Scripted Teleport

Scripted ALFA systems & related tech discussions (ACR)

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bartleby
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Post by bartleby »

NWN1 vs. NWN2 Note

Note this is an NWN1 specific discussion. NWN2 we hope to have scripted teleport by the time PCs are either level 9+ or stumbling into teleport scrolls, items, etc. This'd even be if the implementation was kind of lame, like "teleported in front of a nice safe inn" with no menu of choices (i.e., think "Stone of Recall" from the original NWN1 single player campaign, hitting a panic button and BAM, teleport to predefined spot).

This is probably the wrong place to post this and please delete or move this if it is but Im rather sure i can set up a GUI Driven Completely PC customizables pell driven Version of teleport very easily. (Full studing of locations would be included how well a pc knows an area taken into accound ... off target and mishap options ... and choosing where to go from say 10 saved spots or being able to choose a DM intervention option taking you a OOC DM holding area creating a DM only removable object to keep you there with a copy of a log of when you Teleported if wanted)
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Brokenbone
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Post by Brokenbone »

I think the "NWN2 Teleport" related discussions stalled last May or so, I do not know if anyone has chipped away at any of the ideas there, for NWN2. Last place I saw it talked about was here: http://www.alandfaraway.org/phpbbforum/ ... sc&start=0

Maybe kicking off Custom Content NWN2 discussions (seems at least two forums could be relevant in NWN2, plus the standards forum) works for introducing any ideas that mightn't have been as firm last May... i.e., building on the GUI work which I am a bit clueless on, but which seems to make for really neat Summons :)
ALFA NWN2 PCs: Rhaggot of the Bruised-Eye, and Bamshogbo
ALFA NWN1 PC: Jacobim Foxmantle
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bartleby
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Post by bartleby »

hrm ... thanks for pointing me to the other forum but for some reason i cant post there ... so i guess ill post here and maybe it can be pasted there later.

Teleport shouldnt be too hard to do completely and well.

The first step is to create an official Distance chart to use as a metric. The pixel values of this chart would represent world locations. Just put your mouse of the image of where your area should be and look in the bottom left of most picture editors and get the location. Each area would have recorded to it a relative location variable indicating where it is in the world in reference to the top left hand corner axis. Distance can be drawn from this by converting the number of pixels it takes to represent 1 mile on the key. From there you can organize things how ever you like. Ie Distance can refer to only distance between areas or it can refer to excat distance using the location of the player in the area as well. Its up to the community. ( As a side note recording area locations relative to one another might also come in handy for things like sailing scripts especialy as maps and navigation could now be done via the GUI.)

The next step is to build into the game a means of acomidating the spells particular flavor. A GUI screen that the player can interact with will handle this. The GUI will allow the player to Manage up to 10 locations by allowing him to Study and save and track famliarity with any location the player can click on in the game, Delete unwanted locations, Set the spells current target location, Show the player if hes in range of his target location and all other locations, Set and display which characters have agreed to atempt to be taken with the player if he does teleport and they are within range. Variables would be saved to the character himself or to an object the character cannot lose or otherwise drop ... his spell book for instance.

The spell script created would take into account all of the rules for the spell as stated in the 3.5 rule set. If its in there it should be in ALFA. Mishaps should be scripted and a very real possibility. Off target teleportation should drop the player as close as possible in the game world to where he should be if the limitation didnt exist regardless of the danger. Areas that contain a good deal of magic should be tagged via a varaible and shoudl be harder to teleport to, areas that are warded should be tagged as well.

When the spell is cast it checks to make sure that the target is within range if so it checks to see if anyone besides the caster is selected to be teleported if yes it checks to see if therye in range then it checks to make sure no one is over burdened and if all these things happen the spell works and everyone meeting the requirements is teleported. If the caster meets the requirements but his compainons do not he is teleported and they are not.

A complete log of the events around the teleport should be recorded to a seperate log file (in the case of interserver teleportations on both the server teleported from and the server teleported to) for ease of dm over sight.


A DM specific option should be added to the GUI and script as well allowing the pc to choose to teleport to a location not available to him in the 10 he can save but known all the same. He and any he brings with him should be teleported to an ooc holding room much like the moruge and obtain a nondropable item much like the death token that will not allow him to leave the area with out a dm taking the token and RPing the result of the spell and would record the events surrounding the teleport.

There are 20 million more things im sure im forgetting but Ive included rough layouts of the GUIs below.
I say If it exists we endevour to make it and make it right.

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