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Author Topic: location specific creatures  (Read 1120 times)
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sixf00t4
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« on: November 01, 2005, 07:47:37 PM »

an admin came up with a great idea, having creatures only available in certain cities.  So you could have snowmen and penguins in the winter village, garlic monsters and pick-wielding villagers in the vampire city, etc.  Now, i can do it with the EZ creatures module fine, just have to make the core edit to forest.php.  Am i right is assuming this can't be done with a module?
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Talisman
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« Reply #1 on: November 01, 2005, 08:37:09 PM »

Wasn't this discussed before, with Kendaer stressing that obj-prefs was the way to restrict creatures to certain areas?
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sixf00t4
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« Reply #2 on: November 01, 2005, 08:59:28 PM »

well, that was with new areas.  and check the objpref if they are enabled in that area.
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Talisman
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« Reply #3 on: November 01, 2005, 09:09:59 PM »

If I'm getting you correctly, you want creatures to be available in the forests of specific cities, right?  You should be able to use objprefs to achieve that as well...
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Dannic
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« Reply #4 on: November 01, 2005, 09:27:26 PM »

with my creature addon you can specify a flag to that creature.  from there you can create your own areas/forests which will pull only those creatures flagged.

Of course I haven't gotten around to coding an example of that yet.  been too busy with other things.

And yes, Kendear did say object preferences where the way to go which is what I used.  works quite nicely.
« Last Edit: November 01, 2005, 09:28:38 PM by Dannic » Logged
eph
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« Reply #5 on: November 01, 2005, 11:49:51 PM »

If you ever manage to find the time for a small example, I would love to see it. Having location-specific monsters in each forest is probably the most requested forest feature of my players. Wink

(And your creature addon is installed already to spice up the monster values soon. ^^)
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sixf00t4
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« Reply #6 on: November 02, 2005, 05:31:00 AM »

If I'm getting you correctly, you want creatures to be available in the forests of specific cities, right?  You should be able to use objprefs to achieve that as well...
should:)  I'm not seeing any hooks in forest.php after line 108, where the creature is selected.

from there you can create your own areas/forests
right, valhalla does this, and has a flag to look at objpref or EZ creature.  both are in the module.



Now, what may need to be done is hook into battle, see if the $badguy selected is allowed in that location, if not, reselect a $badbuy that is.  which, sounds like it could be messy if other modules hook in, or if the $badguy is already displayed...

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Dannic
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« Reply #7 on: November 02, 2005, 04:47:33 PM »

You could just do the forest footer and use that for the hook to modify the badguy when one appears.  That was one of the ways I was going to do it.  But I just haven't gotten around to it yet.
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sixf00t4
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« Reply #8 on: November 04, 2005, 08:46:35 PM »

ok, my brain is so fried.  help?

1.  i'm running into the issue where $args isn't returning.  You can see by the multitude of debug statements, that it is being set in the module.

2.  why isn't it setting "gotcreat" to 1?  GAWD, WHY IS IT NOT SETTING IT TO 1???

ha, i'm tired, but i've been looking at this over and over, i just don't get it.  someone point out the obvious to me, i know it has to be obvious.


btw, you'll have to set atleast 1 creature in your level to your location in order to test.
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sixf00t4
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« Reply #9 on: November 09, 2005, 02:34:53 AM »

but seriously, i mean, reallly, honestly...yeah...ummm, really, any one have any ideas?
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Dannic
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« Reply #10 on: November 09, 2005, 04:35:17 AM »

You are setting this as an objpref?
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XChrisX
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« Reply #11 on: November 09, 2005, 04:47:44 AM »

but seriously, i mean, reallly, honestly...yeah...ummm, really, any one have any ideas?

Well, okay... Seriously...

You are simply using the wrong hook.

Just use "buffbadguy". It's called only once, after the badguy is chosen and balanced to the player's strength. Then change your name and weapon ($args['creaturename'], $args['ceratureweapon']) And everything will be fine...
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sixf00t4
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« Reply #12 on: November 13, 2005, 03:10:45 PM »

hmm, with buffbadguy, there's no way to tie it just to the forest encounters.

also, i was hoping to change more than just the name, weapon, etc.  I wanted to load a whole new creature, making it possible to have some forests harder than others too.

but it is working with buffbadguy with just renaming the creature.

any tips on getting it to do the other things?
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sixf00t4
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« Reply #13 on: November 13, 2005, 03:24:57 PM »

cancel that.  it checks for last location, and if they are in the graveyard, it won't run.  think it should be good...
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