Last update: 02:23 Jun 19 2007 Basics ====== This hak contains the all basic weapons and shields as placeables you can place on the area for decorative use. I also added the mandolin, flute and drum placeables. You can also use those placeables as pickable items with proper look. All of these are generated automatically by create-placeable.pl perl program, and the placeables.2da.inc is also genereated automatically by the shell script that goes through all items (my perl tools are available at http://www.kivinen.iki.fi/nwn/, but those tools might not yet be updated there). This system uses module unacquire script c_tk_item_placeable_mod_unacquir.nss which will automatically create the pleaceable when you drop something on the ground. Those placeables will then have OnOpen script c_tk_item_placeable_on_open.nss or OnUsed script c_tk_item_placeable_on_used.nss which will move the actual item from the inventory of the placeable to players inventory, and destroy the placeable. Changes from previous version ============================= Renamed itemplaceables.erf to placeables-dm.erf and created placeables-build.erf that will have more toolset friendly version of placeable blueprints. Both of those files will also have the scripts. Also separated the scripts to placeables-scripts.erf so that can be imported separately if you only want to update the scripts. Changed the scripts to use OnOpen instead of OnUsed. The old version used OnUsed and to make sure that nobody can mess around with the placeable inventories it locked the placeable. This caused *locked* text and sound to be played before the item is picked up. The current version uses OnOpen and the placeble is not locked. This will get rid of the *locked* text, but the container inventory window can sometimes be seen shortly on the screen when you pick up the item. It is immediately removed when the placeable is destroyed after the item is moved to the players inventory. Splitted up the 7z files so that itemplaceables104.7z has all the files, then there is itemplaceables104-erfs.7z which will have the 3 erfs, but no hak file, and then there is the test module itemplaceablestest.7z. Updating from the previous version ================================== If you are updating from previous 103 version there is no changes in the actual itemplaceables.hak or placeables.2da files. The scripts used are different, so you simply need to import placeables-scripts.erf to your module. If you want to switch to more toolset friendly placeables, you can remove old placeables (plc_dl_*.utp plc_dn_*.utp plc_dw_*.utp plc_fl_*.utp plc_ul_*.utp plc_up_*.utp plc_uw_*.utp) and reimport placeables-build.erf. Newer placeables-dm.erf and placeables-build.erf has also placeables set so they are no longer locked, and lockable, so if you want to place those on the areas in the module, you want to reimport one of those. The module unacquire script will unlock the placeables when you put them on the ground, so if you simply want to use them as dropped items then there is no need to reimport those. Contents ======== README This file itemplaceables.hak Hak file you can add to your module placeables-dm.erf Placeable blueprints you can use, dm friendly version placeables-build.erf Placeable blueprints you can use, toolset friendly version placeables-scripts.erf Scripts used by the system, also included in the placeables*.erf placeables.2da Copy of the placeables.2da, this is also in hak file placeables.2da.inc Modified part of the placeables.2da. itemplaceables.hak ================== If you want to use this hak, simply add itemplaceables.hak to the modules hak list. If you have some other haks adding placables, you need to recreate the placables.2da and put that in some other hak with higher priority. placables-dm.erf and placeables-build.erf ========================================= You can import one of these erfs to your module if you want to use different blueprints of the placeables, and dont want to create those manually. You do not need to import this, you can also create blueprints manually, by just creating blueprint and selecting suitable appearance to it. The placeables-dm.erf has one level deep hierarchy in the classification field, i.e. this makes it better for the dm client use (the dm client will only show one level of hierarchy in the classifications). The placeables-build.erf has deeper hierarchy and this is the one you want to use if you do not plan to use dm client. You can also import the placeables-build.erf when building and then replace the placeables with dm friendly version for the final module to be used. (Note, that it is really annoying to click 900 times that yes, I really want to replace this resource, so better remove the old placeables before you reimport new one). placeables-scripts.erf ====================== This has only the scripts used by the system. Use this if you simply want to update the nwscript scripts to the newer version. placeables.2da ============== This file is NOT needed by the players, as it is already included in the itemplaceables.hak file. placeables.2da.inc ================== You can use this if you have your own placeables.2da already in your module. Simply make sure the lines from 5000-5999 from this file is copied to your placeables.2da (and all empty lines between your last used line and the line 5000). If you do not want to use the itemplaceables.erf, you can also renumber the placeables as you like, i.e. take only one or few appearance models and add them to your placeables.2da. iptest.mod ========== This is separate test module for this hak. It is inside the another 7z archive, as you do not need to get this unless you want to get look and feel of the system. Tero Kivinen kivinen@iki.fi