Not sure if this has been posted about before but I was working on a sequel to one of my buddy's original NWN modules a few months ago (before the computer NWN2 was installed on died and I had to get a new one) and ran into a brick wall trying to implement something similar to Oblivion's Leveled Lists for bosses. What I wanted to achieve was having a higher-leveled boss spawn from an encounter based on total player/party Challenge Rating, you know, like actual D&D. XD I tried combing through the functions and methods but didn't see anything that allowed me to detect CR or Experience values of the party or current PC (if single-player without henchmen) and adjust the boss spawned accordingly. Any pointers on how to do this?
Also, unrelated, but, how can you change BGM through script? If that's possible, however.
Having a different leveld boss spawn based on party total level/CR?
Débuté par
ItzzNinja
, oct. 28 2011 03:24
#1
Posté 28 octobre 2011 - 03:24
#2
Posté 28 octobre 2011 - 03:41
You can just paste down an encounter trigger and attach the different cr bosses to it Then set it to spawn just 1 creature. The game will figure out which one is appropriate. You can fine tune with the normal, hard, and very hard settings.
#3
Posté 28 octobre 2011 - 03:43
Was hoping to do it all within one encounter trigger (would have been the best way to avoid the mess of overlapping triggers), but I can't believe I didn't try that method ever.
Now, my second question.
Now, my second question.
#4
Posté 28 octobre 2011 - 03:50
ah... what's BGM?
#5
Posté 28 octobre 2011 - 03:51
double post, durn it.
Modifié par bealzebub, 28 octobre 2011 - 03:51 .
#6
Posté 28 octobre 2011 - 03:54
Background music.
This same boss had his area have the default battle BGM (because I only wanted it to trigger after an long, epic conversation script had finished and not when you ran into him) so I could give him his own unique BGM if his conversation ended yet have the generic baddies share an equally generic battle theme.
This same boss had his area have the default battle BGM (because I only wanted it to trigger after an long, epic conversation script had finished and not when you ran into him) so I could give him his own unique BGM if his conversation ended yet have the generic baddies share an equally generic battle theme.
Modifié par ItzzNinja, 28 octobre 2011 - 03:55 .
#7
Posté 28 octobre 2011 - 04:02
You can write a custom script to change it. The function is fairly obvious, SetBattleMusic or something like that. The different tracks are listed in the 2DA files.
#8
Posté 28 octobre 2011 - 04:08
You can also do it in the conversation. There are several different ga_music scripts.





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