Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > Neverwinter Nights 1 & 2 Also SoU & HotU Forum
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 01-25-2003, 03:30 PM   #11
Dreamer128
Dracolisk
 

Join Date: March 21, 2001
Location: Europe
Age: 39
Posts: 6,136
I didn't make it myself, so you are still ahead of me
By the way, the Lexicon is a few version of NWN behind.. so dont lean on it too much...
Dreamer128 is offline   Reply With Quote
Old 01-25-2003, 03:41 PM   #12
Obsidian the Black
Elminster
 

Join Date: May 8, 2002
Location: Leeds, West Yorkshire
Posts: 470
Dreamers did work, thanks guys. Another question. Can anyone give me a script or help me, to make one, that When you talk to a guy (Arena Master) He say something like "Greetings there. Would you like to have a go in the arena?" and PC says "yes please" Then Arena master says "What would you like to fight?" and you have a wide choice like, skeleton, dragon, baalor, imp...... How could I go about making all that?
Obsidian the Black is offline   Reply With Quote
Old 01-25-2003, 03:41 PM   #13
Chewbacca
Zartan
 

Join Date: July 18, 2001
Location: America, On The Beautiful Earth
Age: 50
Posts: 5,373
Quote:
Originally posted by Dreamer128:
I didn't make it myself, so you are still ahead of me
By the way, the Lexicon is a few version of NWN behind.. so dont lean on it too much...
Yeah, the lexicon lags a bit behind, but is still fairly accurate. I think of it as an invaluable scripting learning tool.

I have spent alot of time at NW Vault and the Bioware Forums copying and downloading scripts and checking them out. Lots of cool stuff! [img]smile.gif[/img]
__________________
Support Local Music and Record Stores!
Got Liberty?
Chewbacca is offline   Reply With Quote
Old 01-26-2003, 03:48 AM   #14
philip
Galvatron
 

Join Date: June 24, 2002
Location: aa
Posts: 2,101
Quote:
Originally posted by Obsidian the Black:
Thankye ever so much guys. Just a few questions. That lock door script, when it locks will it set it up so it needs a key to open it again? Because the door will be key locked.

And the spell script, I will give you the tags for each of the things, so could you just put them where they would be needed. Cowled Wizard=cowledwizard
Magic Permit=magicpermit Waypoint for Jail=WP_jail and it is every spell cast, so how would I make it that every spell cast triggers it? And do I have to place the script in the OnHeartbeat in module properties? Thanks
Quote:
object oPC = GetLastSpellCaster();
object oCowledWizardWarning = GetObjectByTag("cowledwizard");
object oCowledWizardJail = GetObjectByTag("cowledwizard");
int nSpellsCast = GetLocalInt(OBJECT_SELF, "SPELLSCAST");
int nTimesWarned = GetLocalInt(OBJECT_SELF, "TIMESWARNED");
object WPJail = GetObjectByTag("WP_jail");
Quote:
if ((GetIsPC(oPC))!&(GetItemPossessedBy(oPC, "magicpermit)))
Quote:
if ((GetIsPC(oPC))&&(nTimesWarned == 1)!&(GetItemPossessedBy(oPC, "magicpermit)))
I put 2 different cowled wizards in since that's easier with the dialogues. If you want one you have to script when he says what too (though your mod is more tidy with 1).

if i think of it it keeps triggering when it's in the onheartbeat isn't it? Is tgere an onspellcast in the module properties if so you could put it there otherwise it is in the area properties (IIRC), put it in one of those. if it's in the area properties you can make areas in which you can cast freely as well instead of having it for the whole mod

Quote:
Dreamers did work, thanks guys. Another question. Can anyone give me a script or help me, to make one, that When you talk to a guy (Arena Master) He say something like "Greetings there. Would you like to have a go in the arena?" and PC says "yes please" Then Arena master says "What would you like to fight?" and you have a wide choice like, skeleton, dragon, baalor, imp...... How could I go about making all that?
create a dialogue with all the options. then put a script in the actions taken tab of a sentence (for each monster a different one) that jumps the pc to thge area with the monster in it.

void main()
{
ActionJumpToObject("waypoint of the area", TRUE);
}

this will do it. if you're making areas of different sizes and sifferentlooking (which i assume since you have all different sorts of monsters) this is the easiest way.

[ 01-26-2003, 03:49 AM: Message edited by: philip ]
philip is offline   Reply With Quote
Old 01-26-2003, 10:06 AM   #15
Obsidian the Black
Elminster
 

Join Date: May 8, 2002
Location: Leeds, West Yorkshire
Posts: 470
Thakyou Philip, Chewy, Dreamer, That was a great help. (Dont mean to ask all the questions and stuff but....)

The arena thing, what I meant was, when building an area (City exterior) you can place an arena (3x3). What I wanted was when you ask for that monster that it would appear in the arena thing and you just walk down into it and kill the monster then walk out, if you know what i mean. I wanted the monster to appear at you than you go to the monster.
Obsidian the Black is offline   Reply With Quote
Old 01-26-2003, 10:18 AM   #16
Obsidian the Black
Elminster
 

Join Date: May 8, 2002
Location: Leeds, West Yorkshire
Posts: 470
Ohh and the spell script doesnt seem it will be accepted. Heres what i put in it:

object oPC = GetLastSpellCaster();
object oCowledWizardWarning = GetObjectByTag("cowledwizard");
object oCowledWizardJail = GetObjectByTag("cowledwizard");
int nSpellsCast = GetLocalInt(OBJECT_SELF, "SPELLSCAST");
int nTimesWarned = GetLocalInt(OBJECT_SELF, "TIMESWARNED");
object WPJail = GetObjectByTag("WP_jail");

void main()
{
if ((GetIsPC(oPC))!&(GetItemPossessedBy(oPC, "magicpermit)))
{
SetLocalLocation(oPC, (GetLocation(oPC)));

CreateObjectAtLocation(oCowledWizardWarning, (GetLocalLocation(oPC)));

ActionSpeakString("This is your first warning. Do not cast magic within the city without a permit. If you do so again, we will be forced to take you to jail!") // or a dialogue start

SetLocalInt(oPC, "nTimesWarned", 1);

DeleteLocalLocation(); //not sure if you have to give a name for this
}

if ((GetIsPC(oPC))&&(nTimesWarned == 1)!&(GetItemPossessedBy(oPC, "magicpermit)))
{
SetLocalLocation(oPC, (GetLocalLocation(oPC));

CreateObjectAtLocation(oCowledWizardJail, (GetLocalLocation(oPC));

ActionSpeakString("That is it, we warned you once. Now come with us...");

ActionJumpToObject("WPJail); // maybe you have to give the creature which
//jumps to that location

DeleteLocalLocation();

SetLocalInt(OBJECT_SELF, "nTimesWarned", 0); // so the pc can start casting
//again and still be arrested

}
}

Is all this correct? Becuase it didnt like this line... if ((GetIsPC(oPC))!&(GetItemPossessedBy(oPC, "magicpermit)))
Obsidian the Black is offline   Reply With Quote
Old 01-26-2003, 11:24 AM   #17
philip
Galvatron
 

Join Date: June 24, 2002
Location: aa
Posts: 2,101
Quote:
Originally posted by Obsidian the Black:
Thakyou Philip, Chewy, Dreamer, That was a great help. (Dont mean to ask all the questions and stuff but....)

The arena thing, what I meant was, when building an area (City exterior) you can place an arena (3x3). What I wanted was when you ask for that monster that it would appear in the arena thing and you just walk down into it and kill the monster then walk out, if you know what i mean. I wanted the monster to appear at you than you go to the monster.
put this in the actions taken script:

object oWP_arena = GetObjectByTag("waypoint in arena here");

void main()
{
CreateObject(OBJECT_TYPE_CREATURE, "sResRef of the creature here", (GetLocation(GetObjectByTag("Waypoint1")), TRUE);
}

You can find the resref in tthe properties of a creature under the tag iirc.
philip is offline   Reply With Quote
Old 01-26-2003, 11:38 AM   #18
philip
Galvatron
 

Join Date: June 24, 2002
Location: aa
Posts: 2,101
Quote:
Originally posted by Obsidian the Black:
Ohh and the spell script doesnt seem it will be accepted. Heres what i put in it:

object oPC = GetLastSpellCaster();
object oCowledWizardWarning = GetObjectByTag("cowledwizard");
object oCowledWizardJail = GetObjectByTag("cowledwizard");
int nSpellsCast = GetLocalInt(OBJECT_SELF, "SPELLSCAST");
int nTimesWarned = GetLocalInt(OBJECT_SELF, "TIMESWARNED");
object WPJail = GetObjectByTag("WP_jail");

void main()
{
if ((GetIsPC(oPC))!&(GetItemPossessedBy(oPC, "magicpermit)))
{
SetLocalLocation(oPC, (GetLocation(oPC)));

CreateObjectAtLocation(oCowledWizardWarning, (GetLocalLocation(oPC)));

ActionSpeakString("This is your first warning. Do not cast magic within the city without a permit. If you do so again, we will be forced to take you to jail!") // or a dialogue start

SetLocalInt(oPC, "nTimesWarned", 1);

DeleteLocalLocation(); //not sure if you have to give a name for this
}

if ((GetIsPC(oPC))&&(nTimesWarned == 1)!&(GetItemPossessedBy(oPC, "magicpermit)))
{
SetLocalLocation(oPC, (GetLocalLocation(oPC));

CreateObjectAtLocation(oCowledWizardJail, (GetLocalLocation(oPC));

ActionSpeakString("That is it, we warned you once. Now come with us...");

ActionJumpToObject("WPJail); // maybe you have to give the creature which
//jumps to that location

DeleteLocalLocation();

SetLocalInt(OBJECT_SELF, "nTimesWarned", 0); // so the pc can start casting
//again and still be arrested

}
}

Is all this correct? Becuase it didnt like this line... if ((GetIsPC(oPC))!&(GetItemPossessedBy(oPC, "magicpermit)))
if ((GetIsPC(oPC))&&(GetItemPossessedBy(oPC, "magicpermit")!=TRUE))

does this work, i'm not sure if i used enough brackets and if they're on the right place (the ones between maficpermit and TRUE).

Also there isn't an onspellcast event so it could be you have to put in ints to see how many spells are cast. i think the onheartbeat script will infinitely loop no matter what ints will be used. maybe someone else knows a good event to put it under (might be with triggers) if i find something i'll post it

[ 01-26-2003, 11:39 AM: Message edited by: philip ]
philip is offline   Reply With Quote
Old 02-01-2003, 09:03 PM   #19
Obsidian the Black
Elminster
 

Join Date: May 8, 2002
Location: Leeds, West Yorkshire
Posts: 470
Nevermind, it doesnt seem to work. The really important one I wanted was the trigger thing that you walk over, and if you have an item with immunities or resistances on then it removes them. And the stone of Recall thing. How could I add this script:

#include "NW_I0_Plot"
void main()
{
IsRecall();
}

To this script:

//dmw_activate

// ** This script goes in the OnItemActivation event of your Module
// ** Properties. It checks to see if the item used is a DM Helper
// ** And if so, and the user isnt a DM, destroys it, otherwise it
// ** Starts the DM Helper working. "dmw_inc" contains the actual
// ** code that controls the Helpers effects. If you update anything
// ** in it, you must recompile the calling dmw_ script to make
// ** the change take effect.

void ApplyHealingSalve(object oActivator, object oTarget)
{
int iDCRoll=d20();
int iHealPoints=d4();

if(iDCRoll+GetSkillRank(SKILL_HEAL,oActivator)>10)
{
int iHealBonus=FloatToInt(IntToFloat(iDCRoll-10+GetSkillRank(SKILL_HEAL,oActivator))/5.0);
int iTotalHeal=iHealBonus+iHealPoints;

SendMessageToPC(oActivator,"[Success] Roll "+IntToString(iDCRoll)+" + "+IntToString(GetSkillRank(SKILL_HEAL,oActivator))+" vs DC 10");
SendMessageToPC(oActivator,"You heal "+GetName(oTarget)+" for "+IntToString(iHealPoints)+"+"+IntToString(iHealBonus)+" points.");
SendMessageToPC(oTarget,GetName(oActivator)+" heals you for "+IntToString(iTotalHeal)+" points.");
ApplyEffectToObject(DURATION_TYPE_PERMANENT,Effect Heal(iTotalHeal),oTarget);
} else
{
SendMessageToPC(oActivator,"[Fail] Roll "+IntToString(iDCRoll)+" + "+IntToString(GetSkillRank(SKILL_HEAL,oActivator))+" vs DC 10");
SendMessageToPC(oActivator,"You fail to heal "+GetName(oTarget));
}
}

void main()
{
object oItem=GetItemActivated();
object oActivator=GetItemActivator();
object oTarget=GetItemActivatedTarget();

if(GetTag(oItem)=="healingsalve") //apply a healing salve to another player, takes 5 seconds
{
// if(oActivator==oTarget)
// {
// SendMessageToPC(oActivator,"You can not apply this on yourself.");
// } else
if(GetCurrentHitPoints(oTarget)==GetMaxHitPoints(o Target))
{
SendMessageToPC(oActivator,GetName(oTarget)+" is already at full health.");
CreateItemOnObject("healingsalve",oActivator);
return;
}
if(GetDistanceBetween(oActivator,oTarget)>3.0)
{
SendMessageToPC(oActivator,"You must be closer to "+GetName(oTarget));
CreateItemOnObject("healingsalve",oActivator);
return;
}

AssignCommand(oActivator,DelayCommand(5.0,ApplyHea lingSalve(oActivator,oTarget)));
AssignCommand(oActivator,SetCommandable(FALSE,oAct ivator));
AssignCommand(oActivator,DelayCommand(5.1,SetComma ndable(TRUE)));
}

if(GetTag(oItem)=="ReturnofMikailaModuleGude")
{
if(GetIsDM(oActivator)!=TRUE)
{
SendMessageToPC(oActivator,"You are mortal and this is not yours!");
DestroyObject(oItem);
return;
}
object oMyActivator = GetItemActivator();
AssignCommand(oMyActivator, ActionStartConversation(oMyActivator, "mk_moduleguide", TRUE));
}

if(GetTag(oItem)=="DMsHelper")
{
// Test to make sure the activator is a DM, or is a DM
// controlling a creature.
if(GetIsDM(oActivator) != TRUE)
{
object oTest = GetFirstPC();
string sTestName = GetPCPlayerName(oActivator);
int nFound = FALSE;
while (GetIsObjectValid(oTest) && (! nFound))
{
if (GetPCPlayerName(oTest) == sTestName)
{
if(GetIsDM(oTest))
{
nFound = TRUE;
}
else
{
DestroyObject(oItem);
SendMessageToPC(oActivator,"You are mortal and this is not yours!");
return;
}
}
oTest=GetNextPC();
}
}
// get the wand's activator and target, put target info into local vars on activator
object oMyActivator = GetItemActivator();
object oMyTarget = GetItemActivatedTarget();
SetLocalObject(oMyActivator, "dmwandtarget", oMyTarget);
location lMyLoc = GetItemActivatedTargetLocation();
SetLocalLocation(oMyActivator, "dmwandloc", lMyLoc);

//Make the activator start a conversation with itself
AssignCommand(oMyActivator, ActionStartConversation(oMyActivator, "dmwand", TRUE));
return;
}

if(GetTag(oItem)=="AutoFollow")
{
object oTarget = GetItemActivatedTarget();

if(GetIsObjectValid(oTarget))
{
AssignCommand ( oActivator, ActionForceFollowObject(oTarget));
}
return;
}

if(GetTag(oItem)=="WandOfFX")
{

// get the wand's activator and target, put target info into local vars on activator
object oDM = GetItemActivator();
object oMyTarget = GetItemActivatedTarget();
SetLocalObject(oDM, "FXWandTarget", oMyTarget);
location lTargetLoc = GetItemActivatedTargetLocation();
SetLocalLocation(oDM, "FXWandLoc", lTargetLoc);

object oTest=GetFirstPC();
string sTestName = GetPCPlayerName(oDM);
// Test to make sure the activator is a DM, or is a DM
// controlling a creature.

if(GetIsDM(oDM) != TRUE)
{
object oTest = GetFirstPC();
string sTestName = GetPCPlayerName(oDM);
int nFound = FALSE;
while (GetIsObjectValid(oTest) && (! nFound))
{
if (GetPCPlayerName(oTest) == sTestName)
{
if(GetIsDM(oTest))
{
nFound = TRUE;
}
else
{
DestroyObject(oItem);
SendMessageToPC(oDM,"You are mortal and this is not yours!");
return;
}
}
oTest=GetNextPC();
}
}

//Make the activator start a conversation with itself
AssignCommand(oDM, ActionStartConversation(oDM, "fxwand", TRUE));
return;

}
if(GetTag(oItem)=="EmoteWand")
{
AssignCommand(oActivator, ActionStartConversation(oActivator, "emotewand", TRUE));
return;
}
}

Thanks...
Obsidian the Black is offline   Reply With Quote
Old 02-02-2003, 04:00 AM   #20
philip
Galvatron
 

Join Date: June 24, 2002
Location: aa
Posts: 2,101
Quote:
Originally posted by Obsidian the Black:
Nevermind, it doesnt seem to work. The really important one I wanted was the trigger thing that you walk over, and if you have an item with immunities or resistances on then it removes them. And the stone of Recall thing. How could I add this script:

#include "NW_I0_Plot"
void main()
{
IsRecall();
}

To this script:

//dmw_activate

// ** This script goes in the OnItemActivation event of your Module
// ** Properties. It checks to see if the item used is a DM Helper
// ** And if so, and the user isnt a DM, destroys it, otherwise it
// ** Starts the DM Helper working. "dmw_inc" contains the actual
// ** code that controls the Helpers effects. If you update anything
// ** in it, you must recompile the calling dmw_ script to make
// ** the change take effect.

void ApplyHealingSalve(object oActivator, object oTarget)
{
int iDCRoll=d20();
int iHealPoints=d4();

if(iDCRoll+GetSkillRank(SKILL_HEAL,oActivator)>10)
{
int iHealBonus=FloatToInt(IntToFloat(iDCRoll-10+GetSkillRank(SKILL_HEAL,oActivator))/5.0);
int iTotalHeal=iHealBonus+iHealPoints;

SendMessageToPC(oActivator,"[Success] Roll "+IntToString(iDCRoll)+" + "+IntToString(GetSkillRank(SKILL_HEAL,oActivator))+" vs DC 10");
SendMessageToPC(oActivator,"You heal "+GetName(oTarget)+" for "+IntToString(iHealPoints)+"+"+IntToString(iHealBonus)+" points.");
SendMessageToPC(oTarget,GetName(oActivator)+" heals you for "+IntToString(iTotalHeal)+" points.");
ApplyEffectToObject(DURATION_TYPE_PERMANENT,Effect Heal(iTotalHeal),oTarget);
} else
{
SendMessageToPC(oActivator,"[Fail] Roll "+IntToString(iDCRoll)+" + "+IntToString(GetSkillRank(SKILL_HEAL,oActivator))+" vs DC 10");
SendMessageToPC(oActivator,"You fail to heal "+GetName(oTarget));
}
}

void main()
{
object oItem=GetItemActivated();
object oActivator=GetItemActivator();
object oTarget=GetItemActivatedTarget();

if(GetTag(oItem)=="healingsalve") //apply a healing salve to another player, takes 5 seconds
{
// if(oActivator==oTarget)
// {
// SendMessageToPC(oActivator,"You can not apply this on yourself.");
// } else
if(GetCurrentHitPoints(oTarget)==GetMaxHitPoints(o Target))
{
SendMessageToPC(oActivator,GetName(oTarget)+" is already at full health.");
CreateItemOnObject("healingsalve",oActivator);
return;
}
if(GetDistanceBetween(oActivator,oTarget)>3.0)
{
SendMessageToPC(oActivator,"You must be closer to "+GetName(oTarget));
CreateItemOnObject("healingsalve",oActivator);
return;
}

AssignCommand(oActivator,DelayCommand(5.0,ApplyHea lingSalve(oActivator,oTarget)));
AssignCommand(oActivator,SetCommandable(FALSE,oAct ivator));
AssignCommand(oActivator,DelayCommand(5.1,SetComma ndable(TRUE)));
}

if(GetTag(oItem)=="ReturnofMikailaModuleGude")
{
if(GetIsDM(oActivator)!=TRUE)
{
SendMessageToPC(oActivator,"You are mortal and this is not yours!");
DestroyObject(oItem);
return;
}
object oMyActivator = GetItemActivator();
AssignCommand(oMyActivator, ActionStartConversation(oMyActivator, "mk_moduleguide", TRUE));
}

if(GetTag(oItem)=="DMsHelper")
{
// Test to make sure the activator is a DM, or is a DM
// controlling a creature.
if(GetIsDM(oActivator) != TRUE)
{
object oTest = GetFirstPC();
string sTestName = GetPCPlayerName(oActivator);
int nFound = FALSE;
while (GetIsObjectValid(oTest) && (! nFound))
{
if (GetPCPlayerName(oTest) == sTestName)
{
if(GetIsDM(oTest))
{
nFound = TRUE;
}
else
{
DestroyObject(oItem);
SendMessageToPC(oActivator,"You are mortal and this is not yours!");
return;
}
}
oTest=GetNextPC();
}
}
// get the wand's activator and target, put target info into local vars on activator
object oMyActivator = GetItemActivator();
object oMyTarget = GetItemActivatedTarget();
SetLocalObject(oMyActivator, "dmwandtarget", oMyTarget);
location lMyLoc = GetItemActivatedTargetLocation();
SetLocalLocation(oMyActivator, "dmwandloc", lMyLoc);

//Make the activator start a conversation with itself
AssignCommand(oMyActivator, ActionStartConversation(oMyActivator, "dmwand", TRUE));
return;
}

if(GetTag(oItem)=="AutoFollow")
{
object oTarget = GetItemActivatedTarget();

if(GetIsObjectValid(oTarget))
{
AssignCommand ( oActivator, ActionForceFollowObject(oTarget));
}
return;
}

if(GetTag(oItem)=="WandOfFX")
{

// get the wand's activator and target, put target info into local vars on activator
object oDM = GetItemActivator();
object oMyTarget = GetItemActivatedTarget();
SetLocalObject(oDM, "FXWandTarget", oMyTarget);
location lTargetLoc = GetItemActivatedTargetLocation();
SetLocalLocation(oDM, "FXWandLoc", lTargetLoc);

object oTest=GetFirstPC();
string sTestName = GetPCPlayerName(oDM);
// Test to make sure the activator is a DM, or is a DM
// controlling a creature.

if(GetIsDM(oDM) != TRUE)
{
object oTest = GetFirstPC();
string sTestName = GetPCPlayerName(oDM);
int nFound = FALSE;
while (GetIsObjectValid(oTest) && (! nFound))
{
if (GetPCPlayerName(oTest) == sTestName)
{
if(GetIsDM(oTest))
{
nFound = TRUE;
}
else
{
DestroyObject(oItem);
SendMessageToPC(oDM,"You are mortal and this is not yours!");
return;
}
}
oTest=GetNextPC();
}
}

//Make the activator start a conversation with itself
AssignCommand(oDM, ActionStartConversation(oDM, "fxwand", TRUE));
return;

}
if(GetTag(oItem)=="EmoteWand")
{
AssignCommand(oActivator, ActionStartConversation(oActivator, "emotewand", TRUE));
return;
}
}

Thanks...
In the OnActivated script in module properties.

EDIT: Guess i misread your question. you have to put in a line with:

if (GetObjectByTag(GetItemActivated()) == "stoneofrecall tag here")
{
ExecuteScript("stoneofrecal script here", GetItemActivator())
}

[ 02-02-2003, 04:05 AM: Message edited by: philip ]
philip is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Help with Scripts!!! Sukodin Baldurs Gate II: Shadows of Amn & Throne of Bhaal 3 10-13-2003 01:14 PM
A.I Scripts? GideonRaine Baldurs Gate II Archives 1 11-22-2000 09:42 PM
scripts Dark Baldurs Gate II Archives 0 10-25-2000 11:20 PM
Scripts? Dark Baldurs Gate II Archives 0 10-24-2000 01:30 AM
Scripts... Ablecken Icewind Dale | Heart of Winter | Icewind Dale II Forum 0 09-12-2000 02:54 AM


All times are GMT -4. The time now is 08:23 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved