Aller au contenu

Photo

Upcoming Campaign: Return of the Exile


  • Veuillez vous connecter pour répondre
676 réponses à ce sujet

#476
kamal_

kamal_
  • Members
  • 5 254 messages

I have a question for people who read this journal and might know more stuff than me on this topic.
 
I am a bit rusty on my P&P and except scorpions and snakes, I don't really know how to fill a couple of desert areas with encounters. If someone plays more often or remember something, I would be glad to hear some ideas.
 
The particular area is an ancient ruined city where a civilization got extinct. No underground, just dune desert. Ideas have to be based on what we have in the toolset and of course Pain's package. Also, a creature that doesn't exist, but maybe an appearance that could be used would also be awesome.
 
So far, except from the vermin I can only think of skeletons :/.

This site lets you search for monsters by terrain, challenge rating etc.
http://monsterfinder.dndrunde.de/
This site gives you the official stats for the monsters.
http://www.d20srd.or...es/monsters.htm

This being DnD, there's always the good ol' make something up. Cults, bandits, dust devils that really are devils, etc.

#477
rjshae

rjshae
  • Members
  • 4 497 messages

How about: a slaver caravan, fire elemental, efreeti, invisible stalker, sand worm (giant snake with a sandstone skin?), a water hole with a pride of lions, basilisk, salamander, mummy, or a gargoyle in some half-buried ruins.



#478
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
There's not a lot of life in deserts

#479
PJ156

PJ156
  • Members
  • 2 985 messages

I always though a ruined desert city would be a good place for a dragon. A beast that size will predate over a large range anyway but would want to live somewhere where the natural defenses of the terrain work against adventurers and others who might be missing their half dozen cattle.

 

A dragon would attract minions and they could be anything?

 

Also when the princesses escape they have no where to hide :)

 

PJ 



#480
andysks

andysks
  • Members
  • 1 651 messages

I always though a ruined desert city would be a good place for a dragon. A beast that size will predate over a large range anyway but would want to live somewhere where the natural defenses of the terrain work against adventurers and others who might be missing their half dozen cattle.

 

A dragon would attract minions and they could be anything?

 

Also when the princesses escape they have no where to hide :)

 

PJ 

The Dragon is already in place actually :D.

 

But good ideas in general. I'll see what I can do with it. Bandits and stuff I thought as well but it'll take some work to put them in place. Will figure it out. Thanks.



#481
kamal_

kamal_
  • Members
  • 5 254 messages

The Dragon is already in place actually :D.



#482
Tchos

Tchos
  • Members
  • 5 063 messages

Did you include beetles in your vermin?  They're appropriate for deserts.



#483
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests
Squashing an Umber Hulk with the scale makes a good crab and I can't remember but I think they're tintable... Sand Crabs ?

#484
rjshae

rjshae
  • Members
  • 4 497 messages

Crab by 4760

 

There's also reskinned gargoyles by Kamal, so you could have a sandstone version


  • andysks aime ceci

#485
Dann-J

Dann-J
  • Members
  • 3 161 messages

Hyenas and jackals:

http://www.nexusmods...nter2/mods/920/

 

A red-tinted githyanki with twin kukris makes a good harssaf.

 

harssaf.jpg



#486
andysks

andysks
  • Members
  • 1 651 messages

All these suggestions are great, and now the ruins are populated with a variety of creatures for some hack and slashing. Thanks a lot. But maybe I should refresh myself on the rulebooks. I remember reading them as one reads a novel or something. But when my group got separated I lost the will. I will only open the manual of the planes from time to time because I find it extremely interesting.

 

Anyway, a small journal update.

 

I completed another area which turned out, together with the quest line that leads there, to be one of my favorite so far. The player has to solve some riddles and do some trials in order to progress, which I anyway enjoy. But the real satisfaction is that my scripts work, and I am able to see ahead of bugs. While building, and before testing, I know what I need to do in order to prevent infinite xp, locks in areas etc. And such kinds of bugs are easy to miss, especially if one works on a riddle/trial quest, where you have to kill 4 waves of enemies with rests in between and possibility of interrupting and coming later and so on.

 

Another interesting thing, was that this particular quest was not meant to like I built it now. It was more straightforward. But what happened, is that I started a run on BG2 while waiting for Dragon Age and Evil Within and I love that almost every quest had a twist. So I thought, it doesn't add so much more work time to do something extra, and the ideas came quick on how to add something more. So I did. Many more ways to complete the quest, and more interesting characters and settings.

 

I need now to finish some conversation and this area will be complete. A couple of bugs noticed was that my cameraman rat didn't get destroyed and I had an invisible rat friendly NPC around and a creature without armor because the proficiency was missing from he feats. Small stuff. These are the bugs I like.



#487
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages

alfa time now?



#488
Tchos

Tchos
  • Members
  • 5 063 messages

ALFA?

 

j/k



#489
andysks

andysks
  • Members
  • 1 651 messages

alfa time now?

I either just woke up or or I'm plain stupid. What's alfa?



#490
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
Alpha.

#491
andysks

andysks
  • Members
  • 1 651 messages

Ah, of course. I estimate the play time to be around 13-15 hours for the prologue and first chapter, that is if someone does all side quests and takes a small time to talk to NPCs who might not offer one but have something interesting or funny to say.

Now as for when you will get it to test it a bit... count a month maximum. Most of the details are there, and bugs are fixed. I just don't want to get reports for 100 bugs so I try to minimize it as much as possible, and also add/finish some things that are there as placeholders to get a test on them too.

But of course, placeholders will always be there since this is a beta... maybe even an alpha as you say.

For example, yes you will be able to talk to a companion to ask him his story, or tell him to leave etc, but no influence yet. Just an example. Some stuff will be added at a later stage and maybe at the very end so that the people who tested it extensively will also have something new to see.



#492
Dann-J

Dann-J
  • Members
  • 3 161 messages

alfa time now?

 

Alfalfa.jpg



#493
rjshae

rjshae
  • Members
  • 4 497 messages

'Alf way towards a beata....



#494
andysks

andysks
  • Members
  • 1 651 messages

I will upload on friday night for the test, and link to the testers by saturday morning. Quite excited about this to be honest. But I run into some small issues that I need some info from you guys. I chose to post here, so that I don't create multiple threads on the scripting forum.

 

  1. I exit a place, and my character couldn't move, plus he was waist deep into the ground. Naturally I thought it was walkmesh related. Any way to fix this? Area has been rebaked recently.
  2. I have an armoir, which should start a convo when one clicks it. (Someone hidden inside or something). However, I didn't take into consideration that armoirs open as a loot thing by default, so the convo doesn't take place. The armoire opens instead making its animation. This is a small problem, since I can easily replace the armoire with another closet like placeable. I want to know though, if one can bypass this default behavior.
  3. I looted a sword that proved quite powerful. I noticed it late though, and didn't remember where I got it from. I know the blueprint, and here's the question.

          If I change the blueprint, will this change the loot as well, or do I have to replace the fixed item in the inventory/container, meaning I have to wait from my testers to find it as well and note it down?

 

 

Thanks to anyone who might be reading and give any useful insight on these :).



#495
Tchos

Tchos
  • Members
  • 5 063 messages

Object conversation scripts mostly rely on getting the PC from GetLastUsedBy.  If the action is opening instead of using, then it won't work.  You should get the PC by whatever method is most appropriate for which script slot you're using, or if all else fails, you can get the nearest PC-type object to the armoire.

 

Changing the blueprint of the loot will not change the ones you placed in an object's inventory, unless you use the function RecreateItemsFromBlueprints (or something like that) on the object.



#496
andysks

andysks
  • Members
  • 1 651 messages
void main()
{
	object oUser = GetLastUsedBy();
        ActionStartConversation(oUser);
}

Hi Tchos. Funny, the armoire has the gp_talk_object on the OnUsed event. I thought this makes the placeable to talk to us, no matter what. But it will still open instead of talking. As I said, not a really big issue. Your yourself made some really nice containers which I can use for that purpose.

 

Bad news on the blueprint then. I thought so, but I kinda hoped it wasn#t the case.



#497
andysks

andysks
  • Members
  • 1 651 messages
#include "ginc_trigger"
#include "ginc_companion"

void main ()
{
	
	
	object oPC = GetFirstPC();
	object oEntering = GetEnteringObject();

	if(oPC != oEntering)
		return;
		
	object oWalorin = GetObjectByTag("walorin");
	
	int bRet = GetFactionEqual(oPC, oWalorin);
	if (bRet)
	{
		if ( GetLocalInt(oPC, "NW_JOURNAL_ENTRYwalorin") == 0 )
		{
		ActionStartConversation(oWalorin, "comp_walorin_arrive", FALSE, FALSE, TRUE, FALSE);
		DelayCommand(3.0f, DestroyObject(OBJECT_SELF));
		}
	}
	
	if (!bRet)
	{
		return;
	}	
}

I forgot to write one more thing. Not really an issue now, but I'd like it as a feature and the script didn't fire.

 

I wanted to have a trigger down, templated or something, which would check if a companion is in the party, and other conditions probably, ad if yes he would start a certain convo. I took a loot to the gc_is_in_party, and made this hastily. It didn't fire. Why is that?

 

This is for a testing purpose. If I make it work, I'll put it into trigger variables. Think of it like the bark trigger, but for a conversation, short of.



#498
kevL

kevL
  • Members
  • 4 070 messages

hey Andy,
i think this is the prob:

AssignCommand(oWalorin, ActionStartConversation(oPC, "comp_walorin_arrive", FALSE, FALSE, TRUE, FALSE));


ps. the #includes not needed, nor the last if(!bRet)
ppps. consider using SpeakString or SendMessageToPC instead of bothering with an actual dialog.

pps. Gratz on your boat arriving,

#499
Dann-J

Dann-J
  • Members
  • 3 161 messages
void main()
{
	object oUser = GetLastUsedBy();
        ActionStartConversation(oUser);
}

Hi Tchos. Funny, the armoire has the gp_talk_object on the OnUsed event. I thought this makes the placeable to talk to us, no matter what. But it will still open instead of talking. As I said, not a really big issue. Your yourself made some really nice containers which I can use for that purpose.

 

Bad news on the blueprint then. I thought so, but I kinda hoped it wasn#t the case.

 

 

Have you tried putting the script in the OnOpen or OnClick events?

 

Another option is to not give it an inventory, so that the OnUse event will fire correctly. The conversation can then give it an inventory and create whatever items are supposed to be inside it.

 

That's assuming there's a function that can give a placeable an inventory. If not, then perhaps creating items on a placeable will give it an inventory by default? Another option is to lock it, make it plot (so it can't be bashed), make it require a key (so it can't be picked), then put the script in the OnFailedToOpen event. You can unlock it during the conversation.



#500
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests

Forget the scripting stuff.. Change a normal placeable's appearance into an armoire then use the generic gp_talk object in the on used bit and give it a conversation.