Post by Deleted on Aug 30, 2016 6:07:29 GMT
Sorry to flood this board, this will be my last one for awhile, I promise!
(Second to last one if I get the solar models prepared sooner than any results on these script requests! )
These will be scripts to put on NPCs to make them more "intelligent" in the background, (having NPCs doing more stuff, and interacting with themselves -- giving the novice player a magical illusion of autonomy in our non playable characters. I'm not sure how easy these would be to do, maybe they are easy enough for me to figure out how to do, but if any of you coders would like to write some sample scripts to carry out these functions, please, by all means --- !!! Lol.
Case 1: The Mayor and his wife, complimentary random action on greeting a specific NPC.
Sub-case 1A: Mayor has a script so every time his wife comes in, he 100% reacts to her by either smiling, greeting, or slapping her.
Sub-case 1B: The mayor's wife has a script that reacts differently depending on what action the mayor takes on her.
** More complex 1A mod: have an NPC greet a specific string NPC such as greet all "guard"s.
*** Extra complicated 1B mod: have an NPC react differently when targeted by a specific social, perhaps using the social.category to categorize the reactions.
Case 2: Sheppy the Shark, greets NPC/PC except if there is a certain string in the name field.
Sub-case 2A: A NPC/PC comes in, if it does not have any of the strings "boy" "girl" "kid" "child", then Sheppy asks "what are you drinkin?".
Sub-case 2B: Maybe unnecessary, but it could react to the boy, girl, kid or child by saying, "hey! who's your daddy? and if he ain't here, SCRAM!"
** Excluding strings could be an interesting inclusion for other uses, such as thieves trying to steal from anyone who is not a "guard".
Case 3: The milkman delivers milk around the city, NPC drops a specific item in specific locations.
Sub-case 3A: The milkman actively goes towards each preferred location, and only one at a time, until he gets through them all, then he resets, (or goes home to rest later on).
Sub-case 3B: The milkman drops a bottle of milk off at each location on his preferred location list.
** This could be a useful script for similar "workers" such as farmers, patrolmen, etc.
Case 4: City guards arrest necromancers within city walls, NPC script watches out for a specific class.
Sub-case 4A: When the guard enters a room, it checks for any "necromancer" class. When a character enters the room, the guard checks if it is a necromancer.
Sub-case 4B: The guard attempts to arrest the necromancer, the necromancer should surrender or attempt to flee, or attempt to fight. Maybe the Guard's script could force the necromancer to do one of three?
Sub-case 4C: At a certain % of health, and if the guard can knock the necromancer unconscious or immobile somehow (maybe certain status effect?), then it could "arrest" the NPC, and "drag" the prisoner into a designated room in Toldara.
Case 4 may be a stretch, but getting a primitive law system, or at least the illusion of one early in, will make it easier to bring about a fuller system at the end of beta, what do you all think?
Case 1, 2 and 3 are priority for Toldara update, as these can be used for other situations to some very pleasing results, without a doubt! Thank you for reading this!
(Second to last one if I get the solar models prepared sooner than any results on these script requests! )
These will be scripts to put on NPCs to make them more "intelligent" in the background, (having NPCs doing more stuff, and interacting with themselves -- giving the novice player a magical illusion of autonomy in our non playable characters. I'm not sure how easy these would be to do, maybe they are easy enough for me to figure out how to do, but if any of you coders would like to write some sample scripts to carry out these functions, please, by all means --- !!! Lol.
Case 1: The Mayor and his wife, complimentary random action on greeting a specific NPC.
Sub-case 1A: Mayor has a script so every time his wife comes in, he 100% reacts to her by either smiling, greeting, or slapping her.
Sub-case 1B: The mayor's wife has a script that reacts differently depending on what action the mayor takes on her.
** More complex 1A mod: have an NPC greet a specific string NPC such as greet all "guard"s.
*** Extra complicated 1B mod: have an NPC react differently when targeted by a specific social, perhaps using the social.category to categorize the reactions.
Case 2: Sheppy the Shark, greets NPC/PC except if there is a certain string in the name field.
Sub-case 2A: A NPC/PC comes in, if it does not have any of the strings "boy" "girl" "kid" "child", then Sheppy asks "what are you drinkin?".
Sub-case 2B: Maybe unnecessary, but it could react to the boy, girl, kid or child by saying, "hey! who's your daddy? and if he ain't here, SCRAM!"
** Excluding strings could be an interesting inclusion for other uses, such as thieves trying to steal from anyone who is not a "guard".
Case 3: The milkman delivers milk around the city, NPC drops a specific item in specific locations.
Sub-case 3A: The milkman actively goes towards each preferred location, and only one at a time, until he gets through them all, then he resets, (or goes home to rest later on).
Sub-case 3B: The milkman drops a bottle of milk off at each location on his preferred location list.
** This could be a useful script for similar "workers" such as farmers, patrolmen, etc.
Case 4: City guards arrest necromancers within city walls, NPC script watches out for a specific class.
Sub-case 4A: When the guard enters a room, it checks for any "necromancer" class. When a character enters the room, the guard checks if it is a necromancer.
Sub-case 4B: The guard attempts to arrest the necromancer, the necromancer should surrender or attempt to flee, or attempt to fight. Maybe the Guard's script could force the necromancer to do one of three?
Sub-case 4C: At a certain % of health, and if the guard can knock the necromancer unconscious or immobile somehow (maybe certain status effect?), then it could "arrest" the NPC, and "drag" the prisoner into a designated room in Toldara.
Case 4 may be a stretch, but getting a primitive law system, or at least the illusion of one early in, will make it easier to bring about a fuller system at the end of beta, what do you all think?
Case 1, 2 and 3 are priority for Toldara update, as these can be used for other situations to some very pleasing results, without a doubt! Thank you for reading this!