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Resting and spells question


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#1
K Kin

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In my PW, healing is only done through food, which you need to fish.

To QA my own work, I've been doing a lets play series. With this, I noticed that I haven't even ate food once because of resting.

My original intentions were to block resting in every single area, so players can't heal up from resting, making them need food, but then I remembered that wizards need to rest to restore their spells.

 

So which option is best;

 

1) Is there a way to restore wizard spells without resting?

2) Would it be easier to just make main cities rest-able?



#2
kamal_

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In my PW, healing is only done through food, which you need to fish.

To QA my own work, I've been doing a lets play series. With this, I noticed that I haven't even ate food once because of resting.

My original intentions were to block resting in every single area, so players can't heal up from resting, making them need food, but then I remembered that wizards need to rest to restore their spells.

 

So which option is best;

 

1) Is there a way to restore wizard spells without resting?

2) Would it be easier to just make main cities rest-able?

Wizards Apprentice 2 (and probably 1 as well) has potions of spell restoration, they restore spells without giving the full hp of a rest. So it's definitely doable. I'd worry about balancing that in a PW though, especially if PvP is allowed.



#3
kevL

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2.

1. no (usual caveats apply)

#4
K Kin

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Wizards Apprentice 2 (and probably 1 as well) has potions of spell restoration, they restore spells without giving the full hp of a rest. So it's definitely doable. I'd worry about balancing that in a PW though, especially if PvP is allowed.

 

Wizards Apprentice 2 (and probably 1 as well) has potions of spell restoration, they restore spells without giving the full hp of a rest. So it's definitely doable. I'd worry about balancing that in a PW though, especially if PvP is allowed.

Sounds good but unfortunately it's from someone elses :P I think I'll go with #2. Thanks though :)



#5
Dann-J

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An item of spell restoration (whether it be potion or otherwise) is easy to script. You store the current hit points of the target as a variable somewhere, ForceRest() the target, then apply non-specific damage to the target (if required) to return their hit points to the original value (making sure they have at least 1HP afterward).

 

Clerics are supposed to pray for spells once per day, at a time of day that depends on their deity (Shaarans pray at midnight, for instance, while Lathandarites pray at sunrise). You could create various usable shrines that restore divine spells at different times of day. Only three generic shrines would be required - a good shrine that is only usable during daylight hours, an evil one that is only usable at night, and a neutral one that can only be used near dawn and dusk. Each one could have an eight-hour window of opportunity (neutral shrines having two four-hour windows), with any individual only being able to use them once per day.



#6
K Kin

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An item of spell restoration (whether it be potion or otherwise) is easy to script. You store the current hit points of the target as a variable somewhere, ForceRest() the target, then apply non-specific damage to the target (if required) to return their hit points to the original value (making sure they have at least 1HP afterward).

 

Clerics are supposed to pray for spells once per day, at a time of day that depends on their deity (Shaarans pray at midnight, for instance, while Lathandarites pray at sunrise). You could create various usable shrines that restore divine spells at different times of day. Only three generic shrines would be required - a good shrine that is only usable during daylight hours, an evil one that is only usable at night, and a neutral one that can only be used near dawn and dusk. Each one could have a eight-hour window of opportunity (neutral shrines having two four-hour windows), with any individual only being able to use them once per day.

I know very little about coding and variables >_<



#7
kamal_

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I know very little about coding and variables >_<

You're talking about having a PW. Time to learn.



#8
K Kin

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You're talking about having a PW. Time to learn.

 

I've spoken to the people who do the coding on my team xD



#9
Lance Botelle

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I've spoken to the people who do the coding on my team xD


Hi K Kin,

I just posted this in my own forum posts. You may find some of it useful to bear in mind as you pass on info to your team:-

 

EDIT: Some parts of the list below may NOT apply, as I know PW are different. I think the biggest hurdles you will face doing a PW involve database ones and keeping track of the persistent data from day to day.

Regards,
Lance

FROM THIS POST:

 

http://forum.bioware...s-first/page-12

A FORUM *BONUS* POST: MULTI-PLAYER MODULES

Have you ever wondered why there are so few multi-player (MP) modules for NWN out there?
.... Or, at least, if you have found one, did you play it as a MP module with friends with any success?

NB: This is *not* about Persistent World (PW) coding, but about coding a module where more than one player can play at a time in co-op mode, with or without a DM at the helm. (PW are much more difficult I imagine.)

Here is the reason I ask .... Because there are *many* differences to cater for between a SP and a MP module. Here are just some examples:-

1) MP coding may have to cater for a DM being present or not (if started by the DM client).
2) If the DM is absent, a MP game started without the DM Client, has to consider who hosts the game from week to week.
3a) What happens if one player cannot make a session one week and their PC was carrying a critical item needed by the players?
3b) ... Or, what happens if a player has to leave the session early one week and their PC carries a critical plot item?
4) What happens when one player tries to enter a new area while the other players are in another part?
5) What happens when one player starts a critical plot conversation while the other players are in another part?
6) What happens with respect to journal entries from player to player (as they are acquired) .... Do they all get them correctly?
7) When accepting companions into the party (or creating PCs at the Party Generation Screen), who controls them? Who commands do they obey?
8) Extra XML coding for MP environment.

So, whether you are a player or a builder, you now know some of the hurdles that MP modules have to overcome. Put simply, there are *many* more aspects of the story and plot items that the builder has to consider when coding for a MP module.

... So who thought it was simply a case of sticking "SP or MP Module" in the module description? ;)

Hats off to PW coders!

Cheers,
Lance


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#10
Lugaid of the Red Stripes

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Why not just require food for resting?



#11
K Kin

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I found a better alternative xD

Wizards have unlimited spells (sounds op), but in the PW, there's a good combat square :P



#12
Lance Botelle

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Why not just require food for resting?


Hi LotRS,

This is the approach I used for my module. It also allowed me to reintroduce the cleric spell Create Food & Water (as a special addition).

Cheers,
Lance.