Author Topic: Event and Encounter Creation System for DMs  (Read 551 times)

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Event and Encounter Creation System for DMs
« on: March 06, 2012, 11:07:06 pm »


               Is there a script package or framework available that enables DMs to set up events and encounters that they can later trigger? I'm thinking of creating a tool myself, but would rather work with an existing project.

What I am looking for:
Game objects in an area (traps, placeables, items, creatures) can be targetted by a DM and stored to a database as part of an event or encounter. Then later the DM can recall them to their exact locations, orientations, state, etc... or have a time related trigger for the spawn. For example encounter 3 does not spawn until at least one game hour after encounter 2 in a particular area.
               
               

               
            

Legacy_wyldhunt1

  • Sr. Member
  • ****
  • Posts: 443
  • Karma: +0/-0
Event and Encounter Creation System for DMs
« Reply #1 on: March 07, 2012, 08:03:59 am »


               I think I remember CEP 2.4 having something similar to that (I haven't used it yet). I think it's not as powerful as your idea though. As far as I can tell, there is a custom area full of rooms or something. The DM spawns a bunch of monsters in to the rooms. He then uses his widget and chooses a room, at which point those monsters appear at the targeted location.
It may be possible to alter the script to store/grab from a database instead of a custom area, and remember the location when the object is stored so that they can re-spawn exactly as they were when stored. I've never looked at the system very closely though, so I can't say how much work it'd be.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Event and Encounter Creation System for DMs
« Reply #2 on: March 07, 2012, 02:34:32 pm »


               DMFI has something similar to that as well, but its not what I am looking for.

But perhaps I'll settle for it rather than build yet another system. I need to get my module off the ground rather than build every system I can think of using.

Its time for following "worse is better".

[edit: link to worse is better for clarification about what the hell I am talking about.]
               
               

               


                     Modifié par henesua, 07 mars 2012 - 06:22 .
                     
                  


            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Event and Encounter Creation System for DMs
« Reply #3 on: March 07, 2012, 05:22:29 pm »


               <stirring...>

Or making Whatchagot Stew? ;-)

<...the pot>
               
               

               
            

Legacy_Failed.Bard

  • Hero Member
  • *****
  • Posts: 1409
  • Karma: +0/-0
Event and Encounter Creation System for DMs
« Reply #4 on: March 10, 2012, 04:05:58 am »


               Now that it's the week-end, and I have a bit of time, did you want a script for this?

 It'd actually be really simple to script.  It could even be done storing the encounter information entirely on the item used to trigger it so a DM could set up an encounter offline when they have no DB access, and import it into a MP mod as long as the area size/layout matched.
               
               

               
            

Legacy_Failed.Bard

  • Hero Member
  • *****
  • Posts: 1409
  • Karma: +0/-0
Event and Encounter Creation System for DMs
« Reply #5 on: March 10, 2012, 06:36:55 am »


                 I made one up, working entirely off storage on the "wand" used to create it, and slapped it into an erf here if anyone's curious.  I've only done a little playing around with it, might still need some tweaks.

  Unfortunately, I couldn't see a way to have it handle trigger based traps, and still keep their geometry, so I left those out entirely.  The system works off stored base ResRefs, so it is limited compared to a DB system storing the actual objects.

  Behaviour might also be a bit funny if used in a mod without the matching tagged area, for DMs creating the encounter in one mod to use in another, since it'll use the current area but the original positions.

  The switches at the top of the script handle area size, LOS check, and whether you want the objects stored to be removed from the map when you store them.

  The item description is altered to tell general information about what was stored on it, as it the item name after use.



  I might make up a different version of it that uses positions relative to the targetted location, actually dropping in a circle of objects centered on the targetted point for creation, but that's far more calculations intensive for both storing and creating, plus takes more stored variables to make work.  Doable still, but a bit more effort.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Event and Encounter Creation System for DMs
« Reply #6 on: March 10, 2012, 01:41:04 pm »


               Thanks. I'll check this out later today.
               
               

               
            

Legacy_ShadowM

  • Hero Member
  • *****
  • Posts: 1373
  • Karma: +0/-0
Event and Encounter Creation System for DMs
« Reply #7 on: March 10, 2012, 06:59:03 pm »


               I going to do something like this down the line for HR DM tool and HR base, but that down the line. I busy right now with HR Base 3.5 D&D spell changes right now. I look over your system bard, I going to try and avoid having a item(s) and I have some ideas with triggers.