Content Creation effort

Development of standard ALFA palettes (ABR)

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ç i p h é r
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Post by ç i p h é r »

Ronan wrote:
ç i p h é r wrote:Creaure Tribes
Never thought we'd want these in the basemod?
Well...basemod just represents global content, right? So if there are any system dependencies on this info (likely for spawning and/or AI), it would need to make it in there.
Ronan wrote:
ç i p h é r wrote:Craftable Materials/Components
More than that... :? Crafting feats and skills as well. It doesn't look like anyone has really made any sort of initiative on the crafting effort, and as I said I don't have time. Hopefully someone will, but it seems pretty iffy right now.
No rush. I don't see any need to introduce crafting materials and components until we have a use for them. So unless I've missed something, there doesn't appear to be any need to even create these just yet.
Ronan wrote:
ç i p h é r wrote:Healing Properties
There aren't too many non-magical things with healing properties out there. One thing we were discussing in standards is less need for herbs and the like if we distribute priests with spells of proper pricing (5gp * caster_level * spell_level, ie 5gp for a CLW).
Up to standards, but if they are to be used, they need to use the proper variables so they can be applied at rest time. Presumably, these will require tag-based scripts, though we may need to confirm that as well.

Bear in mind, that list was just what was on the top of my head. Rusty, please make sure you go through the items thread in this forum and flush out what hooks we may need for items. I suggest we do the same for creatures and any other content we intend to create globally so we don't overlook anything. That's why we spent the time discussing and organizing these things before hand, though obviously we didn't take it as far as we ideally could have. (any relevant info should be in stickies)

Anyway, just wanted to mention this now so we avoid rework later.
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Post by Ronan »

Not sure why creature tribes would be a global thing? I do plan on pasting up some spawn-group scripts using basemod creatures and placeables, as I can likely create these spawn groups far more quickly than other people can, but thats all I had planned for that.

Item-wise, we talked over some things. We are holding off on armor because of possible gender-only restrictions. Wear and tear can be done without the use of variables, since item material and type is known.
EDIT: Fionn mentioned drowcraft, good point, I'll ask about the UD server. I'm not sure we can do it without the custom events system though, and I've kinda been ignoring that...
EDIT again: I forgot I haven't yet decided on a good way to mark specific item properties as being mundane or magical in nature.

Holy symbols I've thought about requiring for divine-focused spells, but this involves a lot of data-entry on those spells for little gain, so I'm somewhat iffy on that.

Creature-wise, its a matter of replicating canon info. The only variable-standards I have (and have a need for, I think) are related to the loot system. The creature creation guide has one variable there, but I need to update it with some others. I've got a list of possible basemod creatures (read: far more than we'll actually create) mostly done, and its a long one. Hopefully when its finished and I've figured out more of the new creature properties in NWN2 we can get each build team contributing.
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Post by Blackwill »

Now that the toolset is installed, and works, I wanna volunteer myself for items or placables (just don't ask me to code anything like presistant portable placables).
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Post by Rusty »

PMd.
Ronan
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Post by Ronan »

Well, Fionn says he doesn't want to make base doors. So that leaves us with no one for doors or traps... Will anyone pick these up? Bueller? Bueller?

I don't even want to post in the server team forums asking for individual team submitions to base resources without someone managing each blueprint type. We'd have no one to look over submissions, judge worthiness, etc...
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Post by Thangorn »

okay .. I'd like to pick up base traps but I cant test them for at least another day or so and I need to know if there is any variation in alfa compliance for traps from 3.5 D&D..

I'm struggling finding out where the damage is referenced in traps.2da but I found everything else we need like DCs etc.

I'm guessing from the way the basic traps seem to be set up that we'll have to add lines to the 2da via a hak if need to make changes.

edit: okay I have it sorted now, my previous tlk/2da editor turned out to be shyte. I can get at everything now so I'll take charge of traps and if I finish before someone else steps in, I'll take doors too.
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Post by ç i p h é r »

Well I can review submissions if builders want to take a crack at making base doors, though I'm already stretched for time as it is. Besides naming the blueprints properly, adding in the local variables, and hooking in the event scripts, what is there to do? Configuring the locals can be handled by builders, so it doesn't sound like much work. We could get through this quite quickly.
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