I use the NW_GENERIC_MASTER bitwise local variable to handle things like instant auto-buffing enemies, stealth, searching, and wandering, and whether they pass user defined event signals to the user defined script.
Boss fight scripts/more interesting fights. (AI?)
#26
Posté 05 août 2014 - 01:10
#27
Posté 08 août 2014 - 07:40
I've been making use of the stock gai_ scripts via the special combat ai local variable for some of my creatures. It can prove useful, but probably not ideal for anything fancy you may have in mind. Running alarm and spell queue are very useful indeed!
Having memorable and different boss fights is really important to me (and the player I hope!), so I may look into some of these custom AI systems.
#28
Posté 17 août 2014 - 10:45
I thought you used to be able to use these variables in the module variables to specify no loot and magic using. Doesn't seem to be working this time around.
#29
Posté 17 août 2014 - 11:40
If you have the SoZ loot system active, it automatically disables the old loot system, and generates nothing by default, until/unless you tell it what to generate. It does this using one of the NOTREASURE variables, if I recall correctly.
#30
Posté 18 août 2014 - 02:13
I have no idea how to use anything out of SOZ. I think the death system is in place, the bleeding out etc but not even sure on that. But can you not plug those variables directly into the module I definitely feel l like I did for Islander but I dont have it anymore.
#32
Posté 18 août 2014 - 12:42
Thanks for the link to the guide Tchos.
I'd been wondering about the SoZ loot system... I had done some tweaking to the default loot system and default loot tables to get random loot to work better for my campaign, but it looks like the SoZ system might be the better route to go, and it wouldn't take long to retrofit it into the prologue. Plus, you get all the SoZ loot items...
It's been so long since I've played SoZ. Might have to give that a go again just to refresh my memory.
#33
Posté 18 août 2014 - 01:25
#34
Posté 18 août 2014 - 05:40
On Spawn.
#35
Posté 18 août 2014 - 07:31
Interesting. That's where I would have generated it, but I chose death so I can have them drop consumables for the player that they wouldn't just use in combat leaving the player with nothing.
#36
Posté 18 août 2014 - 08:19
They won't all use the consumables, if they're even randomly generated on that NPC (if you choose randomness). Some will, some won't. The player won't know, because some will drop something, others won't. This also gives thieves something to pickpocket.
#37
Posté 21 août 2014 - 05:10
Try this. I explain how to use the loot system and what files you need.
I'm not sure about this, but I think I used Kaldor's writeup on the SoZ death system to get it into my campaign. It was one of the first things I did, so it's been a while.
In case anyone is looking for them I've posted those SoZ Death system instructions on my blog here.
Regards





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