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A forum for the Knights Templar mod for Neverwinter Nights
 
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 Too many keys...

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harmjustice

harmjustice


Posts : 76
Join date : 2009-04-18
Location : Earth

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PostSubject: Too many keys...   Too many keys... Icon_minitimeFri Sep 18 2009, 10:40

I would like it if you could make it so when you get the vile key it becomes a master key for all dungeons/ maybey even all doors chest ect......
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harmjustice

harmjustice


Posts : 76
Join date : 2009-04-18
Location : Earth

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeFri Sep 18 2009, 10:44

Note I do not want to be unclear, what I meen is can you remove other keys and make vile king key work for all the dungeons thus freeing some of our inventory...
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DarkSky

DarkSky


Posts : 294
Join date : 2008-09-06
Location : Georgia

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeFri Sep 18 2009, 11:01

Or have them fall into a key bag Question
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeFri Sep 18 2009, 11:35

Plot keys can't be placed in a bag. Bioware doesn't allow that. Doors that require plot keys can't be opened by anything other than the designated key. So, even though I think it's a great idea, I'm not sure how I could do it short of completely trashing the plot key system. The other alternative is to not carry so much junk around.
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Warchief

Warchief


Posts : 102
Join date : 2009-02-09

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeFri Sep 18 2009, 13:02

Another alternative could be to make bags more available to players. A lot of items drop in the dungeons and with the items a player already has to fight against different dungeons inventory space fills up quickly. with the keys taking up almost half an inventroy page it further limits a player's ability to pick up loot drops without having bags to free up space.
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DarkSky

DarkSky


Posts : 294
Join date : 2008-09-06
Location : Georgia

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeFri Sep 18 2009, 13:06

No problem, still like harmjustice Idea Razz
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werehound




Posts : 124
Join date : 2008-12-24

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeFri Sep 18 2009, 18:31

<Erased>


Last edited by werehound on Wed Sep 23 2009, 19:04; edited 1 time in total
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeFri Sep 18 2009, 22:27

Sorry, but I don't like characters carting around a lot of inventory, and I try to discourage it. You may not understand how scripting works. In order to do anything with items in a character's inventory, one must literally start searching and analyzing each item one at a time. You call a function that returns the first item in inventory, process it however you want, then call a function to return the next item, etc. So, if you have gobs of items in gobs of bags of holding, you are increasing the time necessary to do anything with your inventory.

I don't understand pack rat players, but that's up to them. A pack rat who keeps a character or two as "storage" probably isn't affecting the server much, because those type of characters aren't normally taken into dungeons or used for much beyond item transfers. So, I'm not really concerned about it so long as it doesn't affect the quality of play (lag) for other players. If KT had a large player base, however, it could become an issue.

So that's why I make bags of holding somewhat rare. If they are more common, it will encourage players to keep more and more items on their regular characters, the ones they play in the dungeons, and that will increase server load.
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeFri Sep 18 2009, 22:34

I wasn't aware of an OnFailToOpen script, but I haven't looked at doors in awhile.

I appreciate suggestions and especially bug reports, but players should be aware I only have so much time available and KT is not my full time job. What's more important, deleting plot keys and writing/debugging code for a master key system for players who kill the Vile King (so they can free up a bit of inventory), or adding plot lines, reworking monsters, improving areas, etc?

I work full time in a highly technical job, and I have family. I think it's great when players suggest improvements, but don't expect me to jump on every one of them. Sometimes they are easy to implement, sometimes far more difficult. I have to prioritize. Please keep that in mind.
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werehound




Posts : 124
Join date : 2008-12-24

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeSat Sep 19 2009, 04:17

<Erased>


Last edited by werehound on Wed Sep 23 2009, 19:04; edited 1 time in total
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeSat Sep 19 2009, 07:56

Yes, I know how scripting works, too. GetItemPossessedBy works by tags. It's very handy for items with unique tags, but as you know, not everything has a unique tag. GetItemPossessedBy also does a search. Even though you don't see the source code, it's still searching through items till it finds a match. Granted, it's much faster function call than doing inventory one item at a time, but it's still a search.

Even if an item has a unique tag, there are times when you still need to search through every item in a player's inventory. For example, with revisions. That's one reason why I removed immunities with the equip script rather than running through every item looking for anything with an immunity on it. I try to avoid doing inventory searches, but sometimes there's no other way
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harmjustice

harmjustice


Posts : 76
Join date : 2009-04-18
Location : Earth

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PostSubject: Re: Too many keys...   Too many keys... Icon_minitimeSat Sep 19 2009, 09:24

K, thanx for your reply

I'm a pac rat too, opps... Idea
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