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I was looking over the Trinity Unleashed source code for Pillars of Garendall. Are the stats for the arena creature npc's the same as for the regular creatures that run around in the game?
Also, does anyone know the name in the code for those tough ookwasps near the bridge being built?
Off to write some more quests.
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Originally posted by Codewizard: **I was looking over the Trinity Unleashed source code for Pillars of Garendall. Are the stats for the arena creature npc's the same as for the regular creatures that run around in the game?
Also, does anyone know the name in the code for those tough ookwasps near the bridge being built?**
The arena creature stats have been altered to some degree because none of them run away in the heat of battle. So at least the morale has been changed. I suspect other stats change too.
I don't know the name in the code for the Killer Ookwasps but can fill in some details on them:
Stark Bledfast's Walkthrough Cousin to the normal ookwasp, Killers are identifiable by their much larger size and their greyish coloring. Killers live to kill as their name implies, and will attack anything that moves. Rumor has it that the killer ookwasps are not native to Garendall Kingdom, which draws support because no hives have been located. . .
------------------ My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad. The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages. Find those areas you missed the first time around. Have you been everywhere?
Look at Ookwasp2 in the medievil folder. I think thta's what your looking for.
------------------ Just trying...
Originally posted by Albadar: **Look at Ookwasp2 in the medievil folder. I think thta's what your looking for. **
What she's looking for are the stats of the creatures and they are not given. The only way to know them is to have access to the source code of PoG. An e-mail to Dee might get the information but it is not to be found in the folders that come with Coldstone or in Trinity Unleashed. The health points, morale, and experience points can easily be determined but strength, dexterity, speed, perception, etc. are much harder to work out and thus duplicate. In most cases, an educated quess is the best you can do.
Didn't Stark kind of make up those descriptions? I have not found any hives for anything else, either. Where do all those creatures live? The graphic may be called Ookwasp2, but that is not the name of the npc, nor is it Killer Ookwasp.
OK, I give, how do I "easily" figure out the morale of something?
I am trying to create items and spells that affect only certain creature types. This is rather central to the storyline and I am beginning to think it can't be done. :frown:
Originally posted by Codewizard: **Didn't Stark kind of make up those descriptions? I have not found any hives for anything else, either. Where do all those creatures live? The graphic may be called Ookwasp2, but that is not the name of the npc, nor is it Killer Ookwasp.
I am trying to create items and spells that affect only certain creature types. This is rather central to the storyline and I am beginning to think it can't be done. :frown: **
I don't know if Stark made up the descriptions or they came from Learning Tree lore or elsewhere. He can answer that one when he logs on later this morning. The experience points are easy, the numbers float up when you kill one. The health points were worked out by ArcAngel Counterstrike, myself, and perhaps some others by slowly killing a creature and counting the damage points done. Having a strong hero and a weak bow was one method used. The morale is how soon the creature will run away when it sees damage done to itself or others. If you deal it or its neighbors 15 damage points and it runs away, then the morale is 15.
One way of doing what you want to do is to chose the type of damage being dealt. You can specify the type of damage being dealt with a spell or weapon as natural, fire, cold, electrical, chemical, or magic. Let's say some of your creatures have great resistance to cold but can't defend against electrical. Others can resist fire but don't like chemicals. Your spells send out different types of damage. I think you get the picture by now. I don't think the weapon or spell has to show fire to deal fire damage. In other words, the player of the game may not know that it is fire damage that is being done. This way a particular creature is targeted by a particular spell and only you know how that happens.
Will that turn your :frown: into a ? I hope so. ~RD
Originally posted by Rubber Ducky: **One way of doing what you want to do is to chose the type of damage being dealt. You can specify the type of damage being dealt with a spell or weapon as natural, fire, cold, electrical, chemical, or magic. Let's say some of your creatures have great resistance to cold but can't defend against electrical. Others can resist fire but don't like chemicals. Your spells send out different types of damage. I think you get the picture by now. I don't think the weapon or spell has to show fire to deal fire damage. In other words, the player of the game may not know that it is fire damage that is being done. This way a particular creature is targeted by a particular spell and only you know how that happens. **
The descriptions may be from the Learning Tree. I never checked much on creatures there, so I don't know.
I really hate that Coldstone named the types of damage. I would rather see DamageType(1), DamageType(2), etc. and be able to name them whatever the person making the game wants since they can be changed with each person's game. From the user manual, in POG it's fire = mind, chemical = undead, and the rest are available, except normal = normal, of course. I have to keep checking because I forget which is which.
The strong resistance / weak resistance is okay if I'm making a new creature type, but I want to use a new item against existing npc's. I can't get in and change their resistance. I was hoping I could do it from the spell or item.
As an example, say in regular ole POG without Trinity or any other plug-ins there is an npc called "GermanShepard" and another called "Cat". In my plug-in I make an item called "Biscuit" and an npc called "Beagle". I use cold damage to represent my biscuit damage. I make Beagle with a weak resistance to cold (biscuit). When the player encounters Cat and uses Biscuit nothing happens ... and nothing should. When the player encounters Beagle and tries Biscuit, the Beagle becomes docile and easily smited. When the player encounters GermanShepard the same thing should occur. How do I do that?
I am not quite at yet, but I am at furrowed brow.
No cats, beagles, German shepards, or biscuits were harmed in the writing of this post. My sanity is starting to become another matter, however.
Originally posted by Codewizard: Didn't Stark kind of make up those descriptions?
No, I didn't.
Some of the descriptions probably found thier way into the learning tree. But the majority of them were located in a background file to PoG that Beenox developed as they were writing PoG in order to refer to it, keep things consistant, etc.
I obtained a copy of this, with permission, and used its descriptions for the bestiary.
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Originally posted by Codewizard: The strong resistance / weak resistance is okay if I'm making a new creature type, but I want to use a new item against existing npc's. I can't get in and change their resistance. I was hoping I could do it from the spell or item.
This depends on how important this is to your story. Can be done in most maps. Load call: A) delete all NPCs add look-alike NPCs with altered stats. The only maps which present a problem are those where passive NPCs reside which are also important to the game such as the dwarf Karax or the Dwarven trader Gradum (I think that's the right name) because these have dialogues linked to globals in PoG.
Originally posted by Codewizard: No cats, beagles, German shepards, or biscuits were harmed in the writing of this post.
Very glad to hear that, I was worried. ~RD
Originally posted by Rubber Ducky: **This depends on how important this is to your story. Can be done in most maps. Load call: A) delete all NPCs add look-alike NPCs with altered stats. The only maps which present a problem are those where passive NPCs reside which are also important to the game such as the dwarf Karax or the Dwarven trader Gradum (I think that's the right name) because these have dialogues linked to globals in PoG. **
An addendum to this:
If you can figure out the exact name of the NPC, as used in the NPC creation, then you can work your magic even on maps with passive NPCs.
You simply create an NPC with the same name, use the load call to delete all NPCs on the map, then add your NPC to the map in the same location. After you save this event you will delete the NPC file completely so it no longer exists, though the event to load it will. Then when the game is played all NPCs will be removed and that NPC is loaded. Since it does not exist in your plug-in it looks for it elsewhere, and will find it in the original coding.
The problem though is in finding the name of the NPC. Since the name is never displayed, "Karax" could be called "NPC_Karax" or "NPC_015" or even "Bob's uncle" in the code. If you can't figure it out through guess and check, then it is time to drop Beenox an e-mail and hope they give you the info you request.
Originally posted by Stark Bledfast: **No, I didn't. **
Since your creativity is known far and wide, all this time I was giving you the credit.
I am still befuddled. I have to work on this some more. In doing some testing, I copied code from an arena npc and gave it the same name as the regular version. Then I stuck a dialog in its death event. I did not do delete all and add new. When I went to a screen with some of the critters, they were all there milling around in their usual places. In killing one, sure enough my dialog popped up. I want to keep everything about the creatures the same except for the resistance. In a couple of cases, I will probably have to code the map event links.
In designing this plug-in, I wished to give players rewards for quests that would help in their playing of the game, not just the plug-in. Also, at the end an item that their saved characters could keep and use outside this plug-in. So it is pretty important to it. So far, I have created new places, people npc's, quests, filled the quest log, and did the events for the quests between the people. Now I need to do the events involving pre-existing things and give some of the lesser rewards.
Originally posted by Codewizard: **. . In doing some testing, I copied code from an arena npc and gave it the same name as the regular version. Then I stuck a dialog in its death event. . . In killing one, sure enough my dialog popped up. . . I have created new places, people npc's, quests, filled the quest log, and did the events for the quests between the people. Now I need to do the events involving pre-existing things and give some of the lesser rewards. **
I'm glad to know this is working. It sounds like you have an intriguing plug-in developing. I have wanted to duplicate several creatures to place them in new areas and was also stuck on knowing what their stats were. I ended up using the creature's animation with stats of my own. If the creators of PoG don't wish to release the source code, I can understand that. But wouldn't it be nice if they released a list of the creature stats?