Post by Stingray888 on Aug 9, 2013 23:51:02 GMT
1) Scripted waypoints for circular path, brief interruption if talk to and more for succubus servant in Arakrull's home (will fill this in later).
2) The alarm summoning the succubus to a waypoint near the pull chain, face the puller and say 'You rang'?
3) The graveyard script needs tweaking so it doesn't affect non-'pet' undead or any player entering while undead 'pets' from another are present.
4) At some point I should go back and redo all those nwn treasure scripts... so that they are karador based. hmmm remind me of that in like 3 months (October) (Harkker's thoughts)
5) Correct any spelling errors in the grove. (Still need to finish the books in Poes place and in the Inn)
6) Fenwick boy in Serenity Grove stables should say his parents live to the north, not south.
7) Spelling correction on leather boots description for all boots of its kind.
8) Fix spelling of "domistic pigs" on all pigs.
9) Fix the evil fairy glen quest location by rotating it 90 degrees counterclockwise and adding a section to the nearby forest to the east (section off NW corner with hedge row of trees and add shallow river and transitions through it).
10) All references to Iggwiv being male need fixing.
11) Add lighting to all fountains.
12) Add a sign post in Parp showing the 3 road directions. East Nibis Road, North Parp Road and South Parp Road.
13) Guard on road to Fort Branard isn't patrolling.
14) Witches in Witchwood are attacked by their own familiars.
15) Objects (mostly trees) floating in the air around Fort Hathorn need lowering (also floating tree in Aethiope).
16) Fix queen head not dropping in Queen's harvest game.
17) Casino payout list is correct but the actual script has 3 lemons = 1x bet not 2x. Need to make it 2x.
18) Umber Hulk and maybe 1 other exotic type pet now drops proper 'creature items' when it dies like eyes or skin etc. *****THIS WASN'T DONE CORRECTLY. THE ITEMS IN QUESTION WERE ADDED TO THE INVENTORY OF THE CREATURES INSTEAD OF APPEARING AFTER THE CREATURE DIES***** (this needs to be fixed)
19) Oak's P.A. 'Z' adventure underground needs to be flipped to 180 degrees so that you are traveling east down the stairs and not west. The building main floor needs to be flipped to face north when exiting.
20) Laura the social worker needs a portrait in P.A. and many towns people walking around.
21) Fix Port Alton townsfolk conversation 'How much wood could a Woodchuck chuck...' to 'How much wood would a Woodchuck chuck...'.
22) 2 spelling errors in the map room for Irveg need correcting (eerie and constructed).
23) Stack overflow message keeps popping up during Frost Giants adventure. Needs looking into.
24) Storm Giant in Frost Giant adventure missing appearance. Find an appearance that works.
100) Correct spelling/grammar errors for conversations in the whole module, starting alphabetically.
101) Lower all beds and bathtubs to at least -0.80
102) Sound effects for off/day and on/night, turn on at hour 21 (9pm) and off at hour 7 (7am). Visuals, such as fire (on at night and off during day), turn on at hour 22 (10pm) and off at hour 8 (8am). Adjust sounds (such as fire crackling) to match visuals by setting specific times on from 10pm to 8am.
Send:
1) serenitygrove001 (area) 2-2-15
2) unholysymbolofya (item) (Changed use requirements to: alignments LN,LE,NE)
3) zep_succubus001 (creature) (Modified appearance and added special ability)
4) suc_banker (conversation) (Changed conversation 'current' tab to walkrandom)
5) AkrlArea003 (area) (Removed extensive walkway path)
¯\_(ツ)_/¯
Dallas Duncan Run a search for a guy called nereng. He wrote some excellent walkways code. NPCs would stop and chat to each other with floating text etc.
Dallas Duncan Ayath The Loafer and Nereng's x2 ambient system - a tutorial - version 1.55.
Dallas Duncan That's what it was called. Can't find a working link to it
Corey Chabot: web.archive.org/web/20070808160739/http://nwvault.ign.com/View.php?view=Scripts.Detail&id=2433
Corey Chabot: Ok I remember it now. It was the NPC Activities that I read and tried to learn but it confused me too much to understand it.
Corey Chabot: Ok, I just read some of it. I'm understanding some of its basic concepts but I still have some confusion about where some scripts would go or how to make modifications to an existing script that's already embedded in a command function.
Corey Chabot: I haven't yet mentioned the 2nd thing I was thinking I need help with. In the PW I helped make modifications to, there is an existing script to stable things like horses, oxen, dogs, etc. I decided to expand upon this. There is an area where you can purchase certain undead to follow and fight for you like 'pets'. I wanted a way to 'stable' them as well and I copied the scripts for the animal stabling but instead used graveyards as the 'stable'. A large skull icon (in place of a piece of parchment for pets) is used to retrieve the undead servant from the graveyard. In order to facilitate the 'stabling' and retrieval of said undead, a conversation script was used. When the undead in question would enter any graveyard (specifically set up to accept 'stabling' of undead 'pets'), a conversation above the head of the undead would say something like 'This creature feels drawn to this area for some reason. Perhaps you should talk to it'. When you converse with the undead creature in that area some options open up that allow you to send the undead off to its final resting place (with a small fee which is assumed to be given to the grounds keeper for all his troubles digging up a plot to bury the undead's body in). However, you can recall it later on with the skull token. The point of all this is that when ANY undead enter these specific graveyard locations (whether they be purchased 'pets', neutral observers wandering around on their own, or hostile enemies) they all end up having that conversation script appear over their heads. Only the 'pet' versions actually trigger the scripts for 'stabling', all others don't do that and it has confused players thinking they need to 'talk' to that hostile undead creature that wants to kill them. How do I make it so that ONLY the purchased 'pet' types of undead have the conversation script trigger over their heads allowing 'stabling' and not all the rest?
Melkior Wiseman Use GetMaster to find out who "owns" the undead. If the "master" is the same as OBJECT_SELF or is OBJECT_INVALID then it's not a summon. You might alternatively be able to use the faction functions to find out if the creature is STANDARD_FACTION_HOSTILE and use that instead.
Just be aware if you're allowing for more than one summon of a particular type, NWN implements that by actually making the second summon think that its master is the first summon, and so on in a chain. In order to find the true master in that case, you need to use a loop which searches back through the "masters" until it finds one which is a PC or is the same as OBJECT_SELF and then return that object. I implemented a version of that as GetTrueMaster in the Home Town module (a Diablo themed module currently running on Viking Northeast AU).
Chris Lusk: just put a variable on the creature that its a hireling or whatever
Corey Chabot Yeah, I can't have just any summons work because there are summoned undead from spells and 'hired' ones directly from a seller. So maybe the variable but then every undead type that can be 'hired' should have this variable.
Melkior Wiseman: Variables would work too. You could add the variables either in the toolset or in the summon script.
2) The alarm summoning the succubus to a waypoint near the pull chain, face the puller and say 'You rang'?
3) The graveyard script needs tweaking so it doesn't affect non-'pet' undead or any player entering while undead 'pets' from another are present.
4) At some point I should go back and redo all those nwn treasure scripts... so that they are karador based. hmmm remind me of that in like 3 months (October) (Harkker's thoughts)
5) Correct any spelling errors in the grove. (Still need to finish the books in Poes place and in the Inn)
6) Fenwick boy in Serenity Grove stables should say his parents live to the north, not south.
7) Spelling correction on leather boots description for all boots of its kind.
8) Fix spelling of "domistic pigs" on all pigs.
9) Fix the evil fairy glen quest location by rotating it 90 degrees counterclockwise and adding a section to the nearby forest to the east (section off NW corner with hedge row of trees and add shallow river and transitions through it).
10) All references to Iggwiv being male need fixing.
11) Add lighting to all fountains.
12) Add a sign post in Parp showing the 3 road directions. East Nibis Road, North Parp Road and South Parp Road.
13) Guard on road to Fort Branard isn't patrolling.
14) Witches in Witchwood are attacked by their own familiars.
15) Objects (mostly trees) floating in the air around Fort Hathorn need lowering (also floating tree in Aethiope).
16) Fix queen head not dropping in Queen's harvest game.
17) Casino payout list is correct but the actual script has 3 lemons = 1x bet not 2x. Need to make it 2x.
18) Umber Hulk and maybe 1 other exotic type pet now drops proper 'creature items' when it dies like eyes or skin etc. *****THIS WASN'T DONE CORRECTLY. THE ITEMS IN QUESTION WERE ADDED TO THE INVENTORY OF THE CREATURES INSTEAD OF APPEARING AFTER THE CREATURE DIES***** (this needs to be fixed)
19) Oak's P.A. 'Z' adventure underground needs to be flipped to 180 degrees so that you are traveling east down the stairs and not west. The building main floor needs to be flipped to face north when exiting.
20) Laura the social worker needs a portrait in P.A. and many towns people walking around.
21) Fix Port Alton townsfolk conversation 'How much wood could a Woodchuck chuck...' to 'How much wood would a Woodchuck chuck...'.
22) 2 spelling errors in the map room for Irveg need correcting (eerie and constructed).
23) Stack overflow message keeps popping up during Frost Giants adventure. Needs looking into.
24) Storm Giant in Frost Giant adventure missing appearance. Find an appearance that works.
100) Correct spelling/grammar errors for conversations in the whole module, starting alphabetically.
101) Lower all beds and bathtubs to at least -0.80
102) Sound effects for off/day and on/night, turn on at hour 21 (9pm) and off at hour 7 (7am). Visuals, such as fire (on at night and off during day), turn on at hour 22 (10pm) and off at hour 8 (8am). Adjust sounds (such as fire crackling) to match visuals by setting specific times on from 10pm to 8am.
Send:
1) serenitygrove001 (area) 2-2-15
2) unholysymbolofya (item) (Changed use requirements to: alignments LN,LE,NE)
3) zep_succubus001 (creature) (Modified appearance and added special ability)
4) suc_banker (conversation) (Changed conversation 'current' tab to walkrandom)
5) AkrlArea003 (area) (Removed extensive walkway path)
¯\_(ツ)_/¯
Dallas Duncan Run a search for a guy called nereng. He wrote some excellent walkways code. NPCs would stop and chat to each other with floating text etc.
Dallas Duncan Ayath The Loafer and Nereng's x2 ambient system - a tutorial - version 1.55.
Dallas Duncan That's what it was called. Can't find a working link to it
Corey Chabot: web.archive.org/web/20070808160739/http://nwvault.ign.com/View.php?view=Scripts.Detail&id=2433
Corey Chabot: Ok I remember it now. It was the NPC Activities that I read and tried to learn but it confused me too much to understand it.
Corey Chabot: Ok, I just read some of it. I'm understanding some of its basic concepts but I still have some confusion about where some scripts would go or how to make modifications to an existing script that's already embedded in a command function.
Corey Chabot: I haven't yet mentioned the 2nd thing I was thinking I need help with. In the PW I helped make modifications to, there is an existing script to stable things like horses, oxen, dogs, etc. I decided to expand upon this. There is an area where you can purchase certain undead to follow and fight for you like 'pets'. I wanted a way to 'stable' them as well and I copied the scripts for the animal stabling but instead used graveyards as the 'stable'. A large skull icon (in place of a piece of parchment for pets) is used to retrieve the undead servant from the graveyard. In order to facilitate the 'stabling' and retrieval of said undead, a conversation script was used. When the undead in question would enter any graveyard (specifically set up to accept 'stabling' of undead 'pets'), a conversation above the head of the undead would say something like 'This creature feels drawn to this area for some reason. Perhaps you should talk to it'. When you converse with the undead creature in that area some options open up that allow you to send the undead off to its final resting place (with a small fee which is assumed to be given to the grounds keeper for all his troubles digging up a plot to bury the undead's body in). However, you can recall it later on with the skull token. The point of all this is that when ANY undead enter these specific graveyard locations (whether they be purchased 'pets', neutral observers wandering around on their own, or hostile enemies) they all end up having that conversation script appear over their heads. Only the 'pet' versions actually trigger the scripts for 'stabling', all others don't do that and it has confused players thinking they need to 'talk' to that hostile undead creature that wants to kill them. How do I make it so that ONLY the purchased 'pet' types of undead have the conversation script trigger over their heads allowing 'stabling' and not all the rest?
Melkior Wiseman Use GetMaster to find out who "owns" the undead. If the "master" is the same as OBJECT_SELF or is OBJECT_INVALID then it's not a summon. You might alternatively be able to use the faction functions to find out if the creature is STANDARD_FACTION_HOSTILE and use that instead.
Just be aware if you're allowing for more than one summon of a particular type, NWN implements that by actually making the second summon think that its master is the first summon, and so on in a chain. In order to find the true master in that case, you need to use a loop which searches back through the "masters" until it finds one which is a PC or is the same as OBJECT_SELF and then return that object. I implemented a version of that as GetTrueMaster in the Home Town module (a Diablo themed module currently running on Viking Northeast AU).
Chris Lusk: just put a variable on the creature that its a hireling or whatever
Corey Chabot Yeah, I can't have just any summons work because there are summoned undead from spells and 'hired' ones directly from a seller. So maybe the variable but then every undead type that can be 'hired' should have this variable.
Melkior Wiseman: Variables would work too. You could add the variables either in the toolset or in the summon script.