I am now working on putting this into a multiplayer environment, but realize its not as easy as I thought it would be. This is not technically difficult, but it is a sticky issue of design because it relates to DM preferences. Since I am writting this not only for myself, but also for other DMs who will be running events in Arnheim with me, I'd like to get some general feedback. Even if you don't give a crap about Arnheim, I'd like feedback. I will be posting this to the vault, and your builders or admin might be interested in the scripts.
Given that creatures can be brought into play in one of three ways: spawned by script, spawned by a DM, or placed by a Builder, consider the ramifications that this system would have on the first two methods. The third as far as we are concerned is treated the same as a DM spawn.
Should Spawns by DMs and Scripts be treated with equal precedence?
- Example 1: a NESS spawn point executes and a unique NPC is spawned in an area. Until that creature despawns, no other NESS spawn point will be able to call the NPC forth. BUT should that also restrict DMs from spawning the unique NPC? My inclination is to say that yes, only one instance of a Unique NPC should occur in the module at any one time. But that could be annoying for a DM who needs the NPC for their event, and gets a rejection message. What do you think?
- Example 2: a DM spawns a Unique NPC in one area, and in an adjacent area a NESS spawn point for the same NPC is triggered by the party's rogue scouting about. The NESS spawn point will not be able to spawn the Unique NPC. I am assuming that all DMs would like this restriction, but again... what do you think?
- Possibility 1: NPC was killed the day before, and the server has since reset. A DM, not knowing about this, tries to spawn them, and this is the first spawn attempt. The NPC is spawned to a special out of character area, and killed. The DM is told that the NPC is dead, who killed them, and where they can find the dead NPC should they want to bring them back from the dead. All NESS spawns of the NPC simply fail - and DMs get a simple message that the NESS spawn failed due to the NPC being dead.
- Possibility 2: NPC was killed earlier, and the location of their death was stored. The corpse has since despawned. Attempts to spawn the NPC will fail, but DMs will be told why and where the corpse will spawn. Henceforth when any player (DM or PC) enters the area where the NPC died, the NPC is spawned in dead at the stored location. The NPCs inventory is emptied, and any items the NPC last had in their inventory are restored from the DB. All DMs are told that the NPC spawned in dead, where the NPC is, and circumstances about the death. (This would could include a time of death check to determine what the corpse looks like... perhaps)
- Possibility 3: DMs can spawn a dead NPC but it comes in at 1 HP. Likewise NESS Spawns will fail, and inform the DMs that the NPC is dead. Should a DM wish to restore the NPC, they can spawn them, and cast a raise spell on the NPC, and thus erase the death. Otherwise the NPC's death count remains.
- Possibility 1: Unique NPCs have persistent HP across server resets
- Possibility 2: Unique NPCs have consistent HP from despawn (when HP is recorded) to respawn. This is reset to max when the server resets.
should limits only apply to scripted spawns? DM spawns would happen independently of this system - except for some text feedback to the DM about the data stored on the creature.
Modifié par henesua, 05 novembre 2012 - 01:54 .





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