ALFA Builders Mod demo for your perusal

Ideas and suggestions for game mechanics and rules.
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indio
Ancient Red Dragon
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Joined: Sat Jan 03, 2004 10:40 am

ALFA Builders Mod demo for your perusal

Post by indio »

I've been plugging around in the toolset most of the weekend and thought some of you would find this interesting, if not useful.

What I've done is make a module that incorporates some amazing systems that you may or may not like. It's based on the CSF plugin released by EPOlson, which basically allows you to install systems to your module without needing to modify your core scripts.

So, here's a list of what this module is:

- CSF enabled (a system that you want to add that either requires changes to the Module Property scripts or Area property scripts no longer requires you to modify those scripts. Use the plugin and it will be done automatically.
- NWNX4 enabled: Owing to the mountain of things I don't understand about ALFA's core scripts I've added NWNX4, the latest release, using a SQLite database. I've included the database (db) file itself, which goes in My Docs/NWN2/Database. To make NWNX4 work, you need to install it and SQLite. To set the whole operation up, follow these instructions from Rowell's excellent readme:
Step 1) Download, Install and Set up NWNX4
The Web site and downloads can be found at:

http://www.nwnx.org/index.php?id=nwnx4

Note: The database file in this package is for SQLite, so you may want to
set up NWNX4 for SQLite.

Step 2) Download and Install SQLite.
This allows you to create and modify SQLite databases at a command-line.

http://www.sqlite.org/

Step 3) Download and Install a SQLite Database Reader.
This is mainly so you can look at and change your data.
The Web site and downloads can be found at:

http://sqlitebrowser.sourceforge.net
http://sourceforge.net/projects/sqlitebrowser/ (this is the Download Page)

Step 4) Try out the Demo Module.
If you do this, make sure you modify the nwnx.ini file in the NWNx4 directory to the correct module name:
# Command line parameters to start the server with
# default: no parameters
parameters = -module tsm_alfa_002
- Persistent Auto Quest Enabled: This is based on Forsetti's Quest System, but stripped of all the silly stuff and enhanced with NWNX4 persistence and additional NPC interaction. There's a demo in the _admin area.
- Persistent Complex Quest Template: Check out the _persistent_quest_demo area for Rowell's quest demo.
- Persistent Chests: In the same area as the above
- Mykael's Spawn System: For a simple demo, check out _admin. I have found to date that spawn_min and spawn_max are broken, disabling any capacity to spawn more than 1 mob per flag.

There are some of EPOlson's systems (some DMFI listen stuff) that I'll let you see for yourself, plus some nifty scripts of EPO's which I've demo'd int he _admin area.

All in all, this module is simply meant to serve as a foundation for the Builders Mod which I'll be developing over however long for builders who like to work to templates and have things in decent working order from the get-go. Accordingly, most reading this will already have something similar.

What this is not is anything official. The ABR will be out soon and will provide the means for us all to cater to the needs of a PW. I built this mod kind of as a backup for myself so I have a persistent module with basic features to build from. Take a look, use it if you like, but the ABR will be the official code.

http://www.thesilvermarches.net/uploads ... _alpha.rar

It's been a good learning process for me and I'll gladly answer questions anyone's got.
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Thangorn
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Location: Queenstown, New Zealand

Post by Thangorn »

thanks indio..

I'd been wanting to take a peek at a few of those systems, particularly NWNX4 but been a bit busy...

Its certainly going to be useful for me and I'll certainly pester you with questions intermittently :)
On indefinite real life hiatus

[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
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indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

On the CSF setup....what it allows is the installation of systems (spawn, weather, persistence etc) through a plugin from the toolset.

I've installed the spawn system ROnan suggested using CSF. CSF puts scripts in all module property and area property handles, which then search for waypoints with the CSF tag. When it finds one, the variables stored on the waypoint configure that particular system. So scripts don't need to be modified. You import the erf, fire up CSF, plug all details into the waypoint, and bingo. Don't forget to compile after installing a new system.
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