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Toolset Encounter Design features

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I'm going off some very old notes I dug up, but here's a number of wishlist items I had from a past experience working on encounter setup. I've got separate notes on nwscript requests that I'll file in the scripting forum, and I've already posted a couple suggestions for the DM Client where appropriate.

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Basic Tab

Encounter Spawn Options: Single Shot/Continuous. With reference to this material ( https://nwnlexicon.com/index.php?title=Maxam_-_Introduction_To_Encounters ), the continuous option has some quirks that make working with them a little non-intuitive. Having to re-enter the trigger for a respawn in awkward.

I'd also suggestion renaming Continuous to "Continuous (Group)" and and a new option "Continuous (Individual)". The Continuous Group option would essentially be the current behavior with any bug fixes; once all monsters from a spawn die, they will respawn as a group as the respawn timer expires. Continuous Individual will respawn individuals from the encounter as they die, without necessarily waiting for the whole group to die. Continuous individual *may* choose from any creature on the creature list with the same CR (and within the same group, if those are implemented).


Scripts Tab

OnSpawn - Expose the script(s) that choose which monsters to spawn from the list(s). New nwscript functions will likely need to be exposed.


Advanced Tab

Active is currently On/Off. We can script fanciness, but some folks may find "Active - Day Only/Night Only/Specific Time Range/Specific Dates" types of options fun. For example, maybe a spawn is only active during full moons.

Spawn Radius - new feature - Spawns are placed within the specified distance of the chosen encounter Spawn Point.

Minimum Spawn Distance - Spawns are placed no CLOSER this distance from the PCs. Especially helpful when no spawn points are specified by the encounter, such as for DM placed Encounters.
Maximum Spawn Distance - Compliment for the above.


I'm sure other folks have similar/better/different related ideas. There's a good number of scripted systems on the vault, but they tend to use waypoints rather than encounters. I think the built in system can get a lot of mileage out of some of the ideas above and/or ripped out of vault systems.

-Dave

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