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DIFFERENT AFTER "DEATH" ALTERNATIVE SCENARIOS

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red fisser
DIFFERENT AFTER "DEATH" ALTERNATIVE SCENARIOS

I used to play around with a similar mod for skyrim,where there were a number of different scenarios which could occur at certain situations in random percentaces. Ie you might get hit by bandits if you where resting outside,get hit by animals in a cave and not so much in your safety of your home,  likewise there where death alternatives where instead of dying you could get rescuied(spawn in a city near you,saved from guards) or get robbed and abandoned with half your armor/clothes(in which I think you could trace back the theives? )or get captured, wake up in prison with low health from which you have to escape, get deceased etc..Sometimes you might just..simply die.

 Is that possible to script in the nwn engine? I am intersted in playing hardcore permadeath games(I play nwn infinite dungeons with manual permadeath and generally like roguelikes) and I think that could spice things a little for nwn modules.

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TheBarbarian

It sure is. You'll want the module's OnPlayerRest, OnPlayerDying and OnPlayerDeath events. Add whichever conditions you like, make whatever you want to happen happen.

It's going to take some fairly extensive scripting, though. Take some time to read through the Lexicon. Probably a good idea to write up a design document, too.

Building block:

    switch (Random(3))
        {
        case 0:
            // Event
            break;
        case 1:
            // Event
            break;
        case 2:
            // Event
            break;
        }
At a glance, this looks like it might be of interest to you, too: Life after death, or Bioware dying, death, and respawn system.
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red fisser

HOLY quick reflex reply BATMAN! Gee thanks!

I will definetely get on it and post back sometime this week on the progress.

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TheBarbarian

Looking forward to it. :D Shout early on if you hit snags (after googling, naturally), we've probably run into them before and the solutions aren't always obvious.

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Proleric

There are several script examples near the beginning of my Dark Energy module.

MINI-SPOILERS

Your items are stripped into a container on entry.

The story opens in a tavern - talk to the Warren Conies to experience sudden attack, imprisonment and escape

Once back in the city, annoy a watchman to experience a more elaborate, disease-ridden jail

The HOST knight outside the Rotunda can show you yet another unhealthy jail (nothing new there though)

Try to leave town by the north gate, then walk to the south gate, for several different examples of being accosted by NPCs (all non-violent, but you get the idea)

Hope this helps.

 

NWN and DAO adventures at http://proleric.com/

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Baaleos

I remember that mod in Skyrim  - there was even a chance you could get sold into a sex trafficing gang and be put up for auction.
It was fun :D

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red fisser

Yes Baaleos it was compatible with "that kind " of mods as well..  cheeky

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ffbj

You might want it so player a is invulneable (plot) so they don't die on you to begin with. Then decide what to do with them, you could just have the screen go dark, play some random sounds, and then have whatever happens happens, remembering to revove plot flag after a time. Anyway an alterative way to do things. In this way you could leave your on death respawn all that stuff intact and just write some subroutine script for this divine intervention sort of deal. Or not.

I actually that for mine with both Miraculous Recovery and Divine Intervention. Two cards from Kingmaker.

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