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Feature Specification: Omega Wand & Emote Ball

Posted: Sat Mar 11, 2006 2:09 am
by ç i p h é r
Omega Wand & Emote Ball
The Omega Wand and Emote Ball requirements are detailed below.

For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229

Functional Requirements

Omega Wand
The omega wand will only be accessible to DMs and should be created in a DM's inventory on login.

Visual & Sound Effects:
The omega wand will provide a menu of sounds and visual effects available in the game to output on demand. Effects which require a targetable object should be distinguished from effects that can be cast at locations. Placeables targetted by an effect will be reconfigured to produce the desired effect; this only applies to placeables that are configured to output effects.

Environment & Weather:
The omega wand will be used to reconfigure environmental or weather effects.

Level & Visa Validation:
TBD

Reputation:
Adjust the reputation scores of any given player.

N/PC Store Controls:
Adjust any of the persistent store controls available to builders.

Reporting:
The omega wand will provide the following real-time statistics on demand:
  • Player XP/hr
    Player XP/week
    Player XP/travel
    Player Monetary Wealth
    Player Equipment Wealth
    Player Asset Wealth
    Travel Source Servers
    Travel Destination Servers
    Travel Departure Times
    Travel Arrival Times
    Validating DM
Travel information will be organized chronologically.

Emote Ball
The emote ball will be a feat accessible to all players and granted on login. This will activate the emote conversation menu without breaking stealth. It can also be used by DMs to force emotes on creatures in-game.

(voice activated emotes?)

Emotes:
TBD. Largely dependent on the emotes available in NWN2 but all emotes should be made available.

Skill Rolls:
The emote ball will provide players with a menu of skills for which to perform dice rolls. (RP skills only?)

Reporting Method:
The emote ball will provide players with a configuration menu to select the output channel for skill checks. This will include private, public, DM, DM + private, and DM + public.

Adventuring Gear:
The emote ball will provide players with the ability to toggle the worn scabbard, shield, backpack, and quiver models on their character, if not provided in NWN2.

NWN Object Dependencies
Wand, Ball

Local Variables and External Configs
iTownSize, iStoreSize, sMerchantType, iUpKeepCost, bAllowStealing, bAllowBargaining, bIdentifyItems, bBuyItems, bSellItems, bBuyStolenItems, iMaxOffer, fBuyMultiple fSellMultiple, iSourceServer, iDestinationServer, sDepartureTime, sArrivalTime, iPlayerXP, sValidatingDM

Logging and Debugging (global LOG & DEBUG (on/off) constants)
TBD

Persistence Requirements
None

Event Dependencies
OnActivateItem

Posted: Sat Mar 11, 2006 2:10 am
by ç i p h é r
Just getting this started again. :)

EDIT: Added reputation adjustment.

Posted: Sat Mar 11, 2006 4:59 am
by Ronan
Request: Don't make the emote ball an item. Make it accessable via a feat, so that it does not break stealth or take an action to use (feats can be made instant, so they don't use the action que).

Posted: Sat Mar 11, 2006 7:23 am
by lordpsycho
I'll do the Omega Wand edits here. I need to update a few things anyways.

Posted: Sat Mar 11, 2006 3:19 pm
by ç i p h é r
Ronan, do you mean a feat per emote?

LP, can you list anything I've overlooked above? I just wrote up what came to mind.

Posted: Sun Mar 12, 2006 6:28 am
by lordpsycho
ç i p h é r wrote:The omega wand will provide a menu of sounds and visual effects available in the game to output on demand. Effects which require a targetable object should be distinguished from effects that can be cast at locations. Placeables targetted by an effect will be reconfigured to produce the desired effect; this only applies to placeables that are configured to output effects. .
You haven't had a chance to play around with the new omega wand (Yet to be added to WD, I'll get to that the day I get home), but it its self does a whole lot more then usual. Edits fog, sky boxxes, all effects.. sounds work 100%.. you name it its in there. So it already does all of the above.
ç i p h é r wrote:Ronan, do you mean a feat per emote?

LP, can you list anything I've overlooked above? I just wrote up what came to mind.
*shrugs* going to add that 'xp ball' thingie on it to save me time. In all honesty there is 'alot' more we can do, but I'm just not motivated to do that much man... were coming to the end pretty soon, no sence in spending that much time on something when it goes 'poof' in a few months.

-Reporting: Need to know your INT and how you set this up so I can recall this info.

-NESS: Will add NESS comands and Ronin's stuff on it.

Posted: Sun Mar 12, 2006 8:51 am
by Ronan
ç i p h é r wrote:Ronan, do you mean a feat per emote?
No, just have the conversation triggered by a feat.

I prefer packing all functionality into one wand, and generating the menu convo based on target type. I don't see any reason to use ALFA1 naming conventions on DM tools, either.

Posted: Sun Mar 12, 2006 3:33 pm
by ç i p h é r
LP, yeah most of this is already done and will likely just be reused. There will be some new controls we'll want to incorporate and maybe some things we'll want to change or remove, but it's important to document what it all does particularly if we're packaging content for community release. And when NWN2 is finally released, all this documentation should give us a clearer idea of what the changes in NWN2 may affect. So, please state the specifics if you know of anything that is missing.

I agree Ronan, one wand with all the controls in it is what we should aim for.

Posted: Thu Apr 06, 2006 6:45 pm
by Overfilled Cup
Omega Wand I have to say that one wand to rule them all may be ambitous and has one flaw that I can see. The beginning or new to ALFA DM.

I would propose two wands. A basic wand that has the most necessary features. (exp,fx,etc whatever) and then the more advanced wand that is expanded to have more advanced features.

By doing that we dont hamstring new DMs and allow folks to play and enjoy themselves from the startgate picking up the advanced features as they advance in skill with the DM client and features.

Emote ball also needs to feature vfx for weapon packages on the skin of the pc. If thats an option that does not come in the box.

Posted: Fri Apr 07, 2006 12:32 am
by ç i p h é r
Can you elaborate further on the last point OC?

Posted: Fri Apr 07, 2006 4:07 am
by Blackwill
Something I've been missing so far, is the control of a DM to force emotes on a player. This should probably be included in a DM wand, because any emote ball will have to be mainly for player useage. If it could be made possible only DMs could target others with the emote ball, then it would solve the problem.

Posted: Fri Apr 07, 2006 5:51 am
by Overfilled Cup
the scabbard and quiver vfx's cipher. Currently they all come off the emote ball.

Takes modeling thats why I say if its not in the box we might not be able to do this.

Posted: Fri Apr 07, 2006 5:57 am
by Dorn
Doesn't the fact that NWN2 has 'skinnable' feature help? (note i dont know what it meant).

The VFX for weapons, shields, cloaks, quivers etc are EXCELLENT and we should work with the community to develop these if they arn't done in the boxed game (which would be a disappointing suprise considering the level of polish they are going for in other areas). The community will be working on these anyway so lets not duplicate work.

The ideal would be to get all the weapons, cloak colours, shield shapes done this time! and make them scaleable if possible so they fit the shorties.

Posted: Fri Apr 07, 2006 6:12 am
by Overfilled Cup
Doesn't the fact that NWN2 has 'skinnable' feature help? (note i dont know what it meant).
No, although they brought up lots about cloaks, helms, gloves ets..No mention yet of scabbard except it is not a top priority but is on the to do list. It is done by modeling to the PC skins. Thats why some of them look so funky on some of the races/sexes currently.
The VFX for weapons, shields, cloaks, quivers etc are EXCELLENT and we should work with the community to develop these if they arn't done in the boxed game (which would be a disappointing suprise considering the level of polish they are going for in other areas). The community will be working on these anyway so lets not duplicate work.
NwN2 is a far step above this version in modeling. Few in the community currently have the skill to do it. The other downfall is there is no interface to do modeling on. That is unless you fork out >10000 for a granny. Suxor.
The ideal would be to get all the weapons, cloak colours, shield shapes done this time! and make them scaleable if possible so they fit the shorties
.

Alot can be done on this front.

Posted: Sat Apr 08, 2006 5:59 pm
by ç i p h é r
Gotcha. I got confused by the mention of 'VFX'. I'll go ahead and note it.