Author Topic: DSI Door Scriptset - Any thoughts?  (Read 434 times)

Legacy_DarkStormInc

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DSI Door Scriptset - Any thoughts?
« on: September 01, 2010, 06:10:59 am »


               Ok, so i'm nearly finished with the bulk of the set.. heres the run down

OnArea - blank
OnClose - blank (may add autolock but don't know... see OnOpen)
OnDamaged - see OnAttacked
OnDeath - See below
OnFailToOpen - blank
OnHB - blank
OnLock - See below
OnAtt - See below
OnOpen - See below
OnSpell - blank
OnUnLock - See below
OnUserDef - blank

OnDeath: Modified death script by Sir Elric. Includes relock timer
OnLock: Can set random unlock DC or leave as original door value
OnAtt: Sets custom hardness based on type of weapon attack (semi-functional)
OnOpen: Will auto close and if lockable auto lock the door
OnUnlock: Can be set to give xp to PC or whole party or noone.

Almost everything configured via include file. Also includes (optional) scripted random number generator off the vault for those who think the BW Random() function isn't random at all.

/* Misc Settings */
const int USING_HAK   = 0; // 1 = Using weapons hak

/* Random Lock Settings */
const int   VEASY     = 5;
const int   EASY      = 10;
const int   MEDIUM    = 20;
const int   HARD      = 30;
const int   VHARD     = 40;
const int   RANDOM_ON = 1; // 0 = No Random lock DCs, 1 = Random DC on relock
const int   RANDOMI   = 1; // 0 = Bioware, 1 = Syrsnein Random Number Generator

/* Door Hardness Ratings */
const int   BLUNT_DR  = 2;
const int   SLASH_DR  = 5;
const int   PIERCE_DR = 10;

/* Door Lock/Relock Delay */
const float DELAY_CLOSE = 6.0;
const float DELAY_LOCK = 7.0;

/* SE Door Constants */
const float RESPAWN_TIMER = 5.0; // Default respawn delay
const int   DO_CRAFT_DROP = FALSE;// Drop default Bioware crafting item?


This is the basics so far, if anyone has thoughts or ideas on things to change/add etc let me know so I can polish up and release (about 5 years late I might add...)
               
               

               
            

Legacy_DarkStormInc

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DSI Door Scriptset - Any thoughts?
« Reply #1 on: September 02, 2010, 08:52:18 am »


               For those following my other door thread.. here's the rest of the script set that goes with the OnAtt script.
               
               

               
            

Legacy_henesua

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DSI Door Scriptset - Any thoughts?
« Reply #2 on: April 04, 2012, 06:51:53 pm »


               I am wondering how this project is going.

I have a system for doors and placeables in my module that can require a character to have certain classes of tool-like weapons when "bashing".

The problem with my system is that it toggles the PLOT flag on temporarily in the ATTACK event depending on whether the attacker has the right weapon type equipped. I would prefer to only change hardness temporarily. BUT SetHardness does not affect the attack that it is responding to. I find this odd, but I assume that all of the data for the Attack is gathered prior to the OnAttacked event.

I also tried applying a DamageResistance Effect to the placeable/door temporarily. But that didn't seem to work either.

Anyone else able to implement something like this without triggering the PLOT flag on and off?
               
               

               


                     Modifié par henesua, 04 avril 2012 - 05:52 .
                     
                  


            

Legacy_Rolo Kipp

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DSI Door Scriptset - Any thoughts?
« Reply #3 on: April 04, 2012, 07:26:03 pm »


               <trying to...>

I actually thought that was a pretty nifty system... *except* it wasn't clear during character creation how important having axe/hammer was and you do have to ensure the tools can be *used* (perhaps with AID?) even by people who can't "equip" them as weapons.

How about going the other way, though - Make the door very hard and have different tools cause extra damage to get through damage resistance? I've been thinking about that in regards to the Vault door Cestus made. Physical force should have absolutely no effect... until you get into the force-levels of a demi-god like Hercules. But tools can magnify force immensely and it might just be conceivable that a very long lever (crowbar) of very strong material could pry the door from it's setting.

Um, sorry if that was boring. Was trying not to be dull ;-) <*facewings*>

<...make a point>
               
               

               
            

Legacy_henesua

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DSI Door Scriptset - Any thoughts?
« Reply #4 on: April 04, 2012, 07:43:02 pm »


               I did ensure that the tools are widely equipable. I think only wizards have poor access to tool-like weapons (except for knife-like weapons). And I'd thought I had made a note in the documentation. I should improve that I suppose.

Anyway, your thought is interesting, but it would require me to remake all of my doors, AND rewrite the script. It also require yet one more piece of data to be set on the door rather than having the script handle it all for you. Basically you have to ensure that hardness is set properly.

Nevertheless I'll see if your line of thinking will take me anywhere new. Its very possible.
               
               

               
            

Legacy_Rolo Kipp

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DSI Door Scriptset - Any thoughts?
« Reply #5 on: April 04, 2012, 08:52:34 pm »


               <twiddling...>

henesua wrote...
I did ensure that the tools are widely equipable. I think only wizards have poor access to tool-like weapons (except for knife-like weapons). And I'd thought I had made a note in the documentation. I should improve that I suppose.

You did mentions it. But you didn't really explain that *only* axe-like or hammer-like items would work. I was chagrined to find my dagger/sword would not shave off/whittle/hack wood for a fire. You fixed that for me in game, but I'm just suggesting a more universal application ;-) None-the-less, I like what you did. It makes *sense* from a game-play aspect that you can't destroy a steel door with a rapier or hat-pin.

Anyway, your thought is interesting, but it would require me to remake all of my doors, AND rewrite the script. It also require yet one more piece of data to be set on the door rather than having the script handle it all for you. Basically you have to ensure that hardness is set properly.

Not if I understand what you've done. It would only mean altering the script and doing a blanket hardness adjustment for the doors at the start. Instead of adjusting hardness in response to damage type, the script would augment damage to overcome it depending on damage type. That is, after all, what tools do. They magnify the force of the attack, not reduce the hardness of the target.

Nevertheless I'll see if your line of thinking will take me anywhere new. Its very possible.

Well, only if you're bored :-)
It is only me thinking with my fingers while waiting for this damn low-level diagnostic to try to find the sneaky little bad sector that now appears to be what's been causing me so much grief these last three weeks...

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