OSRS build 0
From NWNWiki
OSRS build 0 is the first prototype release of an OSRS ERF, providing basic feature management of scripts. OSRS build 0 controls all events, partitions them into three phases, and provides all basic NWN and expansion pack scripting functionality.
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[edit] Current status
Released as module for testing and feedback. Image:OSRS 000 09.mod (388K, unzipped)
[edit] Implemented features
This OSRS build includes the following (completed) OSRS features.
- Event partitioning
- This feature partitions all module events into three time phases — pre-event, during-event, and post-event.
- Feature management
- This feature manages all other features in OSRS.
- NWN basic creature scripts
- This feature causes creatures to act as they did in the original NWN release (with no expansion packs installed).
- NWN X2 creature scripts
- This feature causes creatures to act as they did after Hordes of the Underdark was released.
- NWN X2 door scripts
- This feature causes doors to use the death script that came with Hordes of the Underdark.
- Total event control
- This feature captures and controls all module events.
[edit] Installation instructions
This OSRS build is installed in two ways:
- Start a new module with the MOD file.
- To create a new module:
- Open the Toolset.
- Create an initial module.
- Save it.
- To create a new module:
- Update your existing module by importing the ERF file.
- Make a backup copy of the module you wish to modify.
- Import the OSRS ERF from the build.
- When the import process prompts to overwrite all existing scripts, select "yes".
- Importing this ERF will overwrite all OSRS-managed scripts.
- Now save the module under a new name.
- Optionally edit the script
osrs_inc_user, which contains all the toggle switches needed to enable or disable all OSRS features. - Rebuild the module.
- The default settings of
osrs_inc_userenable playing a module with no noticeable differences from a standard NWN module.
[edit] How to use OSRS
[edit] Modify a module
[edit] Modify a module object
- Open the module properties and set the "Scripts" tab to the OSRS scripts:
[edit] Modify area objects
- Open each area's property page and set the "Events" tab to the OSRS scripts:
- Repeat for each area that needs OSRS functionality.
[edit] Modify trigger objects
- Open each trigger's properties and set the "Scripts" tab to the OSRS scripts:
- These can be set manually, or they can be set using the "Load Script Set" button and the file
osrs.ini. Repeat for each trigger that needs OSRS functionality. - If many triggers need configuration, it will be beneficial to create a new custom trigger blueprint with these settings, then create new instances from the blueprint.
[edit] Modify placeable objects
[edit] Modify trap objects
[edit] Modify creature objects
[edit] Modify item objects
- To use the tag-based scripting feature, modify the script <objectname>.
[edit] Save the module under a new name
[edit] Rebuild the module
- Rebuild the module.
