<trying to figure a way...>
A point on that - save the source location as well and determine where the PC goes by the outcome of the encounter (and here is where I push for other-than-combat encounters, btw ;-). If the PC can't get past the border guard by bribery, stealth or combat (heh), then he exits back where he started.
This would be an easy hook into seamless transitions (or my Regional Mod system). So +1 for someone doing this ;-)
@ Henesua: how is your seamless transitions improved? *Very* interested, as that is the core of the transitioning system for RegMods... except you are transitioning between areas defined in a node table rather than arranged by naming convention.
Edit:
AndarianTD wrote...
Yes, that's a good point about MP that I hadn't considered. It might be interesting to thow multiple PC parties into the same encounter area -- e.g., you arrive to see another PC in the middle of a pitched battle with orcs, maybe with reinforcements arriving when you do, instead of an encounter tailor-generated for your party alone.
FWIW, the template areas in RegMods when in use have the variable "isNode" set (to the Node index). When transitioning into a node, the template area is first checked to see if it's in use (is isNode set?) and then to see if the template is being used for the destination requested. If the template is already open to the correct destination, then PCs *do* transition into an active, occupied area.
If not, an alternative template is looked for (or spawned if I ever get around to NwNx :-P ). If no suitable alternative is found the transition is blocked temporarily (1st choice is to detour to a random encounter, second is to say "Sorry, astral plain all fouled up" or some such ;-).
<...to have his cake and eat it, too>
Modifié par Rolo Kipp, 12 novembre 2012 - 04:01 .