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NWN SCRIPTS- Jump to comments -
Title | Axe Murderer's Killer Death System 1 v2.2 by Axe | Author | Axe Murderer | Submitted / Updated | 04-08-2006 / 01-31-2009 | Category | Rulesets | Expansions | NWN-1.69 | Format | Module and Code | Type | Type - Other | Includes | Custom | Forums | Link | Description | Axe Murderer's Killer Death System 1 v2.2
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This package includes an .erf file containing blueprints for three creatures, two items, a placeable, a door, two conversations, two waypoints, a trigger, and also several scripts. There is also a demo module called Killer Death System 1 Demo.mod included in the zip file (put it into your /modules folder to try it out). Installing the system into your module will give you a Purgatory death system where you can choose from several penalties to return from purgatory to a church. You can also have your friends resurrect you where you died, or carry you to a priest to do it there. Optionally, it imposes a purgatory timer that automatically makes the penalty choice for you & sends you to the church if you don't make a choice, get rezzed by a buddy, or get taken to a priest within a certain amount of time after death.
Version 1.1:
Fixed a bug that allowed hostile creatures to attack a player's dead body when it gets created upon his death.
Also added support for marking areas that won't be used by the purgatory system (see details about this in the Readme file).
Version 1.2:
Added a module variable to allow the penalty behavior when a character is exactly at the start of a level to be toggled to take gold & items instead of getting a free-ride.
Also fixed a bug -- thankyou tallon_firedrake!
Version 1.3:
Added in a female dead body blueprint and updated the include libarary so dead PCs left behind will have the correct gender.
Version 1.31:
Fixed a bug in the spellhook script introduced when v1.3 was created.
Version 2.0:
Added new option to allow builders to force PCs to drop their inventory, equipment, gold, or any combination of these three things into a loot bag created at their death spot when they die.
Added new options to the purgatory conversation to allow players the choice to return to where they died rather than to the Church.
Added module variables to allow builders to configure the new return to where you died options.
Added a new feature to allow for XP &/or GP penalties to be assessed when players are ressurrected "in the field" either by another PC using a RaiseDead or Resurrection spell cast either from memory, from an item (like a rod or scroll), or by an NPC Rez Priest when the player's dead body is carried to one.
Added module variable to allow builders to configure the level at which players will have to start paying to leave purgatory. Known now as the "Pay Level", it used to be fixed at level 6. Now you can set a module variable to configure that level.
Updated the system to take advantage of new scripting features introduced in NWN patches v1.67 & v1.68.
Added the ability to customize per PC level how many items will be taken from them when they choose a lose-an-item option to leave purgatory.
Version 2.1:
Updated the system to be compatible with v1.69. Those sticking with NWN v1.68 should use version 2.0 instead. You must be running NWN v1.69 to use this or any future versions of KDS1. Important changes must be made to your OnClientEnter event to support the new NWN v1.69 horse system (See Section IV-D in the Readme file).
Version 2.2:
Bug fix, now when the dying PCs are made to drop their gold in a loot bag, it will also destroy the gold they are carrying so gold can't be duped oops.
Added alignment & race options so you can have multiple alignment &/or race based purgatory areas.
Read the 2.2 upgrade addendum. I didn't bother to update any of the other docs.
Requirements.
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Killer Death System 1 should work with any expansion pack combination including no expansion packs, but you need to patch your game up to v1.69 or later to use this package. The KDS1 system is not compatible with all custom content you may add to your module. It should work fine with the CEP, but any custom systems you add must not use the module's OnPlayerRespawn or OnPlayerDeath events or the spellhooking system or there will be conflicts. KDS1 requires exclusive control over those two module events and the spellhooking system and cannot share it with another system. Actually the spellhooking part can be worked around if you know what you are doing and can alter the spellhooking script from the other system to incorporate the one from KDS1 or vice-versa (see details in Section IV-B-14-b of the Readme file).
The system is meant for use in multi-player modules, however it can be used in a single-player module as well. It will be impossible to accomplish any of the resurrection options for leaving purgatory (see section IV-A of the readme file) in a single-player game since they require another PC to perform them, but the penalty options will all still function OK -- there will be no way for a player to get out of purgatory without paying a penalty and going to the church in a single player game (actually I suppose you could create an auto NPC that searches for dead PC bodies and casts a Resurrection on them -- that should work in a single player game to get the PC out of purgatory with no penalty like in multi-player, tho it seems kinda pointless).
User's Guide.
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The included Readme file is a User's Guide describing all the details you will need to know about in order to install and use KDS1 in your modules.
Version 2.2 additions are described only in the v2.2 Addendum document.
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FilesName | Type | Size | Downloads | Killer_Death_System_1_v2.0_by_Axe.zipKiller_Death_System_1_v2.0_by_Axe.zip Submitted: 04-08-2006 / Last Updated: 04-12-2008 | zip | 219.71Kb | 326 | This includes version 1.0, 1.1, 1.2, 1.3, 1.31, & 2.0 only.
Use this if you are running NWN v1.68. If you are running NWN v1.69 get version 2.2 instead.
| Killer_Death_System_1_v1.2_by_Axe.zipKiller_Death_System_1_v1.2_by_Axe.zip Submitted: 04-08-2006 / Last Updated: 05-09-2006 | zip | 106.24Kb | 385 | This is version 1.0, 1.1, & 1.2 only. | Killer_Death_System_1_v2.1_by_Axe.zipKiller_Death_System_1_v2.1_by_Axe.zip Submitted: 04-08-2006 / Last Updated: 07-13-2008 | zip | 232.39Kb | 384 | This includes version 1.0, 1.1, 1.2, 1.3, 1.31, 2.0, & 2.1 only.
If you are running NWN v1.69 get KDS1 v2.2.
If you are running NWN v1.68 or earlier get KDS1 v2.0.
| Killer_Death_System_1_v2.2_by_Axe.zipKiller_Death_System_1_v2.2_by_Axe.zip Submitted: 04-08-2006 / Last Updated: 01-31-2009 | zip | 250.11Kb | 788 | This is version 2.2 of my Killer Death System 1.
It is a purgatory-style system that lets players choose their penalty to leave purgatory. It allows other players to rez or carry dead friends to a healer.
There is also a demo module included.
See the Readme file included in the zip for all the details and User's Guide.
Version 1.1:
Fixed a bug that allowed hostile creatures to attack a player's dead body when it gets created upon his death.
Also added support for marking areas that won't be used by the purgatory system (see details about this in the v2.0 Readme file).
Version 1.2:
Added a module variable to allow the penalty behavior when a character is exactly at the start of a level to be toggled to take gold & items instead of getting a free-ride.
Also fixed a bug -- thankyou tallon_firedrake!
There is also a .txt file included in the .zip file with an interesting Q&A; session I had with a KDS1 user that led to this update. Thank LordFear for pestering me enough to get this one done.
Version 1.3:
Added a female dead body blueprint and updated the include library so dead PC bodies will have the correct gender.
Version 1.31:
Fixed a bug in the spellhook script. Something I missed when adding in the female dead body bit for version 1.3. Thank you OnyxEye!
Version 2.0:
Added new option to allow builders to force PCs to drop their inventory, equipment, gold, or any combination of these three things into a loot bag created at their death spot when they die.
Added new options to the purgatory conversation to allow players the choice to return to where they died rather than to the Church.
Added module variables to allow builders to configure the new return to where you died options.
Added a new feature to allow for XP &/or GP penalties to be assessed when players are ressurrected "in the field" either by another PC using a RaiseDead or Resurrection spell cast either from memory, from an item (like a rod or scroll), or by an NPC Rez Priest when the player's dead body is carried to one.
Added module variable to allow builders to configure the level at which players will have to start paying to leave purgatory. Known now as the "Pay Level", it used to be fixed at level 6. Now you can set a module variable to configure that level.
Updated the system to take advantage of new scripting features introduced in NWN patches v1.67 & v1.68.
Added the ability to customize per PC level how many items will be taken from them when they choose a lose-an-item option to leave purgatory.
Version 2.1:
Updated the system to be compatible with v1.69. Those sticking with NWN v1.68 should use version 2.0 instead. You must be running NWN v1.69 to use this or any future versions of KDS1.
Version 2.2:
Bug fix, now when the dying PCs are made to drop their gold in a loot bag, it will also destroy the gold they are carrying so gold can't be duped oops.
Added alignment & race options so you can have multiple alignment &/or race based purgatory areas.
Read the 2.2 upgrade addendum. I didn't bother to update any of the other docs.
| Killer_Death_System_1_v1.1_by_Axe.zipKiller_Death_System_1_v1.1_by_Axe.zip Submitted: 04-08-2006 / Last Updated: 04-26-2006 | zip | 100.91Kb | 336 | This is version 1.0 & 1.1 only.
| Killer_Death_System_1_v1.31_by_Axe.zipKiller_Death_System_1_v1.31_by_Axe.zip Submitted: 04-08-2006 / Last Updated: 11-12-2006 | zip | 119.1Kb | 517 | This includes version 1.0, 1.1, 1.2, 1.3, & 1.31 only. | Killer_Death_System_1_v1.0_by_Axe.zipKiller_Death_System_1_v1.0_by_Axe.zip Submitted: 04-08-2006 / Last Updated: 04-08-2006 | zip | 94.93Kb | 398 | This is version 1.0 only. |
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Posted by wombatswife at 2012-01-25 02:23:57 Voted 10.00 on 01/25/12
| Love this system. Thank you :) _________________________ aka Wibble Woble the Third (don't ask!!) |
Posted by TheOneBlackRider at 2011-09-27 13:57:48 Voted 10.00 on 09/27/11
| I've been working with this for some time now. Good system and great scripting! And: Not very easy to tweak / to add your own stuff! :D |
Posted by Daijin at 2011-09-22 21:40:07 Voted 10.00 on 09/22/11
| Thanks for sharing this :) _________________________ Dream Well, Faith, Loyalty, Truth, Honor, Friendship always.....
Daijin Dreamweaver, Leader of the Dream Warriors for 31 years, going strong.
Nwn The Dunjon Shard: Link |
Posted by UrkOfGreyhawk at 2011-03-05 16:09:25 Voted 10.00 on 03/05/11
| This is THE death system. Perfect for my "hardcore light" campaign setting. _________________________ If A is a success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut.
Just another stupid blog |
Posted by eviljason at 2010-09-25 23:03:14 Voted 9.00 on 09/25/10
| Very good system! Great addition to the vault. |
Posted by MyOwnDestiny at 2010-07-14 14:22:10 Voted 9.50 on 07/14/10
| I really like this system and all of the options it allows for. However when putting it into my module, I cannot get the variables I want in my PW to work properly. When changing the DEATHSPOTMODE to 0, it goes to purgatory but when speaking to the guardian it gives the option still to return to death spot, which I do not want. Also there is no option for GP loss, only xp and item. I will explain what I would like it to do and at what levels and perhaps you could tell me how to configure it to do that.
Church option only. No Death Spot. No loot bag. Purgatory guardian to allow only 150XP/1000GP/ level loss on returning to Church. No Purgatory timer. Pay level is 4. If a field rezz should take place, the penalty should be 50XP/level and temporary rezz sickness (i.e. level drain).
I have played extensively with the variables and for some reason it is not working properly. It is more than likely something I am not doing properly and I would appreciate if you could give a little insight. Thanks a bunch :D
P.S. Have not tinkered with the different race/alignment church's or purgatory's but will be shortly. I really like that idea, can make for some interesting RP afterword :D
~Des |
Posted by Axe_Murderer at 2010-02-20 15:59:30 | Sounds like you're testing with a dead level PC. Try giving him some XP. |
Posted by crazedmages at 2010-02-09 06:25:42 Voted 9.75 on 02/09/10
| An almost solid 10 which is pretty high praise from a picky old jerk like me. I do have one question and that is what I must have done wrong as I have everything working fine except the item conversation node never comes up.
I have tried it vanilla as in just asking for one item like you orginally had it.
I tried it by asking for items at different levels.
The only main difference I have done is make it so it starts at Pay Level 3rd rather than 6th.
Any suggestions? _________________________ People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs. |
Posted by Axe_Murderer at 2009-08-27 15:12:31 | Just to clarify a bit more on that last answer...KDS1 is a death system, not a pre-death system. It only deals with what happens after you die. If you want to handle pre-death stuff you'll have to look elsewhere. |
Posted by Axe_Murderer at 2009-08-24 03:13:35 | There is an ini file setting to handle that now. |
Posted by bfly110494 at 2009-08-21 07:40:45 | Ok, ready to rock and roll but, Seems that players can log out and then back in just to be healed and have spells back. Any script or advise? I'm rather new and was wondering for an easy fix to the problem. Thanks again and This was exactly what i needed. _________________________ I'm Not the droid your looking for! |
Posted by bfly110494 at 2009-08-20 16:14:14 | AWESOME! _________________________ I'm Not the droid your looking for! |
Posted by Cernunnos at 2009-06-26 19:38:03 Voted 10.00 on 06/26/09
| "Wow," that's all I can say.
So easy to implement and so effortlessly customizable.
I fudged around with numerous "death token:: scripts and other death handlers on the vault for hours before I found this. Gonna make my new project so superior to my last one.
"10"
_________________________ World of Abred Forums: Link
"'Don't you want to join us?' I was recently asked by an acquaintance when he ran across me alone after midnight in a coffeehouse that was already almost deserted. 'No, I don't," I said. - Kafka
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Posted by billy_onions at 2009-04-17 09:38:20 | Hey Axe,
Just downloaded v2.2 and in the test mod when i die im sent straight to purgatory istantly and no corpse is created. and when i speek to purgatory guardian there is no conversation im ported straight to church. Same happens when i import this into my mod.
Can you please help..
Thanks in advance |
Posted by PantherRavenStorm at 2009-03-16 01:16:36 Voted 10.00 on 03/16/09
| Awesome work! _________________________ Meet me in Demitha! |
Posted by Mannast at 2009-02-04 06:48:02 Voted 10.00 on 02/04/09
| Great Script - Really easy to import and implement even into a mod with other heavy script systems in place (HTF, Pantheon stuff, C.R.A.P...). Thanks for you effort on this! |
Posted by Mannast at 2009-01-31 13:35:47 Voted 10.00 on 02/04/09
| Going to see if I can incoporate this into my present building - already have something in there, but wouldn't mind more options. Let you know with a vote later. |
Posted by Pattycake1 at 2009-01-31 12:23:41 Voted 10.00 on 01/31/09
| This is one of the Best Death systems out there. Easy to use, Easy to implement. This is a must for PW's out there! |
Posted by monrast at 2009-01-31 04:21:02 Voted 10.00 on 01/31/09
| Excelent, just a brilliant piece of work. Perfect for my own use and the new options have saved my from ripping my hair out in trying to implement them myself, would prob have taken me weeks to get close to what you changed and then it'd be clunky, full marks |
Posted by Axe_Murderer at 2009-01-31 02:49:00 | Version 2.2 just released (1/31/2009) see above. Bug fix & new features. |
Posted by Sharona Curves at 2008-12-27 16:30:41 Voted 9.75 on 12/27/08
| very nice. i like the options and ease of setup. very useful as always axe. |
Posted by Axe_Murderer at 2008-11-03 23:27:21 | Sounds to me like you have some stuff in your override folder that is interfering. The missing head is no doubt related to that.
As for the spells, the demo module should certainly work fine unless again you have stuff in the override folder that is zapping the rez spells. My advice is to clear out your override folder and otherwise dink around with your game installation until you can get the demo module to work.
The rez spell stuff relys on the spellhook script included with the system. That is installed by the part you add in the OnModuleLoad script if you followed the readme instructions. If you forget that step then the rez spells won't work. Another possibility (I think) is that you have it configured to assess an in-the-field rez penalty and cannot afford the cost.
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Posted by _Shadow Weaver_ at 2008-10-30 07:24:36 Voted 10.00
| I'm having issues with this system... neither the demo mod nor the mod where I have integrated this system fully functions. The player corpse copy has no head (minor issue) and then no spell or scroll works when cast on the player corpse copy, nor does the rez priest function work either. The respawn functions via objects/creatures within the purgatory plane functions just fine though. |
Posted by RangerSG at 2008-07-14 08:49:05 Voted 10.00 on 07/14/08
| We've been using this system for our PW in testing. Works exactly like it says it will (like all of Axe's scripts) and allows us to have plenty of options to configure the system and yet still not be any more or less harsh than we desire.
Great work, as always. |
Posted by Axe_Murderer at 2008-07-11 15:04:33 | Version 2.1 now available using the link above. It has been updated to work with NWN v1.69.
If you are sticking with NWN v1.68 you should use v2.0 instead.
People upgrading from previous versions will need to make important changes related to your OnClientEnter event to safely integrate KDS1 with the new NWN v1.69 horse system. See the Readme file or Upgrade addendum for more details about what you need to change and the steps required to accomplish it.
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Posted by nwn_martin at 2008-04-15 16:28:33 | thanks for your never-ending work, will check that out. |
Posted by Aral Sirhc at 2008-04-12 21:24:39 Voted 10.00 on 04/12/08
| Damn you're good! Many thanks again, wish I could vote a 20... |
Posted by Axe_Murderer at 2008-04-12 21:10:23 | You will also need to re-import the erf into your module. Just follow the normal install instructions and do them again. |
Posted by Axe_Murderer at 2008-04-12 12:00:52 | Fixed it. Download the v2.0 zip again and replace your copy of the erf and mod files with what's in the zip file. |
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