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OSRS build 0

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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.

Contents

[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:

  1. Start a new module with the MOD file.
    1. To create a new module:
      1. Open the Toolset.
      2. Create an initial module.
      3. Save it.
  2. Update your existing module by importing the ERF file.
    1. Make a backup copy of the module you wish to modify.
    2. Import the OSRS ERF from the build.
    3. When the import process prompts to overwrite all existing scripts, select "yes".
    4. Importing this ERF will overwrite all OSRS-managed scripts.
    5. Now save the module under a new name.
    6. Optionally edit the script osrs_inc_user, which contains all the toggle switches needed to enable or disable all OSRS features.
    7. Rebuild the module.
    8. The default settings of osrs_inc_user enable 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

  1. Open the module properties and set the "Scripts" tab to the OSRS scripts:

Image:OSRS Module Event Scripts.PNG

[edit] Modify area objects

  1. Open each area's property page and set the "Events" tab to the OSRS scripts:

Image:OSRS Area Event Scripts.PNG

  1. Repeat for each area that needs OSRS functionality.

[edit] Modify trigger objects

  1. Open each trigger's properties and set the "Scripts" tab to the OSRS scripts: Image:OSRS Trigger Event Scripts.PNG
  2. 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.
  3. 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

  1. Open each placeable's properties and set the "Scripts" tab to the OSRS scripts: Image:OSRS Placeable Event Scripts.PNG

[edit] Modify trap objects

  1. Open each trap's properties and set the "Scripts" tab to the OSRS scripts: Image:OSRS Trap Event Scripts.PNG

[edit] Modify creature objects

  1. Open each creature's properties and set the "Scripts" tab to the OSRS scripts: Image:OSRS Creature Event Scripts.PNG

[edit] Modify item objects

  1. To use the tag-based scripting feature, modify the script <objectname>.

[edit] Save the module under a new name

[edit] Rebuild the module

  1. Rebuild the module.
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