| Aenn Seidhe Priest ( @ 2006-07-24 05:55:00 |
| Entry tags: | neverwinter nights |
Tiny Helptool Feedback
After a long while, Tiny Helptool v. 2 is about to get released.
The Tiny Helptool is a player/mod-maker's helper tool.
Here's a list of some features:
Launch a portable store with some supplies (an essential for testing new items, new spell scrolls, etc);
Shift alignments in any direction;
Strip plot flags from items within player's inventory;
Strip "undroppable" flags from items in the player's and the first two nenchmen's inventory;
Add/subtract player character levels, store/retrieve experience points, and even recalculate levels (drop
level down to 1, then boost back to what it was);
Launch a store closest to the player with Appraise checks (good for testing and for old modules where merchant scripts were written without Appraise skill checks, or just where a merchant script was broken);
Launch the Tyr's Divining Pool and its variations in Bioware's campaigns;
Do the "instant rest" (ForceRest()) on the player character;
Unlock plot-flagged doors, no matter what the key tag or lock DC;
Switch player appearance (tested only with the player races);
Switch max. number of henchmen (SetMaxHenchmen());
Change soundtrack for day, night, battle - complete with several pages of built-in NWN tracks selection, and with support for switching custom music tracks (150 and up);
Warp the player to several modules (Bioware campaigns, Penultima, etc. - although this is meant to be customisable on the editor's end), and restart the module the player's in (works only if the module filename coincides with the name), with storing/recalling module names between databases (so one can switch between, say, NWN Prelude, and any other module the PC has been to);
Do database operations with "copy/move/storing" merchandise between the two Tool stores and closest merchant; as well, the two stores can have their inventory reset;
Do henchman store/retrieve (requires the henchman dialogue/scripts/etc. to be accessible in some way);
Store Player inventory in an associated database with the Deep Rothe (allows moving inventory between different modules or savegames for as long as the player character name and player's login name are the same);
Launch a familiar summoning system for Magic Domain priests and Bards;
Apply subrace effects (ex. - Magical Resistance etc. for Drow).
Here's a photoalbum with screenshots of the Tiny Helptool.
The way this works: a line has to be inserted into Spells.2da that will represent the spell itself, and another in iprp_spells.2da, for the item "cast spell" property.
Example lines for iprp_spells.2da:
547 Wandererstore 14807 1 1 1 831 1 1 1 iss_Actitem02
Example lines for Spells.2da:
1501 Wandererstore 14807 is_X2Pstone C S - **** 0x01 wandstore **** **** **** **** **** **** 1 0 hand **** **** **** **** **** **** out 1000 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** **** **** 4 14807 0 0 **** 0 **** **** **** 0
Next, the item with the "Magic Store" property created, all the appropriate files (asp_wandstore.dlg, wandstore.utm and dependencies) thrown into the /override directory (or exported/imported into the module of choice, in which case custom "item cast spell" properties could be defined in the module instead of the *.2da file entries), and the item given to the player.