sure the journal is the best way to do that though. Any PC that's been around for 6 months has had a rebuild for some reason - journal entries will be wiped in that case. There is no reason we can't have both systems. I dont' care if I'm aski...
Baal told me about his reservations, but I'm doing it anyway. Too many players play without DMs and other players to overlook the obvious benefit of a scriptless, speedy auto-quest system, in my view. So we'll develop it for our mod and post it on the ftp. I've spent way too long writing 5 scripts ...
The script-less quest system which was in the original base module was too limited in terms of writing complex dialogues for the questgiver. I hate having simple sentences which gives the quest designer far too little to work with. The idea of having a set of scripts that we just attach to the conve...
Of course, I still strongly hope we'll wait until the game has been live for at least a few weeks before finallizing the selection of starting proposals. I can't imagine why we wouldn't, but the existing NWN2 guidelines don't allow that. I think that is a wise decision. Much can change in a matter ...
Also, someone correct me if I am wrong, but I believe the 2 GB limit is per process, and that windows 2003 server could potentially allocate much more than this to NWN2 if multiple servers are run on the same machine. Meaning if people didn't mind buying a ton of ram and splitting up their mods, it...