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Friday9951
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Posted: Oct 4th, '05, 13:21 |
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Currently in the mod NPCs are not animated other than a preset series of waypoints - I have implemented the NPC Activities 6.0 scriptset. It allows animation of NPCs (and more!) by entering codes in the name and tag of an NPC's waypoints - rather than scripting everything separately.
I put in a test DAY and NIGHT set of waypoint for Tukk's Taezear city. A cute little kitty cat...this is in addition to the DAY waypoints I have already in place.
I would be happy to show some the scripts basic capabilities...I will need to discuss with Lore ensuring the NPCAct scripts also point to any current scripts in place. I am also happy to give tutorial support to anyone interested in learning how to make NPCs come alive...
Friday
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GLoRToR
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Posted: Jun 10th, '07, 16:05 |
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Twilight Council |
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Joined: Nov 24th, '04, 01:09 Posts: 2367 Location: TOOOOLSET!!
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You know the waypoints that say "if you place this for an npc they will behave as if in their homes" ?
Well spawned NPCs do act friendly to eachother already, stop to talk.
How about making area variables that go Tavern, Home etc so spawned NPCs can behave like it instead.
Tavern would be perform drink action, roll, perhaps pass out in stupor, dance etc.
Also with the new morinsen tavern I'd need you to make sure that the npcs only spawn on certain tiles, going to tell you which.
_________________ "There is no Sparta. THIS. IS. SPOON!!"
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GLoRToR
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Posted: Oct 1st, '07, 13:46 |
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Twilight Council |
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Joined: Nov 24th, '04, 01:09 Posts: 2367 Location: TOOOOLSET!!
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Lore and I have been talking about this. He can't afford to work on this at the moment but I'd like to offer it in the attention of the rest of our talented coding bunch especially Vince.
1. Conversation and trigger based checks for alignments, abilities and skills to make a bigger difference altogether in the game.
a) Examples for conversations
- Mainly intelligence, wisdom, and charisma determining your conversation options.
- Persuade Intimidate and Bluff playing a bigger role altogether.
- Appraise actually working ~ Appraise and the various hero/villain tokens are already taken into account when determining buy/sell prices, you just don't see it - Lore
- High intelligence giving more benefits on certain levels of conversations, while a low score making things harder.
- a character with too high charisma making merchants of the opposite gender somewhat speechless and slow to react while low charisma causes difficulties
- Wisdom may get you the solutions sooner but the lack thereof may get you into trouble.
b) Examples for triggers
- High charisma causing all kinds of things to npcs such as a high charisma villain making a group of commoners flee
- Fatigue/trip triggers on mountainsides and other difficult ground with con/fort discipline and tumble/reflex checks involved
- Characters of the opposite alignment get penalties in certain temples while worshippers gain extra benefits. ~ Priests, druids etc. of certain gods currently do get bonuses in holy places - Lore
_________________ "There is no Sparta. THIS. IS. SPOON!!"
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Illy-Dan
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Posted: Oct 1st, '07, 19:31 |
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Level 20 Player Character |
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Joined: Apr 12th, '07, 18:55 Posts: 971 Location: Another world.
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_________________ http://www.rpgmp3.com"Arrogance on the part of the meritorious is even more offensive to us than the arrogance of those without merit: for merit itself is offensive." Friedrich Nietzsche
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Illy-Dan
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Posted: Oct 1st, '07, 20:01 |
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Level 20 Player Character |
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Joined: Apr 12th, '07, 18:55 Posts: 971 Location: Another world.
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_________________ http://www.rpgmp3.com"Arrogance on the part of the meritorious is even more offensive to us than the arrogance of those without merit: for merit itself is offensive." Friedrich Nietzsche
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Illy-Dan
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Posted: Oct 2nd, '07, 10:52 |
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Level 20 Player Character |
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Joined: Apr 12th, '07, 18:55 Posts: 971 Location: Another world.
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Right fatigue is done...now to figure out the Charisma thing...gotta wait to se what effects GLoR wants but I think an OnPercieve script should do the job...
_________________ http://www.rpgmp3.com"Arrogance on the part of the meritorious is even more offensive to us than the arrogance of those without merit: for merit itself is offensive." Friedrich Nietzsche
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Loreweaver
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Posted: Mar 11th, '10, 16:49 |
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Twilight Council |
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Joined: Nov 24th, '04, 18:55 Posts: 620 Location: The zephyr lands 'neath the brine
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RESOLUTION: No great universal systems were implemented yet. The scope of the project means that scripting sets for walking/preaching/working/drinking NPCs are best implemented one city at a time. Ability and skill check scripts are also best made on a case-by-case basis due to the near infinite varieties which are possible. More focussed discussions can take place in new threads.
_________________ What the king dreams, the Hand builds.
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