Companion Systems
#1
Posté 29 novembre 2011 - 02:09
I want to have companions like in the OC that you can meet ar different parts of the adventure, and choose who will accompany you when you leave your base. Some of the companions are multiclass, which I why I'm looking at Dick's system.
If this system doesn't work as well as advertised, does anyone know of any other system, or a tutorial on setting up an OC style hangout and party selection process?
#2
Posté 30 novembre 2011 - 02:47
#3
Posté 30 novembre 2011 - 06:23
#4
Posté 30 novembre 2011 - 08:04
#5
Posté 01 décembre 2011 - 03:31
#6
Posté 01 décembre 2011 - 09:24
1) I've looked at the module load scripts for the OC and SoZ. What exactly is the difference between the roster and the party?
2)All but one of my comanions are singe class. The multiclass one is a fighter thief who takes the assasin prestige class. How would I handle the leveling of this companion, and should the blueprints for all the companions be 1st level or should I make them the level they should start out at? Some of them should have specific feats (e.g. the mage dual-wields daggers in melee combat, thus he takes two-weapon fighting). I also want to make sure the ranger follows the ranged combat style. the toolset seems to always level the npcs up in the two-weapon style, regardless of package.
#7
Posté 02 décembre 2011 - 04:28
2. If you want the companions to be a specific level, you will need to make them that level. Then when you add them to the party, don't use the ga_reset_level script. They will appear just as you created them, but they will have 0 xp. You will need a script to give them the proper xp. I have one if you need it.
#8
Posté 02 décembre 2011 - 04:42
Jezla wrote...
Some of the companions are multiclass, which I why I'm looking at Dick's system.
I'm not familiar with Dick Loraine's companion system, but if just want multi-class companions, it's a campaign setting. Just open the campaign editor and change AllowUnrestrictedLevelUp to True. Your module needs to be a campaign of course.
#9
Posté 02 décembre 2011 - 10:24
#10
Posté 02 décembre 2011 - 02:36
// by Brendan Bellina
// December, 2007
// rev. June, 2008 to default to conversation OWNER
// Conversation action script to give xp to a creature.
// Useful when first adding a companion or henchman to a party.
// By default uses GiveXPToCreature
// Pass 1 as useSet to use SetXP
// Note: Cannot set xp to 0
#include "ginc_param_const"
void main(string sPC, int nXP, int useSet = 0)
{
// Give nXP to creature with tag sPC, or if sPC is blank to conversation owner
object oPC = GetTarget(sPC, TARGET_OWNER);
if (GetIsObjectValid(oPC) == TRUE && nXP)
{
if (!useSet)
GiveXPToCreature( oPC, nXP );
else
SetXP( oPC, nXP );
}
else
{
ErrorMessage("ga_bb_give_xp: " + sPC + " not found or no XP specified");
}
}
#11
Posté 02 décembre 2011 - 04:18
It's possibly not appropriate to your situation, but I feel I should take this opportunity to advertise shamelessly my http://nwvault.ign.c...=377]Restricted Companion Multiclassing System[/url] in the hope that someone may find it useful.bealzebub wrote...
I'm not familiar with Dick Loraine's companion system, but if just want multi-class companions, it's a campaign setting. Just open the campaign editor and change AllowUnrestrictedLevelUp to True. Your module needs to be a campaign of course.
#12
Posté 02 décembre 2011 - 07:43
#13
Posté 03 décembre 2011 - 04:04
// ga_bb_set_xp_for_level
// by Brendan Bellina
// Aug, 2008
// Conversation action script to set the xp of a creature to the
// minimum needed for a level.
// Useful when first adding a companion or henchman to a party.
// Does not take into account existing levels of the creature.
// Does not take into account races that have an xp penalty.
// By default uses GiveXPToCreature
// Defaults to Level 1
// Pass 1 as useSet to use SetXP
#include "ginc_param_const"
void main(string sPC, int nLevel = 1, int useSet = 0)
{
// Calculate required xp:
int nXP = ((nLevel * (nLevel - 1)) / 2) * 1000;
if (nXP == 0)
nXP = 1; // force to 1 to avoid giving 0 xp
// Give nXP to creature with tag sPC, or if sPC is blank to conversation owner
object oPC = GetTarget(sPC, TARGET_OWNER);
if (GetIsObjectValid(oPC) == TRUE)
{
if (!useSet)
GiveXPToCreature( oPC, nXP );
else
SetXP( oPC, nXP );
}
else
{
ErrorMessage("ga_bb_set_xp_for_level: " + sPC + " not found");
}
}
Boy, that Brendan Bellina guy writes some useful scripts
#14
Posté 03 décembre 2011 - 04:56
int nXP = ((nLevel * (nLevel - 1)) / 2) * 1000;
The XP required to gain a level is the nth triangular number where n is your current level (times 1000). So 1k at 1st level, (1+2)=3k at 2nd level, (1+2+3)=6k at 3rd level, etc. (I think this is technically a geometric series but where the factor is simply 1).
The only thing you have to remember is that characters with a level adjustment will be a lower level, but need the same XP as higher-level characters to reach their next level. I think you probably need to add the LA to their hit dice to get their ECL, then you can use that instead of their raw level to calculate the XP.
#15
Posté 03 décembre 2011 - 09:56
#16
Posté 04 décembre 2011 - 12:37
#17
Posté 04 décembre 2011 - 01:36
#18
Posté 04 décembre 2011 - 06:35
Which behaviour script set are you using?
Modifié par Morbane, 04 décembre 2011 - 06:36 .
#19
Posté 04 décembre 2011 - 12:50
I am using TonyK's ai for this mod. Would that have anything to do with it?
#20
Posté 04 décembre 2011 - 05:47
#21
Posté 04 décembre 2011 - 06:22
If you are spawning the companions in at waypoints then the faction it their blueprint will be used. If you have placed them in an area then make sure the faction on the placed creature is not hostile.
I can't say anything about personal reputation as I never use that,
Regards
#22
Posté 04 décembre 2011 - 07:13
#23
Posté 06 décembre 2011 - 05:58
Jezla wrote...
I'm considering using Dick Loraine's companion system in Legends of the Dalelands. Has anyone used this and what are your thoughts about it? It seems fairly straightforward.
I want to have companions like in the OC that you can meet ar different parts of the adventure, and choose who will accompany you when you leave your base. Some of the companions are multiclass, which I why I'm looking at Dick's system.
If this system doesn't work as well as advertised, does anyone know of any other system, or a tutorial on setting up an OC style hangout and party selection process?
I want to create a campanion system in both /nW/n1-2, i habent started the mod in two yet still learning. Also can something like this work in 1?
#24
Posté 06 décembre 2011 - 11:00
#25
Posté 07 décembre 2011 - 12:07





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