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eyesolated Encounters


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#1
eyesolated_

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Hi all,

last year, when i sort of re-engaged in the NWN community after years of absence, i began coding on an advanced encounter system because i wanted to create a way of easily designing/implementing complex encounters which go beyond what is possible in NWN and is more or less exclusive to other games (like MMOs). I stopped working on it in June and only now decided to release what i had done no the vault for others to take a look on.

Basically, the system is meant to be usable by everyone that knows the Toolset and not necessarily scripting. The system works using various Objects and Variables to describe an encounter, the scripts handle the rest. With this system, you can quite easily setup multi-phase encounters, interesting boss battles or even encounters that manipulate other encounters (like turning them on/off as an easy example).

There's ways of creating additional effects for encounter phases (like spawning adds for every x seconds as long as mob y is alive, or healing the boss every x seconds) and create really engaging, interesting and hard encounters without only buffing up the creature stats.

If you're interested, i posted eE on the vault, so get it there: http://nwvault.ign.c...s.Detail&id=396.

I'll try to answer questions here AND on the vault, so please feel free to fire away :)
BTW, the system was designed in a way that it would work with both NWN and NWN2, so there's versions for both games in the link above.

#2
M. Rieder

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WOW! That is really useful! So is it a finished product, or does it still require some tinkering? This sounds like it could save a lot of scripting time. Thanks!

#3
eyesolated_

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What's in is tested and should work, so if the features available are enough for you, then no work is required (barring any bugs i did not find). Only if you need extra functionality would you need to expand the code, but i think the feature set is quite expansive already. The only thing lacking is the .pdf documentation, though it should still be good enough. The scripts themselves are pretty well documented and commented too.

Surely it could be expanded. Some people might want to design their encounters in a database or via a setup-script. That shouldn't be too hard to actually add into the system given you understand how to manipulate NWScript. As the goal was to provide a mostly standard way of creating encounters (as in - only NWN/NWN2 required, no extras), this functionality didn't make much sense.

The scripting framework is quite expansive, but it's structured, commented and (or so i tend to believe) elegantly written. Should you have problems understanding the principles or how to get it to work, just ask your questions and i'll try to answer them. The documentation and demo encounters should give you an idea of what's possible and how it's done though.

#4
M. Rieder

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Well that is just great, thanks for doing this.