|
|
|
|
Author |
Topic: Dungeon Masters Base Module (Read 252 times) |
|
Dungajin
Expert Poster
Last On: 07/23/10
View Profile
Message Player
United Kingdom
Posts: 238
|
I have produced a combination of the most popular and well used ruleset modifications used in DM’d multi-player gaming along with a colourful Adventure Staging Area, now available for download at NW Vault; CEP Version: http://nwvault.ign.com/Files/prefabs/data/1094639198000.shtml Non-CEP Version: http://nwvault.ign.com/Files/prefabs/data/1094635644000.shtml Incorporating… DMFI Version 1.07: By Demetrious and Hahnsoo http://nwvault.ign.com/Files/scripts/data/1071337470723.shtml HABD Version 0.3: By Demetrious and Old Man Whistler http://nwvault.ign.com/Files/scripts/data/1061531334485.shtml SBR Version 1.2: By Demetrious http://nwvault.ign.com/Files/scripts/data/1055903555000.shtml The Adventurer's Rest 0.1: By Dungajin Adventure Staging Area taking the form of an Inn, where a colourful collection of patrons put their feet up and enjoy one of the rare ales on offer here between adventures. Guest Quarters, Merchant’s selling a good selection of basic supplies and a DM Briefing Suite have also been included for your convenience. Special statues give credit to the authors as well as providing your players with all the basic information they need regarding these systems. Implementation Notes: I have followed the original author’s instructions when installing and configuring the above systems, including; Caching of scripts, Addition of neutral faction, Modification / Addition of various module event scripts. Please consult the original material for full information which is available at the links specified above. I have done some basic testing and all systems in place are functioning as expected. Hope you find this useful. Dunga
|
|
I.P. Logged |
|
|
|
Carlo One
Forum God
Last On: 02/12/12
View Profile
Message Player
United States
Posts: 2250
|
Very nice idea and contribution to the community, Dungajin. Having a base/template module to build from is always a good idea for module designers and the systems incorporated are all proven ones. I'll point out, for those that haven't run across it before, that such a module can be a great starting point even for DMs without toolset knowledge. A "meeting place" module can be used for initial equipping, discussion, etc. and then the "main event" module hotloaded via the NWServer interface - just click the module menu drop-down and load another module, everyone currently logged in will show up at the starting point of the new module. (Thanks to Dazzle for demonstrating this feature to me a long while back.)
|
|
I.P. Logged |
|
|
|
Venture
Forum God
Last On: 09/19/11
View Profile
Message Player
United States
Posts: 1171
|
Is it possible you could give step by step instructions on how to do this? When I load a module (just tried it), my load module drop down menu is grayed out. The only way I can figure to load a new one is to shut down and restart NW Server (or have a script in the module itself which triggers the loading of the new module). Thanks, Venture
|
|
I.P. Logged |
|
|
|
Venture
Forum God
Last On: 09/19/11
View Profile
Message Player
United States
Posts: 1171
|
Yes, you can load a new module with scripting commands. I have the code in a module at home if anybody needs it. We did this in our campaign about a week ago. Since I wanted some control over when the new module loaded, I made a DM wand that I used when they activated the portal chamber, which loaded the new mod. It required some code in the Module OnActivateItem event, I believe, plus one other script.
|
|
I.P. Logged |
|
|
|
Urk
Extreme Poster
Last On: 02/12/12
View Profile
Message Player
United States
Posts: 508
|
Ouch. I'm a big fan of tag based item scrpting personally. I'd be very interested to see that code.
|
|
I.P. Logged |
|
|
|
Gulfwulf
Forum God
Last On: 02/12/12
View Profile
Message Player
United States
Posts: 4798
|
Create a wand with a unique tag and save this script as that tag: void main() { int nEvent =GetUserDefinedItemEventNumber() ; if (nEvent == X2_ITEM_EVENT_ACTIVATE) { StartNewModule(" (module filename without the extension" ) ; } }
|
| « Last Edit: on: Feb 26, 2008, 12:45AM » |
I.P. Logged |
|
|
|
|
|
|