Resting in areas where no resting is allowed.
#1
Posté 21 février 2014 - 11:40
So, oviously, the course of action I take is to switch the area setting to prevent resting.
However... I also like to stick in opportunities to rest at certain points along the way, so the ga_force_rest script comes in very handy.
The only thing with that script is that it doesn't have any visual representation.
For example:
My campaign begins with several sub quests where the player has to first find accomodation in the big city. When they achieve this, the various residences have useable beds within, each equipped with a convo that offers the option to rest. But of course, resting isn't allowed, so I have to use "force rest".
I'm not after a specific scripting solution or anything, but simply people's thoughts on the best way to handle this.
A full on animation that has the PC lie down, and then get up?
A simple fade to black and back again?
One thing I've not checked is the length of in game time that a ga_force_rest uses... I'm not sure how. I'd like it if the resting actually impacted on the time/skyline somehow.
I'm interested to hear any ideas that people have, or have used used in the past that overcome this tiny issue...
It's mainly an aesthetic issue.
#2
Posté 21 février 2014 - 11:45
#3
Guest_Iveforgotmypassword_*
Posté 21 février 2014 - 04:24
Guest_Iveforgotmypassword_*
#4
Posté 21 février 2014 - 04:42
#5
Posté 21 février 2014 - 08:01
The OP could also make a simple cutscene instead of just a fade to black. You could consider a jump to conversation when they rest. Showing a bed, or some snoring party etc.
#6
Posté 21 février 2014 - 08:03
Regards
#7
Posté 21 février 2014 - 08:36
#8
Guest_Iveforgotmypassword_*
Posté 21 février 2014 - 11:13
Guest_Iveforgotmypassword_*
I like Kaldor's way of making it optional, that sounds like the way forward because then everybody's happy and can enjoy playing what is a game and not reality in whatever way they choose. But any player can actually do that by not pressing the rest button if they don't want to and wish to challenge themselves or just rest in taverns etc.
Anyway sleeping on the streets in cities isn't that good because I've tested it in London, Hong Kong, Jakarta, Bangkok, Sydney and Manila and never felt refreshed when I woke up... Just hung over and wondering what happened !
#9
Posté 22 février 2014 - 12:45
andysks wrote...
The OP could also make a simple cutscene instead of just a fade to black. You could consider a jump to conversation when they rest. Showing a bed, or some snoring party etc.
I like the idea of a cutscene. You would have to have a place in each area that would basically be a campfire set up with a camera pointing at it. Then instead of fade to black you just show the camera view for a couple of seconds. You could always name the camera the same thing in each area but each area's camping scene could reflect the surroundings of that area. A lot more work than fade to black but would be more visually interesting.
I just may have to experiment with this.
Regards
#10
Posté 22 février 2014 - 03:26
#11
Posté 22 février 2014 - 03:41
DM: You rest.... you gain 50xp.Iveforgotmypassword wrote...
Anyway sleeping on the streets in cities isn't that good because I've tested it in London, Hong Kong, Jakarta, Bangkok, Sydney and Manila and never felt refreshed when I woke up... Just hung over and wondering what happened !
Dwarf: Huh?
DM: You woke up successfully...
Rouge: I gained a level!
DM: You're all naked...
Druid: I cast Stoneskin...
Sorceress: Not on me you don't!
DM:
#12
Posté 22 février 2014 - 05:01
#13
Posté 22 février 2014 - 10:39
I like the cut-scene idea.
I am always in two minds about disallowing sleeping in the city as it would actually be possible if detection were avoided.
What makes me frown a bit is the idea of simply sitting down in the middle of the road for 6 hours, having a nap, healing up, and not getting arrested or robbed or violated horribly... the list goes on.
And sleeping in a dark and hidden alley of a Fantasy City is among the top ten dumb things you can do... like... EVER...
In dungeon environments I have to ask the question, "how easy is it, really, for you to just nod off for a bit of R&R to refresh yourself, knowing that you are likely surrounded by a thousand beasts devoted to your destruction in the dank, cold and smelly Crypt Of Ultimate Evil?"
I have considered a pop up magic tent like the ones in Harry Potter, that ports you to a small luxurious location with beds and a comfy sofa, and a wet bar... that allows resting... set it to one or two uses per day, and Bob's yer Uncle.
I would need help to sort out the script to set the waypoint though... not my strong-point.
But I imagine someone somewhere has already had that idea and solved it.
#14
Posté 23 février 2014 - 07:56
I thought, "OK, create an identical area in every campaign associated mod, so that when an item in the inventory is used, it drops a waypoint next to the player and transitions the party to the area where they can rest in a luxurious 4 poster, and listen to soothing tunes... cool"
THEN I got clever and thought, "...so if this tent IS to be like the Harry Potter ones, it should have stuff like chests and cupboards and places where people can store additional booty... no probs. Oh... hang on... how would I get the containers to jump across the mods... bugger..."
Anyone overcome this sort of madness before, or got any ideas how someone with script dyslexia, (I honestly can't seem to focus on it enough to make it make sense... it seems to blur into meaningless symbols) could work round this?
Maybe with some clever use of existing ga_ scripts through a convo? (I'm becoming almost proficient at THAT...).
It's absolutely unnecessary for my campaign, but would be quite cute.
I initially considered setting the magic tent area up as a one area standalone mod, but don't know how I would be able to perform the transition back to the WP via ga_load_mod. I realised I would have to specify the mod, and it ultimately would be used in any number of mods within the campaign.
Any ideas?
#15
Posté 23 février 2014 - 08:01
#16
Posté 23 février 2014 - 09:17
I've kind of thought it through, and sort of assume it could be done by applying an OnEnter type script to set a campaign level variable on the tent item for each module, and then draw on that variable as the target mod for the transition/load_mod business?
Would it work, if I put a convo on the exit of the tent mod, with a hidden branch for every module, with an "IF var=x THEN ga_load_modx at WPy"
Would the generic WP, placed by the original transition TO the mod work on the way back?
(Should I move this line of enquiry to the Scripting forum?)
EDIT to add...
If I put the instruction to destroy the target wp in after the transition, within the convo, would the transition still work?
Modifié par Jackson Flynn, 23 février 2014 - 09:20 .
#17
Posté 23 février 2014 - 07:25
Regards
#18
Posté 23 février 2014 - 08:34
#19
Posté 23 février 2014 - 11:28
However I created one special item that teleports you to a small pocket plane so you can rest at any time and in any place. The downside is that there's a chance you'll have an encounter with hostile astral plane travellers when you try to leave. Some of them are quite tough fights, so you can potentially unload all the spells you just memorised by resting! Not to mention lose a lot of your hit points as well.
#20
Posté 26 février 2014 - 11:42
I like Tchos work. I saw it in testing and it works well. I am one for using inns in cities but I tend to put the innkeeper outside. In my mod at least one inn in each area has a small table outside with ale to be purchased. That innkeeper has a convo that offers you to go inside and rest. Its a kind of happy medium me thinks. In outdoor wilderness areas I don't see a problem in resting where you are provided a monster cannot see you.
PJ
#21
Posté 27 février 2014 - 02:01
Remind me never to stay (or eat) in that inn. It seems to have a rodent problem. ![]()
- Kaldor Silverwand aime ceci
#22
Posté 27 février 2014 - 02:18
Yeah, I based that little scene directly off of the little video that plays when you rest at an inn in Baldur's Gate (1 or 2, not sure), regardless of whether you pick the royal suite or the pauper's barracks.
#23
Posté 28 février 2014 - 06:07
Very nice. Baldur's Gate 1 I think.
Regards





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