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Overland Map 2DAs Revealed


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#1
MokahTGS

MokahTGS
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So I've started to look through the OM 2DAs for custom encounters and realized that I did not have a full understanding of what all the columns mean or what they do, in going into an OM encounter.  I thought it might be helpful for the community to come together and define this stuff for the future so that builders could make OM encounter tables with confidence.

You will notice that I do not have all the answers...shocking, I know.  My hope is that community members will fill in the missing info, so if you see a ????, and know what should be there, please post a reply with that missing info.  I'll update.

The OM (a basic one anyway) uses 3 2DA files for regular hostile encounters:  om_encounter_table.2da, om_terrain_rate.2da, and om_en_yourarea.2da

These 3 2DAs work in concert to spawn encounters that will scale to the characters level to a point or how ever you define things in the om_en_yourarea.2da

om_encounter_table.2da
This 2DA is realitively simple and has two fields:
  • AREA_LABEL - ??????
  • ENC_2DA - This specifies what encounter table 2DA to use to generate the encounter.  These can be custom 2DAs with whatever setup you need.
om_terrain_rate.2da
This 2DA has three fields that define what happens when the player moves across an encounter trigger.  The lines are called via varibles on the triggers:
  • TERRAIN_TYPE - This defines the terrain such as jungle, swamp, plains, etc.
  • MOVEMENT_RATE - This defines how fast the player can walk when crossing the triggers.  These can greatly slow the player if changed drastically...use with care.
  • MUSIC_TRACK - This defines the music played via line number in the ambient_music.2da.  Handy for making swamp areas especially moody.
om_en_yourarea.2da
This 2DA is used to define the creatures that spawn in the encounter/combat area.  You can define 5 different blueprints and several copies of each per encounter.
  • LABEL - The name of the encounter.
  • ENC_RESREF - The actual OM creature to spawn.  This is a special blueprint that spawns and wanders around the OM.
  • sConv - This is the conversation file used for the encounter.  You can customize these to do all sorts of things like skill checking and pre-fight party buffing if you like.
  • nLifespan - This defines how long the OM version will wander around the map before despawning.
  • fSearchDist - ????
  • nSurvivalDC - ????
  • sShutoffGlobalVariableName - ????
  • CREATURE_RESREF_1 - The blueprint of the first creature spawned on the actual encounter/combat map.  This is what the player actually fights.
  • MIN_RR_1 - The minimum number of the previous creature to spawn in the encounter.
  • MAX_RR_1 - The maximum number of the previous creature to spawn in the encounter.
  • CREATURE_RESREF_2 - The blueprint of the second creature spawned on the actual encounter/combat map.  This is what the player actually fights.
  • MIN_RR_2 - The minimum number of the previous creature to spawn in the encounter.
  • MAX_RR_2 - The maximum number of the previous creature to spawn in the encounter.
  • CREATURE_RESREF_3 - The blueprint of the third creature spawned on the actual encounter/combat map.  This is what the player actually fights.
  • MIN_RR_3 - The minimum number of the previous creature to spawn in the encounter.
  • MAX_RR_3 - The maximum number of the previous creature to spawn in the encounter.
  • CREATURE_RESREF_4 - The blueprint of the fourth creature spawned on the actual encounter/combat map.  This is what the player actually fights.
  • MIN_RR_4 - The minimum number of the previous creature to spawn in the encounter.
  • MAX_RR_4 - The maximum number of the previous creature to spawn in the encounter.
  • CREATURE_RESREF_5 - The blueprint of the fifth creature spawned on the actual encounter/combat map.  This is what the player actually fights.
  • MIN_RR_5 - The minimum number of the previous creature to spawn in the encounter.
  • MAX_RR_5 - The maximum number of the previous creature to spawn in the encounter.


#2
_Knightmare_

_Knightmare_
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AREA_LABEL = just the name Obsidian gave each encounter entry so they new which encounter was used for specific sections of the SoZ OM, has no real game purpose. The 2DA line number is used in the triggers drawn on the OM as the nEncounterTable variable. 

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fSearchDist = the distance from the PC the creature will spawn if a search skill check is passed, if failed, they will appear much closer to PC

nSurvivalDC = DC of check to hide from/avoid an encounter

sShutoffGlobalVariableName = If a Global Variable of this name (that you enter here in the 2DA) is currently True, this encounter will not spawn, so you can effectively "shut off" an encounter choice. For example you have wiped out all the local orc clans, so now no more orcs will spawn as random encounters. Note though that orcs would still spawn if they are included in the listing of spawned enemy ResRefs in some other Encounter entry that does not have this variable set.

Modifié par _Knightmare_, 06 septembre 2010 - 12:15 .