UW2_PRC8/_module/utp/isign33.utp.json

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2023-09-25 20:24:01 -04:00
{
"__data_type": "UTP ",
"AnimationState": {
"type": "byte",
"value": 0
},
"Appearance": {
"type": "dword",
"value": 125
},
"AutoRemoveKey": {
"type": "byte",
"value": 0
},
"BodyBag": {
"type": "byte",
"value": 0
},
"CloseLockDC": {
"type": "byte",
"value": 0
},
"Comment": {
"type": "cexostring",
"value": "Flag / Pennant / Banner - 4"
},
"Conversation": {
"type": "resref",
"value": ""
},
"CurrentHP": {
"type": "short",
"value": 15
},
"Description": {
"type": "cexolocstring",
"value": {
"0": "This sign is part of the erf it's located on the Custom Palette under Placeable Objects / Special 3, I put it in the erf so you can reference it in the module you import this system into.\n\nI revised this system, which was originally for an offline module for a Server module, which, in the process, has become an even finer system, I have also playtested this on a rather large module and it worked just fine for me on multiple modules as well. I set this system up a little differently than the Offline module use, this one requires the PC enter an area, due to the lagg, when a PC is not in the inventory room, the system would not function properly! However, I made sure only one PC may enter the area at one time. The PC can use the iTool to enter the inventory room, or they can use the Inventory Room Control (a placeable object) to enter.\n\nEither way, even if a PC logs out they will be booted out of the room, when the PC exits the room the system is cleared for use, and other PCs may enter the area. I made positive nobody else could use any system while another was using any systems.\n\nIMPORTANT: There are functions within the \"iaquireitem\" & \"iunaquireitem\" scripts which must be in your Module Event Scripts, they are named after the module event, just open these scripts to see the functions which you must copy / paste where you see them into your Module Event Scripts for the proper event. These functions are to prevent your module events from firing on the PC when they lose and gain a mass amount of items, which would probably either cause some major lagg, the system not to work, ther server to crash, and/or any combination of each. This was a fix I specifically made for builders, with so many items being lost and gained back again those scripts would be firing like mad, so I just put a variable on the PC to stop the madness, lagg, and any issues that might arise from such an intensive system.\n\nNOTE: You must have a waypoint tagnamed \"home\", like in this area, in your module, at a point where you want PCs to return should their stored location be lost (usually by logging out) Note: The PC will be automatically booted from the Inventory Room should they log in there.\n\nThe tagbased scripted item \"Plot Item Organizer\" tagnamed \"ibag\", allows the PC to place non-droppable items in a special bag, take them back out, or bag all undroppable items in their inventory. You can hand this out with little fear, it is a lot less intensive than the iTool, and it allows PCs to move around undroppable items, or bag them all, or just bag the ones they want to bag into a special bag designed for Undroppables. They are not required to be in the room, as this system is much less intensive as the other system, however, only one player may use the system at a time to prevent item loss!\n\nI do not recommend you change ANYTHING about the systems, scripts, or anything else within the Organizing Room.\n\nNOTE: All bags given to the PC are Undroppable & Unsellable Automatically!\n\nIf you have any problems you can email me at galefer003@hotmail.com and I may be able to assist you as I am a pretty good scripter as you can probably deduce by this module. :)\n\nCheers and Enjoy (I know your players will love you for it!)\n\nGenisys\n\nPLEASE VOTE: This system was a royal pain in the kneck!!!\nOver 80 Hours in scripting / playtesting / fixing / improving!\nIt's the least you can do for my contributions to the NWN community, thanks. :)",
"id": 14619
}
},
"DisarmDC": {
"type": "byte",
"value": 15
},
"Faction": {
"type": "dword",
"value": 1
},
"Fort": {
"type": "byte",
"value": 16
},
"Hardness": {
"type": "byte",
"value": 5
},
"HasInventory": {
"type": "byte",
"value": 0
},
"HP": {
"type": "short",
"value": 15
},
"Interruptable": {
"type": "byte",
"value": 1
},
"KeyName": {
"type": "cexostring",
"value": ""
},
"KeyRequired": {
"type": "byte",
"value": 0
},
"Lockable": {
"type": "byte",
"value": 0
},
"Locked": {
"type": "byte",
"value": 0
},
"LocName": {
"type": "cexolocstring",
"value": {
"0": "Inventory System (Examine!)",
"id": 14616
}
},
"OnClick": {
"type": "resref",
"value": ""
},
"OnClosed": {
"type": "resref",
"value": ""
},
"OnDamaged": {
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},
"OnDeath": {
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"value": ""
},
"OnDisarm": {
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"value": ""
},
"OnHeartbeat": {
"type": "resref",
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},
"OnInvDisturbed": {
"type": "resref",
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},
"OnLock": {
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"value": ""
},
"OnMeleeAttacked": {
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},
"OnOpen": {
"type": "resref",
"value": ""
},
"OnSpellCastAt": {
"type": "resref",
"value": ""
},
"OnTrapTriggered": {
"type": "resref",
"value": ""
},
"OnUnlock": {
"type": "resref",
"value": ""
},
"OnUsed": {
"type": "resref",
"value": ""
},
"OnUserDefined": {
"type": "resref",
"value": ""
},
"OpenLockDC": {
"type": "byte",
"value": 18
},
"PaletteID": {
"type": "byte",
"value": 2
},
"Plot": {
"type": "byte",
"value": 1
},
"PortraitId": {
"type": "word",
"value": 483
},
"Ref": {
"type": "byte",
"value": 0
},
"Static": {
"type": "byte",
"value": 0
},
"Tag": {
"type": "cexostring",
"value": "isign33"
},
"TemplateResRef": {
"type": "resref",
"value": "isign33"
},
"TrapDetectable": {
"type": "byte",
"value": 1
},
"TrapDetectDC": {
"type": "byte",
"value": 0
},
"TrapDisarmable": {
"type": "byte",
"value": 1
},
"TrapFlag": {
"type": "byte",
"value": 0
},
"TrapOneShot": {
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"Type": {
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"Useable": {
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}
}