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Specific Script Help Request


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#1
astindextor

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 Okay, my reach is definitely exceeding my grasp here, but I know someone out there can whip this up. 

Basically, I want to try making a Dark Sun module. I can compromise on a lot of stuff around races and classes, but something I would really love to include is a script that essentially tracks Thirst and Water Supply. I have a general idea of how it would work. Basically, I'd make an item called a Water Jug or something like that. Then, as I understand it, that would become a variable, set to a starting value, which I would want to degrade over time. THen I would have there be places and people who could refill the item, thus resetting the value. I want to play up water as a core resource, and the motivator for adventuring, particularly since if it reaches 0, I'd like it to start draining CON from the main character until they die. 

So I have a basic idea in the abstract of how it would work, but absolutely no idea how to go about implementing, or what the script would end up looking like. I was hoping there might be someone out there who might be able to give me ahand? Bonus points if there i a way to have a graphic appear kind of like the spirit eater thing in MOTB that could show the steadily draining water supply.

#2
kamal_

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Use the Spirit Meter from Mask of the Betrayer. It pretty much works just like you'd want.

#3
astindextor

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How would I go about using it?

#4
Lugaid of the Red Stripes

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I would caution you not to use a straight timer like the spirit meter, it seems to annoy players rather than provide an interesting challenge. The problem is that game time in a cRPG is really about the player (not the PC) messing around and exploring the world, and isn't a good measure of how long it takes the characters to accomplish certain tasks--just image if you were playing a PnP game, and the DM set an egg timer for 20 minutes, and told the players they had to get through the next dungeon before the timer went off.

I think it's better to either measure time through the player's actions (i.e. you can't rest without consuming water), or through larger plot actions (i.e. you need water to travel from one area to another, or you need to stockpile water before you can complete certain critical quests).

#5
Morbane

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Lugaid of the Red Stripes wrote...

I would caution you not to use a straight timer like the spirit meter, it seems to annoy players rather than provide an interesting challenge. The problem is that game time in a cRPG is really about the player (not the PC) messing around and exploring the world, and isn't a good measure of how long it takes the characters to accomplish certain tasks--just image if you were playing a PnP game, and the DM set an egg timer for 20 minutes, and told the players they had to get through the next dungeon before the timer went off.

I think it's better to either measure time through the player's actions (i.e. you can't rest without consuming water), or through larger plot actions (i.e. you need water to travel from one area to another, or you need to stockpile water before you can complete certain critical quests).


Agreed - that spirit meter sucked - even cheating I never finished MoTB - only good thing from it is the extra content for building.
B)

#6
astindextor

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Hmmmm, point taken. Water to rest sounds interesting, though it might create a situation where spellcasters seem to drink more water than non casters...

#7
rjshae

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It may depend on whether you are using the overland map or traveling point to point on a world map. If the latter, you can do a check once per journey and then apply a incremental, "permanent"-duration dehydration effect that doesn't go away when you rest; only the water jug charges will make it go away.

#8
Morbane

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astindextor wrote...

Hmmmm, point taken. Water to rest sounds interesting, though it might create a situation where spellcasters seem to drink more water than non casters...


About that - isnt the standard rest for the entire party? if so then water will go fast...

The concept of a useable/charged item water flask sounds like the most doable method...

#9
Lugaid of the Red Stripes

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I have a rather obtuse way of handling it spinning round my head- linking the need for water to the PC's gain of XP.

Basically, every 500 or so xp the PC gains, there a thirst penalty applied that can only be removed by drinking water. The idea is that if a player wants to round around in circles all day, that's no problem, it's only when they actually do something, like fight an enemy or complete a quest, that they need to drink.

Technically, you could have a module heartbeat script that checks the PC's XP level and compares it to a value stored the last time the PC drank water. Once the different reaches a certain point, the effect gets applied, and the xp value reset. The effect itself could be handled with a cursed item that gets added to the PC's inventory, with all the negative effects, maybe including increased weight, as item properties. The water jug item's unique ability destroys the thirst effect widget. You could even automate the mechanic, with the PC automatically drinking water if they have it, and maybe even automatically refilling their jugs when they enter a well trigger.

A more advanced scripter might devise a new variable to measure thirst instead of XP, maybe incrementing based upon damage, spell use, travel, or quest status. The principle would be the same though, instead of giving the player a ticking clock that makes their play hurried and stressful, you add another kind of cost to their actions that has to be strategically met. Ultimately, you want to give them interesting dilemmas, like "we need to get some water before we fight those monsters, but we gotta get past those monsters to get the water."