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forge arrows
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oulu



Joined: 31 Jan 2007
Posts: 188
Location: Finland

PostPosted: Wed Feb 28, 2018 3:11 pm    Post subject: Reply with quote

I didn't know that frost pick key returns to character. I have feared losing my key by accidentally shooting it away.

Does frost pick key also return to characters bullet slot or just to plain inventory? It could make it non-usable.

Can we still stack arrows over 99 pieces?
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Thorgal



Joined: 10 Feb 2007
Posts: 706
Location: Switzerland

PostPosted: Wed Feb 28, 2018 3:52 pm    Post subject: Reply with quote

idk for sure if the Frost key gets lost if thrown away. but i heard such a rumour....
well i could try it out for the quest can be "easily" done.


i ment the fact that the item can be equipped with. And if you add the speciality, that the item returns to the user then many problem could be solved.
I think i saw such an item (was it a thowing dart or shuriken ???) on the standard NWN modules SOU (or HOTU?) - but i m not sure.... And i dont know if the item came back to the slot or to the inventory Sad


arrows can be stacked up to 99 only.
There was a short time where you could stack them up to 999. i still have such stacks on my archer, because i use bows with unlimited arrows.
the bow is a Gatling gun when fighting a bunch of orcs in mordor...
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Thorgal



Joined: 10 Feb 2007
Posts: 706
Location: Switzerland

PostPosted: Mon Mar 05, 2018 6:48 am    Post subject: Reply with quote

ok I tried to throw ways the frost pick key (bullet-like item) with a sling. it works....
the quest however seems to be character and not item linked - i cant re-activate the quest with my char who threw the key. and i didnt see the key in the inventory again.

so DO NOT USE SLINGS WHEN YOU HAVE THE FROST KEY. The auto reload process might pick the wrong item and it will lost.
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May each of my actions and deeds give honour to my ancestors, each of my blows honour to my Gods.
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oulu



Joined: 31 Jan 2007
Posts: 188
Location: Finland

PostPosted: Mon Mar 05, 2018 9:44 pm    Post subject: Reply with quote

1. The quiver items

Here is the script part to include in "onactivateitem" -script (Notice there is also an "onitemactivate" and it does not work).

Code:

{
     object oItem = GetItemActivated();
     object oPC = GetItemActivator();
     string sItem = GetTag(oItem);

    string sBegin = GetStringLeft(sItem, 3);

     if(sBegin == "qvr")
     {
        int iStackSize = 99;
        string sStack = GetStringLeft(sItem, 4);
        if(sStack == "qvro")
        {
            iStackSize = 50;
        }
        string sArrows = GetLocalString(oItem, "missile");
        CreateItemOnObject(sArrows, oPC, iStackSize);

     }

}


Now you can create a quiver item. The items resref must start with "qvr" to activate the script. Because of that remember to name the item as qvr... when creating it since resref cannot be altered later on.

On item variables add

Name: missile
Type: string
Value: tag of the arrow to be used

B. The druedan quest

If we want to add the first quiver we could replace the druedan quest reward arrows with an endless quiver with these same arrows.

We can do it by changing the script called "findwoses005" to be the following:

Code:
#include "inc_reincarnate"
//::///////////////////////////////////////////////
//:: FileName findwoses005
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Script Wizard
//:: Created On: 3/27/2005 2:11:38 PM
//:://////////////////////////////////////////////
void main()
{
    // Give the speaker some XP
    GiveXPToCreature(GetLastOpenedBy(), ExpReincarnateAdjust(GetLastOpenedBy(), 1000 ) );

    // Give the speaker the items
    CreateItemOnObject("qvrofthedruedan", GetPCSpeaker(), 1);

    // Remove items fromthe player's inventory
    object oItemToTake1;
    object oItemToTake2;
    object oItemToTake3;
    oItemToTake1 = GetItemPossessedBy(GetPCSpeaker(), "SymboloftheDruedan");
    if(oItemToTake1 != OBJECT_INVALID )
        DestroyObject(oItemToTake1, 1.0);

    oItemToTake2 = GetItemPossessedBy(GetPCSpeaker(), "SymboloftheDruedan2");
    if(oItemToTake2 != OBJECT_INVALID )
        DestroyObject(oItemToTake2, 1.0);

    oItemToTake3 = GetItemPossessedBy(GetPCSpeaker(), "SymboloftheDruedan3");
    if(oItemToTake3 != OBJECT_INVALID )
        DestroyObject(oItemToTake3, 1.0);

    // Set the variables
    SetLocalInt(GetPCSpeaker(), "findwosesquest", 2);

}


3. How to include in the module

I have included the required changes to the quest and the new quiver item in to following erf: https://www.dropbox.com/s/grkwp9whyfawtp2/quiverandwoses.erf?dl=0

However, since i do not know what changes the "onactivateitem" -script might have had since the version of the module I have been modifying, the new lines must be added manually.

Just copy the first quoted script in to "onactivateitem" and it should be done.
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Thorsson



Joined: 13 Aug 2015
Posts: 108

PostPosted: Mon Mar 12, 2018 11:08 pm    Post subject: Reply with quote

I am all for this idea to make ranged viable.
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jpsweeney94



Joined: 22 Mar 2015
Posts: 7

PostPosted: Mon Apr 09, 2018 12:36 am    Post subject: Reply with quote

I this still happening? would be nice Very Happy
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