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NWN PREFABS

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Title  Arena - Monster vs. Monster with Betting
Author  Qworg[LOA]
Submitted / Updated  08-27-2002 / 08-27-2002
Category  Areas
Focus  Areas
Area  Castles Inn Other Area Type Tavern
Description
A prefabricated arena to drop into your modules. Randomized Monster vs. Monster combat with betting by side. CR is matched, and teams of monsters (up to 6 per side) fight each time. This is in .mod format, due to the fact that it contains over 100 custom monsters. If anyone has any easy ways of packing it into an .erf, please let me know. Also, if anyone can come up with a solution to prevent people from cheating (casting on monsters during combat) that won't kill on heartbeat, I'd appreciate a heads up. Enjoy!

Version 1.01 changes the faction of Red and Green to be PC friendly, therefore, unable to be attacked. (If the server settings are set to No-PVP) Thanks for the tip Yoav. Version 1.02 fixes some niggling bugs discovered via testing. Thanks to Mormy. Version 1.03 changes how music is handled and cuts the chatter by more than half to make it more multiplayer friendly.


Files

NameTypeSizeDownloads
MTQArena.zipMTQArena.zip
Submitted: 08-27-2002 / Last Updated: 11-01-2002
zip247.67Kb4171
--
SCORE OUT OF 10
9.25
2 votes
View Stats
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Comments (42):

  1  2 Next>

Posted by dark_enyo at 2005-12-18 23:18:57    Voted 9.50 on 12/18/05
Nice work!

Posted by lordlen8972 ( 68.57.xxx.xxx ) at 2005-07-12 02:51:19    
i just downloaded the whole mod. into my mod. and everthing worked great..at first.. i used the arena as my starting point in my mod. and erased the holding pen area. I made a multi lvled. gauntlet with my own monsters and lots of pre made ones. Now when monsters swawn in the arena i see my custom monsters appering and lots of other monsters too. the odds are totally wrong. green side gets a army of all different types on monster vs 1 or 2 red monsters. I have gotten lots of weird errors too. like when they announce the matchs and say who is fighting they'll say fighting on red side and say the monster and i get BROKE for the green side. Is there a way i can send you my mod. and you or someone can take a look at it??Please email me cause i suck ass at scripting.. HELP!!!!!!

Posted by Krystofer at 2004-12-24 11:37:00    
I have yet to try this, but i'm told you can rename .mod to .erf to import everything... I'll give it a shot and reveal the outcome-----------
Pavella Designer

Posted by Aiwendil at 2004-09-27 03:54:00    
I almost forgot, if you're adding or removing a monster, don't forget to add or remove it on the mtq spawnbox script. You should have some understanding of scripts if you want to do this.

Posted by Aiwendil at 2004-09-25 03:24:00    
I got this arena to work in my module now, after bugging Qworg abit :) And since I think Qworg doesnt deserve being bugged too much after making such a great arena, I'll tell you all what I did.


First I added the factions, write them exactly like in the arena module, RedOnBlack, GreenOnWhite and I also added Neutral. I suppose you also can add the factions in any order.

Then I imported everything, I did it in this order : scripts, placeables, monsters and lastly the arena. I suppose you can do it in any order, but at least I did it that way.

Now you will probably have to adjust the factions on stuff.
Make sure ALL monsters have their proper factions, if you wonder what factions they belong to, check their TAGS. If you don't do this, the monsters won't show up, and you'll get "error, divide by zero" or something on your screen. I forgot one monster first, and that was enough.

Also adjust the factions of the placeables, if you wonder what factions they belong to, just compare with the original arena module. If you don't do this, you'll end up bugging Qworg like I did, because your monsters won't be moved from their cells to the Arena :P

Now lastly, COMPILE YOUR MODULE!!! If you don't do this, you'll get crazy unfair spawns or error divide by zero, or perhaps both. If you do this, you should have a proper working well made arena in your module.

If you have other problems, my guess is you messed up something yourself, or have some wierd bad written scripts that clash with the arena scripts. (I got stuff like HCR, NPC activities and a few other script thingies in my module, and it works well.)

If you don't know how to make custom factions, export and import stuff or compile your module, you have been lazy in learning how to use the toolkit. But I'll tell you anyway.

Export and Import are both located under "File" you can also right click stuff and export. But it would be dumb to export a script, monster or a placeable one by one.

The faction editor you can find under "tools". Make sure they have proper reputations toward other factions. (A good tool if you want abit more spicy setting in your module, I got over 20 factions, while standards are 4)

To Compile your module. click "build" and then "build module". Compiling your module and adding factions may take a while if your module is big, ignore if windows tells you that the toolkit isnt responding. In my module it takes over 30 minutes to compile the whole module or add a new faction. Always remember to compile at least the scripts when you add new scripts, or modify them, or else they might not work properly.

And lastly, to those who wants to edit the monsters, or remove some of them (don't import those you don't want, again, in a big module it takes ages to remove them) you'll find the spawn list in the script named "mtq_spawnbox". If you for instance make a new monster, or make a monster tougher/weaker, you can add them/move them up and down there by simply using their tags. It's very easy. But if you haven't modified a script before, you might want to make a backup of your module before doing this.

That should be all. Thanks to Qworg for a well made arena, and helping me make this work :)



Posted by Aiwendil at 2004-09-25 03:24:00    
I got this arena to work in my module now, after bugging Qworg abit :) And since I think Qworg doesnt deserve being bugged too much after making such a great arena, I'll tell you all what I did.


First I added the factions, write them exactly like in the arena module, RedOnBlack, GreenOnWhite and I also added Neutral. I suppose you also can add the factions in any order.

Then I imported everything, I did it in this order : scripts, placeables, monsters and lastly the arena. I suppose you can do it in any order, but at least I did it that way.

Now you will probably have to adjust the factions on stuff.
Make sure ALL monsters have their proper factions, if you wonder what factions they belong to, check their TAGS. If you don't do this, the monsters won't show up, and you'll get "error, divide by zero" or something on your screen. I forgot one monster first, and that was enough.

Also adjust the factions of the placeables, if you wonder what factions they belong to, just compare with the original arena module. If you don't do this, you'll end up bugging Qworg like I did, because your monsters won't be moved from their cells to the Arena :P

Now lastly, COMPILE YOUR MODULE!!! If you don't do this, you'll get crazy unfair spawns or error divide by zero, or perhaps both. If you do this, you should have a proper working well made arena in your module.

If you have other problems, my guess is you messed up something yourself, or have some wierd bad written scripts that clash with the arena scripts. (I got stuff like HCR, NPC activities and a few other script thingies in my module, and it works well.)

If you don't know how to make custom factions, export and import stuff or compile your module, you have been lazy in learning how to use the toolkit. But I'll tell you anyway.

Export and Import are both located under "File" you can also right click stuff and export. But it would be dumb to export a script, monster or a placeable one by one.

The faction editor you can find under "tools". Make sure they have proper reputations toward other factions. (A good tool if you want abit more spicy setting in your module, I got over 20 factions, while standards are 4)

To Compile your module. click "build" and then "build module". Compiling your module and adding factions may take a while if your module is big, ignore if windows tells you that the toolkit isnt responding. In my module it takes over 30 minutes to compile the whole module or add a new faction. Always remember to compile at least the scripts when you add new scripts, or modify them, or else they might not work properly.

And lastly, to those who wants to edit the monsters, or remove some of them (don't import those you don't want, again, in a big module it takes ages to remove them) you'll find the spawn list in the script named "mtq_spawnbox". If you for instance make a new monster, or make a monster tougher/weaker, you can add them/move them up and down there by simply using their tags. It's very easy. But if you haven't modified a script before, you might want to make a backup of your module before doing this.

That should be all. Thanks to Qworg for a well made arena, and helping me make this work :)



Posted by Aiwendil at 2004-09-18 09:41:00    
Hey, I have the same problem as Balinor. The monsters appear in the cells, but they don't get moved out into the arena when the fight is supposed to start. This is what I have done:

first, I made the factions with exactly the same name as in the arena module. (just in case)
then i imported scripts, placeables creatures and area into my module, so everything looks just like the original.

I haven't moved around on anything, only thing I've altered, is the monsters abit, (adjusted stats etc) and I removed some of them. (from the spawn script as well). I've also buildt the module. Any solutions?


Let me also add that I've double checked that they have correct factions, because first i got the "divide by zero" error, because I had forgot to add faction to one of the monsters. The monster i forgot, was a RoB monster, and the Rob monsters did not spawn in cell then.
So if anyone know how to make the part that transfers them from the cells to the arena work, I Would *really* appreciate a solution to this.

Aiwendil.

gaustadnes@hotmail.com

Posted by DM Raist ( 62.107.xxx.xxx ) at 2004-05-12 03:27:00    
Heya, first of all I want to say great piece of work here. But I am having a problem with attaching the factions to the right monsters, as you surely understand only want to do this one time (100+ creatures to go through) and I want to be sure I am doing the right thing here.
So how can I tell witch monsters should belong RedonGreen faction, and witch should belong to the GreyonWhite faction ?

Cheers in advance
-Raist

Posted by Jaguar{LOA} ( 24.195.xxx.xxx ) at 2004-05-06 14:40:00    
HI ALL,
Can someone please post a working ERF file so I can import this into a mod I am working on. I have tried exporting the arena , basement and scripts... Once I do so and imoport them into a dummy mod, I have to change all the factions and get a DIVIE BY ZERO when they system goes to spawn the contestants.

Please advise...

Posted by MacGamer at 2004-03-03 07:44:00    
Qworg (or anyone else wanting to do this), HotU has a magic dead zone in chapter 2. In the toolset, it is located in the Beholder Caves: Lower Tunnels area.

I'm not suggesting to make the area a magic dead zone, but a bit of code can be gleaned from Bio's script(s). (Specifically, in q5c_area_oe)

While I can't really write code (blah, I wish I could, but I just don't think I'm cut out for it), I can get the general jist of what something does much of the time. So, I submit the snippet of code which I *think* contains the correct commands to use. (hint - effect eSpellFailure = EffectSpellFailure(100, SPELL_SCHOOL_GENERAL); //). CoderGurus, have at it!

int nInside = GetLocalInt(oEnter, "Q5C_INSIDE");
if(nInside == 1) // loaded a save game
return;
SetLocalInt(oEnter, "Q5C_INSIDE", 1);
if(GetObjectType(oEnter) == OBJECT_TYPE_CREATURE &&
GetLocalInt(OBJECT_SELF, "DEAD_MAGIC_DISABLED") == 0 &&
GetAppearanceType(oEnter) != 422 /*bebelith*/ &&
GetRacialType(oEnter) != RACIAL_TYPE_VERMIN /* spiders */&&
GetAppearanceType(oEnter) != APPEARANCE_TYPE_LIZARDFOLK_B /*ghosts*/)
{
DebugString("BOOM DEADM: *** Handling removal of magic from creature: " + GetName(oEnter));
RemoveEffects(oEnter);
effect eSpellFailure = EffectSpellFailure(100, SPELL_SCHOOL_GENERAL);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eSpellFailure, oEnter);

Posted by Old_Scores_Transfered at 2004-02-20 10:30:17    Voted 9.00 on 02/20/04
This is a compilation of the old system into a single score. There were 45 that made this score of 8.84 then rounded to 9.

Posted by Qworg[LOA] ( ..xxx.xxx ) at 2003-11-27 23:22:00    
Ah, new scripting functions. I'm really busy right now coding other things, however, if you'd like to work it over, I'd be more than happy to post an updated version. As for copying action queues... I don't think it could be done, but it'd be an excellent POC. =D

And, the improved AI scripts should demonstrate the CR values better, as pixies will no longer get whupped by other CR 4 creatures, and fire giants won't rule most everything else. =)

Posted by Primogenitor ( ..xxx.xxx ) at 2003-11-25 05:34:00    
Just had a brief look at it and thought of a possible solution to make an erf easier. Instead of setting the faction in the blueprint, use the ChangeFaction() or SetIsEnemy() functions during spawn.

As for cheating, personally I think it a RolePlaying situation. Or you might be able to add a small chunk to the bioware spell scripts that check if cast on one of the creatures in the pit, cause some effect (guards, backfiring spells, bets off, divine wrath, etc).
Just a long shot, but maybe you could have the combat in another area (as gauntlet in OC), and just show a copy of the fight in the arena (by calling copyobject on heartbeat and duplicating the action queue?). Havnt tried this yet, but will.

Also, has anyone tried this with some of the improved AI scripts? FallenAI, Jasperres AI, CODI AI etc? They could throw some of the betting off by a large margin!


Posted by Longstar71 ( ..xxx.xxx ) at 2003-10-19 09:27:00    
Well tested this out, one of the problems i have found is u leave and comeback their will be monsters spawned and they dont fight, maybe a onenter script clearing the arena if no players are present could remedy this

Posted by Qworg[LOA] ( ..xxx.xxx ) at 2003-09-22 07:31:00    
The only problem with that is that matches can go on for quite some time. I like the idea though.

Posted by Ungolythe ( ..xxx.xxx ) at 2003-09-05 14:59:00    
This looks like a very useful addition to my mod. Thanks for the work. I suppose you could take care of cheaters thru the scripting or thru guards. If they see you casting spells or harming the creatures in any way they can attack the violating PC. This would probably deter a lot of people.

Posted by Qworg[LOA] ( ..xxx.xxx ) at 2003-09-02 19:30:00    
Hello to all the new viewers/downloaders. I hope you like my little Arena prefab. =)

Bioware has still made it impossible to keep factions setup correctly when importing via an .erf. That's why this is still a .mod file. If you export everything, and import it into your own module, you'll need to import it before you create any custom factions of your own, or else you'll have to go through and change all the factions to be either RedonBlack or GreenonWhite respectively.

Posted by Spura ( ..xxx.xxx ) at 2003-09-02 19:04:00    
That idea about changin monster types to undead is bad since then ppl will kill mosters with heal and they can still help monster the bet on with negative energy ray, any inflict wounds and of course negative energy burst and harm.

Posted by Balinor ( ..xxx.xxx ) at 2003-05-16 17:24:00    
I also am having problems putting it in my mod everything works except when the fight starts the creatures stay in there cells and dont spawn into the arena you might try to upload this with a erf format instead of a mod format would make our lives much easier wonderful mod though I really like it

Posted by Qworg[LOA] ( ..xxx.xxx ) at 2003-05-09 23:32:00    
It won't ERF correctly? It should be able to be exported rather easily... I'll run some checks tonight.

-Q

Posted by LT Goodridge ( ..xxx.xxx ) at 2003-04-30 11:51:00    
Hey all,

This is a great area, but I'm having trouble putting it into my own module. I've tried exporting all of the resources to a new erf, but the toolset keeps locking up.

What is the best way to add this into a module, step by step?

Thanks!

Posted by Qworg[LOA] ( ..xxx.xxx ) at 2003-03-18 18:34:00    
Those of you experience "divide by zero" errors. Check and make sure you're not spawning badgers in the cells. If you are, you need to also import the custom creatures. First, create two new factions, GreenOnWhite and BlackOnRed. Then import all the creatures into your module. If you already have no custom factions, everything will be good. If you do, you'll need to change the factions on all the creatures to be proper for their tag (GOW or ROB).

-Q

Posted by gus " spink-tor " ( ..xxx.xxx ) at 2003-03-09 23:10:00    
ya what he said...same prob

Posted by Aghar ( ..xxx.xxx ) at 2003-03-06 09:09:00    
An excellent job, well done. However, I am running into a
small problem with the mtq_spawnbox script when I
incorporate it into my mod, however. I get the following
message when the mod is running:


mtq_spawnbox,OID:800006cb,Tag:SpawnBox,ERROR:DIVIDE BY ZERO

I checked it the script and it compiles correctly and shows
no errors other then this one when the mod is running. I
even went back to the original mod and copy and pasted the
script figuring the possibility of it being manipulated in
the original exporting and importing, but still the same
result.

The mod DOES run fine on its own, but something is causing
this error and I cannot find anything in the script to
begin to look at. Any ideas here? Your help would be
greatly appreciated as I want this arena in my PW.

Thanks alot for the response in advance and congrats on a
fine job.

Aghar



Posted by Qworg[LOA] ( ..xxx.xxx ) at 2002-12-18 13:17:00    
Shadow-
Those are some great ideas! I'll look into trying to
implement them soon. I'm currently working on an epic
module of my own, while at the same time working for
Daggerford PW, so I'm a bit busy. But that will clear up
soon, hopefully.

-Q

Posted by Shadow-Servant ( ..xxx.xxx ) at 2002-12-11 23:57:00    
People can't kill the combatants, but what about healing
them? If someone can heal the monster, then turn
their "type" into undead, and make their model and portrait
the desired creature, that way all heals work as harm, and
can't be cast. I made a skeleton once who used a weapon
only usable by orc or half-orc barbarians, because I wanted
it to be a relic from his days as a living creature, but as
an "undead" he couldn't use it. So I made him an "orc"
like he would have been, and then made his model that of a
skeleton chieftan. That would take a while to do with 100+
creatures, but it wold stop casting of healing spells on a
favord mob.

Also, maybe put in "Arena Refs" who would cast Silence
15' Radius on a specific pole who was friendly to all
factions but the refs. Make it so there are enough poles
and enough refs that you would cover the entire spectator
area, and then the refs would cast their spell on the arena
activation. That would prevent all but silent spells, so
you would drastically reduce people casting enchantments on
their favorites, such as Mage Armor, or Protection from
Alignment. (I think silent spell lets you cast when
silenced, can't really see another use for it.)

Is there a way to make "legends of the arena" creatures?
such as a captured ogre chief who takes on all comers, and
is a crowd pleasing favorite? it would be intersting to
watch matches between creatures like that, because you
might be able to make NPC creatures, like convicts, who
would level up as they won more matches. I suppose that
would be hard, because they would have to be killed off if
they died, but think of visiting the cell of your champion,
and giving him some mundane armor that is a step above his
current armor.

Here's an idea, make some special round where PCs can bet
on the champ of their choice, one PC per champ, make it a
tournament. Give the winning PC some reward item that they
can give to the champion, and the NPC has that item's tag
in its inventory it will equip it for the next match.
(kind of like a hench who can't follow you)

Ok, I have spun enough ideas for now, but I would love to
see some of those implemented. Especially the NPC
convict/champion line. Maybe you could have them fighting
for their freedom, and if they win they become your hench.

-Serve the shadows, as they conceal your attacks as well as
your retreat.

Posted by Qworg[LOA] ( ..xxx.xxx ) at 2002-12-07 11:36:00    
The problem is that factions are not encapsulated. And
each monster has a faction associated with its side. Being
that there are 100+ monsters, that's a lot of faction re-
creation. It's a good idea though.

-Q

Posted by G-money ( ..xxx.xxx ) at 2002-12-06 15:37:00    
This does kick arse. It could be made a lot easier to
install, however.

You know, you can export a template, and then export the
next template as an append to the same .erf file. Just
export all the monster templates, as well as the NPC's and
any extra scripts all into one easy-to-import .erf file.

Posted by CMDIII ( ..xxx.xxx ) at 2002-11-10 20:34:00    
I like this module very much. A great idea and well
executed. I am going to use it in a town in my module.
Well done Qworg[LOA]!

~CMDIII~

Posted by Giz ( ..xxx.xxx ) at 2002-09-08 05:11:00    
I can see where i went wrong ,put all the monsters in a
special slot not in their respective nametags.Thanks for
the reply,nice add-on by the way.

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