Monday, July 20, 2009

Discussion about Scripting

This is a place to post suggestions or ideas about scripts that might make Badlands-60 a more enjoyable or interesting place to play.

10 comments:

battleshift said...

Thanks for making the topic ;p

GUILDS:

(a) Ok after checking the info on nwn script it seems we can make a guild system where you can request to be in guilds or leaders can send invites to players not on. You would just have to set a string variable on the module level containing names of characters. Every time a player connects it checks there name against this, and if it matches then execute the guild invite.

(b) Seems we are able to make invisible objects on the fly. So we could make a invis'd chest that can be used for a factions storage container. When someone of the faction (or place the object to use it in a "point of interest" or all of them) uses the object it lets them access this object and the stuff inside. Prob. would want to restrict this to a guild rank.

SPAWNS:
Was coming up with ideas on how to make spawns more random. Reason for this was when someone gets to know a map and the triggers, it takes away an element of surprise. This would keep more players on there toes.
I was thinking of a system like no trigger points at all, but instead on a random duration it would spawn creatures near the players. It could also be adjusted for chances of how tough the creatures are. Say on a scale of 1-100 that 1 is the easiest you want to be in the area and 100 would be a mini boss.
In the end the players will never know when they are truly "safe" while in an area that is monster infested. This would only summon them near the players, so would not create unneeded objects in the area that the players wouldn't interact with.
Could also easily have it check the characters level and if too high have it not spawn anything at all, to make it as if the creatures know something alot more powerful is around and for them to "hide" while its near. This would take care of higher lvls mass spawning on the easier maps causing problems for new players sometimes.

Any way, some random ideas and thoughts, please feel free to discuss these as I want to see other sides of thought to this.

Garble said...

The buff rod is cool (very very cool) but why does it cast *all* the memorized version of the spell? Could it be edited to cast just one usage? This way you could put divine power, mestils, etc on the rod and save a little more time.

Forgotten said...

ok. iv gota ask this cause i want my guild to help me take territories can u let all members of a guild be able to take territories so they can help the guild in more than just guarding and donating.

ALSO ALL READ PLZ
i personaly disliek the fact that its your toons and not your account are in a guild as such i made a rule for my guild. That this is your only guild. i would ask Griff if he would change it but... its not for one player to say so please say what you think about it


for example.

I prefer the freedom to be in more than one guild.

OR

I dislike this as well because it makes wars point less, cause players can just change sides at anytime.

sweetlyevil said...

Only reason I dont like the fact of making it go by cd key is other people play my comp too, so automatically they would be enrolled into whatever guild I was in if they played Badlands 60. Thats not fair to them. I would say leave it the way it is and when/if you find out someone in DA is also in another guild, tell em to pick, or just boot them since that is a requirement of the guild to join (Only being in DA).

linuXjedi said...

There's still a problem with stats griff. It looks like a case of 'off by 1'. The dex on my character jedi X warrior keeps growing by 1 every time I login with him. At this point I don't know how I can keep wanting to play here knowing that others probably have illegal stats too.

sweetlyevil said...

I was wondering if someone could work on a way to stop people from relogging into territories. Just have them auto ported to Dozo Hall or some where like that if they relog in a terry.

Its not fair when someone claims a terry and then someone else who was in there earlier (from another guild for example)logged out and came back, that they can then claim it without having to kill the boss or open the lock.

If you need a script for it, I might be able to help after I get my own comp back.

Forgotten said...

ok, first thing f this forums, no offence intended, but this place just doesnt look as nice as our new forums, to bad its the new forums now lol.
badlands60.lozt.com

ok now the real reason, ok me and a few others would like for the servers territory to be able to be entered by unlocking the door with a lock picker, this would give a reason to not kill all the bosses in the first 10 mins of a reset, and aid to the pvp, but uncivil stated that people might need to have a pen, after i was saying somthink about having some random guy with a kick ass lock picker, so he said that they should get a pen of a lose of 8 ab/ac for 5 mins when they lock pick the door, but for experience i know than u can unlock a door and not open and it wont relock so i was like thats not going to work when people see me do that... so i said that they should get a pen of 10 ab/ac for 5-10 mins when they open the door.
i'm a little drunk but get over it and read this!!!

Forgotten

Deurack said...

To quote Bill Madison:
"Forgotten, what you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul."

Now that we've taken care of that, Forgotten actually has a good idea. Over on Badlands RPG where I basically learned to play, there were quite a few territories that had "pickable" doors. Not every territory, but about half of them you could get into without killing the boss if you could disarm a nasty trap and pick the lock. Some were easier than others, but all the Pick Lock DC's were above 100. I think the hardest one was 120. You needed a badass Rogue backed up by a good Bard to get your skill that high.

All of the "Pickable" doors were also trapped, and I think that's important. Open Lock is a Dexterity based skill, while Disable Trap is an Intelligence based skill. Getting enough Dex to open a 120 DC lock is hard, but do-able. But designing a build with enough Dexterity AND Intelligence to be able to first disable the trap and then open the lock is MUCH harder and typically requires some help from your guild mates.

Either way, I dont think that a penalty is required. Rogues shouldn't be penalized for using their skills, but I do think that if this idea is implemented that it shouldn't be all the doors, and that getting through the door is sufficiently difficult to ensure that it's not something that any old build can do whenever they want.

Forgotten said...

Well sorry if that was hard to read, wasn't meant to be, and i would do it again just to hear you go on about it.

i think i forgot to mention that it might be a good idea to have a warning and a timer before they can take the territory so a play can relog/port to the area and stop them.
Thats all.

Forgotten

Deurack said...

Another good idea. It would be nice if that alert could be sent only to the guild members that own the territory of the boss that is spawning, but I'm guessing that isnt possible. A server warning in the battle log window would work. Not sure how hard that would be to set up though. I dont think a server "Shout" would be the best thing, only because it would be so obvious. Let the people who are interested pay attention, and those who miss out, tough.