Wagons Ho area feedback

Suggestions for Improving Existing Area Maps or for Altering Area Maps to Reflect In-Game Plots

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Kitunenotsume
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Re: Wagons Ho area feedback

Unread post by Kitunenotsume »

DM Spartacus wrote: Tue May 03, 2022 4:01 am
Moving North to the 1 position in the conversation with the wagon-master would also be a reasonable change, I think. Since that is the more gradual approach, instead of "Here's instant death to the unexpected" that 3 giant spawns does.
Thought time would reveal stuff like this, but perhaps a specific warning needs in. For some limited variety was still a thought to allow both directions.
Mostly just thinking to swap the dialog positions. Being able to head in from the south makes sense for someone trying to get to Caves faster, but someone inexperienced selecting the [1] option to default through the conversation ends up at the harder end. The South-entry dialog already has a warning, of sorts, but the position implies it is the default, while the North-entry dialog does not.

DM Spartacus wrote: Tue May 03, 2022 4:01 am
Returning with a different friend, we discovered that the deep lake area is happy to drown Constructs, which by common rules don't need to breath and thus are immune to drowning.
still looking for something that might better script this here, it currently damages for entering water. (any volunteers) to offer protection to spell protected creatures and perhaps exclude non breathers is maybe a big ask.

rp wise might be concluded currently water offers risk and if not specifically drowning then it is current sands etc. Something we would like to be more detailed and specific on but time and possibility is the great thing.
From what I saw, it isn't using an [onEnter] trigger, but instead a check once each round for every creature inside the lake, as my Scrying Sensor was able to make it varying distances across the pond before being informed that it drowned.
The normal solution for this would be to include a conditional check in the loop. The main things to check would be if each exclusion is met, and if so don't damage that creature. You'd need to know the ID of the Water Breathing buffs, and any racial types you wish to exclude (constructs, undead, maybe elementals). I can look through some of my archives when I get home for a more robust code sample, but it would likely follow the basic format:
Hidden: show
if [condition1]
[do nothing]
elseif [condition2]
[do nothing]
else
[do drowning damage]
end
If you wanted a dynamic sort of 'sandbar', then having a pair of transitions on either side and a sand-mound placeable that appears in the water when appropriate could work to bypass the encounter as well.
For damage varieties other than just drowning, a tentacle attack or geyser VFX could be triggered when the damage occurs to represent more active threats than simply water. Applying the [Wet] condition could also be an option.
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Lockonnow
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Re: Wagons Ho area feedback

Unread post by Lockonnow »

I think it will suits the Roaringshore you go from Vagons ho map to Roaringshore then Greennest.
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Rhifox
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Re: Wagons Ho area feedback

Unread post by Rhifox »

DM Spartacus wrote: Tue May 03, 2022 4:01 am
Returning with a different friend, we discovered that the deep lake area is happy to drown Constructs, which by common rules don't need to breath and thus are immune to drowning.
still looking for something that might better script this here, it currently damages for entering water. (any volunteers) to offer protection to spell protected creatures and perhaps exclude non breathers is maybe a big ask.

rp wise might be concluded currently water offers risk and if not specifically drowning then it is current sands etc. Something we would like to be more detailed and specific on but time and possibility is the great thing.
We already have functions for breathing mechanics. There is int NeedsToBreath(object oCreature) and int CanDrown(object oCreature) in cmi_includes. Those two functions can be used for various drowning scripts.

Just have your water script include #include "cmi_includes" at the top, then do an if(NeedsToBreath(oPC) == TRUE && CanDrown(oPC) == TRUE) check before the drowning script does its effects.
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DaloLorn
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Re: Wagons Ho area feedback

Unread post by DaloLorn »

As the person who wrote those functions:

CanDrown() is a superset of NeedsToBreathe(). Calling the former also calls the latter, since if you don't need to breathe, you obviously can't drown (but the inverse is not the case!).

A simple
if(CanDrown(oPC))
should suffice.
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Kitunenotsume
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Re: Wagons Ho area feedback

Unread post by Kitunenotsume »

I can currently confirm that events that provide success on trades reliably post the value of gold earned in the combat log.
However some negative events do not, as the "Small theft at the roadside" simply lists "You have lost some gold due to this." without mentioning the quantity.
I play a baker. Sometimes she provides counseling or treatment.
Ask about our Breadflower daily special to save five coppers off a purchase of five pastries.
She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
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