Axe Murderer's Killer Death System 1 v2.2
This package includes an .erf file containing blueprints for three creatures, two items, a placeable, a door, two conversations, two waypoints, a trigger, and also several scripts. There is also a demo module called Killer Death System 1 Demo.mod included in the zip file (put it into your /modules folder to try it out). Installing the system into your module will give you a Purgatory death system where you can choose from several penalties to return from purgatory to a Church. You can also have your friends resurrect you where you died, or carry you to a priest to do it there. Optionally, it imposes a purgatory timer that automatically makes the penalty choice for you & sends you to the Church if you don't make a choice, get rezzed by a buddy, or get taken to a priest within a certain amount of time after death.
Version 1.1:
Fixed a bug that allowed hostile creatures to attack a player's dead body when it gets created upon his death.
Added support for marking any area as a No-Purgatory or Respawn-For-Free area (see details below in section IV-E).
Version 1.2:
Added a module variable to allow the penalty behavior when a character is exactly at the start of a level to be toggled to take gold & items instead of getting a free-ride.
Also fixed a bug -- thankyou tallon_firedrake!
Version 1.3:
Added in a female dead body blueprint and updated the include libarary so dead PCs left behind will have the correct gender.
Version 1.31:
Fixed a bug in the spellhook script introduced when v1.3 was created.
Version 2.0:
Added new option to allow builders to force PCs to drop their inventory, equipment, gold, or any combination of these three things into a loot bag created at their death spot when they die.
Added new options to the purgatory conversation to allow players the choice to return to where they died rather than to the Church.
Added module variables to allow builders to configure the new return to where you died options.
Added a new feature to allow for XP &/or GP penalties to be assessed when players are ressurrected "in the field" either by another PC using a RaiseDead or Resurrection spell cast either from memory, from an item (like a rod or scroll), or by an NPC Rez Priest when the player's dead body is carried to one.
Added module variable to allow builders to configure the level at which players will have to start paying to leave purgatory. Known now as the "Pay Level", it used to be fixed at level 6. Now you can set a module variable to configure that level.
Updated the system to take advantage of new scripting features introduced in NWN patches v1.67 & v1.68.
Added the ability to customize per PC level how many items will be taken from them when they choose a lose-an-item option to leave purgatory.
Version 2.1:
Updated the system to be compatible with v1.69. Those sticking with NWN v1.68 should use version 2.0 instead. You must be running NWN v1.69 to use this or any future versions of KDS1. Important changes must be made to your OnClientEnter event to support the new NWN v1.69 horse system (See Section IV-D below).
Version 2.2:
Bug fix, now when the dying PCs are made to drop their gold in a loot bag, it will also destroy the gold they are carrying so gold can't be duped oops.
Added alignment & race options so you can have multiple alignment &/or race based purgatory areas.
Read the 2.2 upgrade addendum. I didn't bother to update any of the other docs.
Requirements.
Killer Death System 1 should work with any expansion pack combination including no expansion packs, but you need to patch your game up to v1.69 or later to use this package. The KDS1 system is not compatible with all custom content you may add to your module. It should work fine with the CEP, but any custom systems you add must not use the module's OnPlayerRespawn or OnPlayerDeath events or the spellhooking system or there will be conflicts. KDS1 requires exclusive control over those two module events and the spellhooking system and cannot share it with another system. Actually the spellhooking part can be worked around if you know what you are doing and can alter the spellhooking script from the other system to incorporate the one from KDS1 or vice-versa (see details in Section IV-B-14-b below).
The system is meant for use in multi-player modules, however it can be used in a single-player module as well. It will be impossible to accomplish any of the resurrection options for leaving purgatory (see section IV-A below) in a single-player game since they require another PC to perform them, but the penalty options will all still function OK -- there will be no way for a player to get out of purgatory without paying a penalty and going to the Church in a single player game (actually I suppose you could create an auto NPC that searches for dead PC bodies and casts a Resurrection on them -- that should work in a single player game to get the PC out of purgatory with no penalty like in multi-player, tho it seems kinda pointless).
The system requires that you have Bioware's tag-based scripting system enabled in your module. When you create a new module tag-based scripting is enabled by default.
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Very nice system - robust in features and ability to create custom settings. In particular, the documentation was very detailed - it goes over each script and imported item to integrate it into a PW. I did run into an issue with only Raise Dead working from the spellhook script to raise dead bodies, but that's not too difficult to work around once you're aware of the issue. Tested with the (as of this writing) current version NWN:EE using NWNX.