Kovâná Ẑelezný Posted September 10, 2008 Share Posted September 10, 2008 I have a few Ideas for extra mods to add to TSL. I was just wondering what people think. (Please note this is not modding requests. I intend to make all of these myself.) (A) An online (not literally) Pazaak console. - Allows you to play different levels of Pazaak for different bets. And make a lot of money. (B) New functions for NWScript. E.G. Various maths functions to find new ways of "rolling the dice" and determening saving throws. © A "Guild's and Factions" expantion pack. - You join a guild at the start of the game and go to make war and peace with other guilds. Has it's own storyline which has already been done. Just tell me your opinion. Good or bad. Thanks! ~Flash Link to comment Share on other sites More sharing options...
HdVaderII Posted September 10, 2008 Share Posted September 10, 2008 I like the guild's and factions idea. I'm not sure I like the idea of changing the way NWScript works. I rather like it the way it is. For the pazzak console, I can't really weigh in on that, cause I'm not much of a pazzak fan. Link to comment Share on other sites More sharing options...
TriggerGod Posted September 10, 2008 Share Posted September 10, 2008 (A) An online (not literally) Pazaak console. - Allows you to play different levels of Pazaak for different bets. And make a lot of money. Basically that Ithorian on the Dantooine landing pad? (B) New functions for NWScript. E.G. Various maths functions to find new ways of "rolling the dice" and determening saving throws. Is adding new functions to nwscript even possible? © A "Guild's and Factions" expantion pack. - You join a guild at the start of the game and go to make war and peace with other guilds. Has it's own storyline which has already been done. So, it has the idea of Morrowind? Join guilds, but, you still play on the main quest, with vanilla sidequests and guild sidequests? I like this idea. Link to comment Share on other sites More sharing options...
Kovâná Ẑelezný Posted September 10, 2008 Author Share Posted September 10, 2008 Is adding new functions to nwscript even possible? Well, I am used to making my own functions in languages like C. And I reckon it could be done. I think I know how to define them. The only bum-ache is actually putting them into the game. It may work, it may not. We'll just have to find out. Link to comment Share on other sites More sharing options...
tk102 Posted September 10, 2008 Share Posted September 10, 2008 You can create your own functions (just as every script writer does) but the core functions defined nwscript.nss cannot be altered. For things like changing how saving throws work, that's not a limitation -- these are defined in files like k_inc_force.nss and you can modify them as you like. If you define a function that has the same name as a function in nwscript.nss, nwnnsscomp does not complain, but I don't know what which gets used when invoked. If your overridden version does in fact get used, you could redefine the nwscript functions (make the function Random always return 1 for example), but you'd need to include your script into the other .nss files and recompile them. But I think that would be unnecessary for practical purposes and only the string and int functions could be overridden for any useful effect anyway. Probably best to start with include scripts instead. Link to comment Share on other sites More sharing options...
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