Has anybody mucked with the Intelligent Weapon scripts from the old Hordes of the Underdark release? It looks like the code is still there, although it would require a few modifications to the library calls. Just curious, thanks.
Intelligent weapon?
Débuté par
rjshae
, juil. 21 2011 09:34
#1
Posté 21 juillet 2011 - 09:34
#2
Posté 25 juillet 2011 - 06:32
Funny that you bring that up, since I'm going to be working on an intelligent weapon here in the next few months as well. I was planning on just building the script from the bottom up, but if there is a copy of the HOTU script, that may be helpful.
I was planning on modelling it after the HOTU sword - make it say things when it hits opponents, and also have the ability to talk to it via the use item and tag based scripting. Thoughts?
I was planning on modelling it after the HOTU sword - make it say things when it hits opponents, and also have the ability to talk to it via the use item and tag based scripting. Thoughts?
#3
Posté 25 juillet 2011 - 07:02
This is actually something on my "to-do" list. I've wanted to make an intelligent weapon for a while, but I don't really have any need for one yet so I've been getting on with more important stuff.
Like a lot of the HotU stuff, the code is still there and pretty usable. Personally I'd been planning on rebuilding stuff pretty much from scratch, since it's probably as quick as messing about with the HotU stuff, but the talking when hitting stuff is all already there so there's no reason you can't use that.
Like a lot of the HotU stuff, the code is still there and pretty usable. Personally I'd been planning on rebuilding stuff pretty much from scratch, since it's probably as quick as messing about with the HotU stuff, but the talking when hitting stuff is all already there so there's no reason you can't use that.
#4
Posté 25 juillet 2011 - 07:05
Can I tell it to shut up while I'm whacking things over the head with it?
#5
Posté 25 juillet 2011 - 07:50
kamal_ wrote...
Can I tell it to shut up while I'm whacking things over the head with it?
Sure you can. If it will listen to you or not is another matter... sort of like my wife....
#6
Posté 25 juillet 2011 - 11:39
There was also one in BG2, Lilarcor I think it was called. If you want to take a look, its comments were similar to the HotU one IIRC (kill everything on sight, etc. Like kamalM. Rieder wrote...
I was planning on modelling it after the HOTU sword - make it say things when it hits opponents, and also have the ability to talk to it via the use item and tag based scripting. Thoughts?
#7
Posté 26 juillet 2011 - 02:22
Talking swords are cool, but there could be a lot more to intelligent items.
D20 SRD: Intelligent Items
Intelligent items needn't but could have the whole deal with ego scores and battles to take control of the user, etc, and they could have personalities and backstories just like henchmen - I mean, companions. I messed about with the idea a bit in NWN1 but with NWN2 goodness I can even imagine a special sort of character sheet for intelligent items instead of the default examine window. Hell, with those tables you could even randomly generate intelligent items.
D20 SRD: Intelligent Items
Intelligent items needn't but could have the whole deal with ego scores and battles to take control of the user, etc, and they could have personalities and backstories just like henchmen - I mean, companions. I messed about with the idea a bit in NWN1 but with NWN2 goodness I can even imagine a special sort of character sheet for intelligent items instead of the default examine window. Hell, with those tables you could even randomly generate intelligent items.
#8
Posté 26 juillet 2011 - 02:51
Go to the right dungeon in PoE and you discovered that your cooking knife is not only intelligent, but probably more intelligent than you.
#9
Posté 26 juillet 2011 - 04:37
Thank you.
I decided to beat my head against it over the weekend and I think I have the built-in Intelligent Weapon code figured out now. There are what seem to be a few minor flaws in the code that would be good to correct, like cleaning up the invisible placeable that it uses for interactive conversations. (For this I basically copied the Ipoint and added a heartbeat script to self-destruct when the placeable is no longer in a conversation.) The code also has the annoying habit of using the PC's name for the one-liner messages. But I do like the fact that you can create your own triggers for the one-liners.
Building the conversation file was something of a trial. Adding two gc_local_int calls to every line is very inefficient. I ended up creating my own Condition script to optimize the type/number checking. (I.e. it multiplies the type by 1000, adds the number, then compares the result to the input integer value.) Interactive conversations then just match a '0'; equip is 1001 to 1005, and so on.
I agree, there's plenty of room for expansion of the IW code.
I've added some information to my next notes release, which I think will be helpful to other newbies.
I decided to beat my head against it over the weekend and I think I have the built-in Intelligent Weapon code figured out now. There are what seem to be a few minor flaws in the code that would be good to correct, like cleaning up the invisible placeable that it uses for interactive conversations. (For this I basically copied the Ipoint and added a heartbeat script to self-destruct when the placeable is no longer in a conversation.) The code also has the annoying habit of using the PC's name for the one-liner messages. But I do like the fact that you can create your own triggers for the one-liners.
Building the conversation file was something of a trial. Adding two gc_local_int calls to every line is very inefficient. I ended up creating my own Condition script to optimize the type/number checking. (I.e. it multiplies the type by 1000, adds the number, then compares the result to the input integer value.) Interactive conversations then just match a '0'; equip is 1001 to 1005, and so on.
I agree, there's plenty of room for expansion of the IW code.
I've added some information to my next notes release, which I think will be helpful to other newbies.





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