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NWN PREFABS

- Jump to comments -
Title  Arena - Monster vs. Monster with Betting
Author  Qworg[LOA]
Submitted / Updated  08-27-2002 / 08-27-2002
Category  Areas
Focus  Areas
Area  Castles Inn Other Area Type Tavern
Description
A prefabricated arena to drop into your modules. Randomized Monster vs. Monster combat with betting by side. CR is matched, and teams of monsters (up to 6 per side) fight each time. This is in .mod format, due to the fact that it contains over 100 custom monsters. If anyone has any easy ways of packing it into an .erf, please let me know. Also, if anyone can come up with a solution to prevent people from cheating (casting on monsters during combat) that won't kill on heartbeat, I'd appreciate a heads up. Enjoy!

Version 1.01 changes the faction of Red and Green to be PC friendly, therefore, unable to be attacked. (If the server settings are set to No-PVP) Thanks for the tip Yoav. Version 1.02 fixes some niggling bugs discovered via testing. Thanks to Mormy. Version 1.03 changes how music is handled and cuts the chatter by more than half to make it more multiplayer friendly.


Files

NameTypeSizeDownloads
MTQArena.zipMTQArena.zip
Submitted: 08-27-2002 / Last Updated: 11-01-2002
zip247.67Kb4171
--
SCORE OUT OF 10
9.25
2 votes
View Stats
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Comments (30):

1 2 3

Posted by Old_Scores_Transfered at on02/20/04
This is a compilation of the old system into a single score. There were 45 that made this score of 8.84 then rounded to 9.

Posted by Qworg[LOA] at 2003-11-2723:22:00    
Ah, new scripting functions. I'm really busy right now coding other things, however, if you'd like to work it over, I'd be more than happy to post an updated version. As for copying action queues... I don't think it could be done, but it'd be an excellent POC. =D And, the improved AI scripts should demonstrate the CR values better, as pixies will no longer get whupped by other CR 4 creatures, and fire giants won't rule most everything else. =)

Posted by Primogenitor at 2003-11-2505:34:00    
Just had a brief look at it and thought of a possible solution to make an erf easier. Instead of setting the faction in the blueprint, use the ChangeFaction() or SetIsEnemy() functions during spawn. As for cheating, personally I think it a RolePlaying situation. Or you might be able to add a small chunk to the bioware spell scripts that check if cast on one of the creatures in the pit, cause some effect (guards, backfiring spells, bets off, divine wrath, etc). Just a long shot, but maybe you could have the combat in another area (as gauntlet in OC), and just show a copy of the fight in the arena (by calling copyobject on heartbeat and duplicating the action queue?). Havnt tried this yet, but will. Also, has anyone tried this with some of the improved AI scripts? FallenAI, Jasperres AI, CODI AI etc? They could throw some of the betting off by a large margin!

Posted by Longstar71 at 2003-10-1909:27:00    
Well tested this out, one of the problems i have found is u leave and comeback their will be monsters spawned and they dont fight, maybe a onenter script clearing the arena if no players are present could remedy this

Posted by Qworg[LOA] at 2003-09-2207:31:00    
The only problem with that is that matches can go on for quite some time. I like the idea though.

Posted by Ungolythe at 2003-09-0514:59:00    
This looks like a very useful addition to my mod. Thanks for the work. I suppose you could take care of cheaters thru the scripting or thru guards. If they see you casting spells or harming the creatures in any way they can attack the violating PC. This would probably deter a lot of people.

Posted by Qworg[LOA] at 2003-09-0219:30:00    
Hello to all the new viewers/downloaders. I hope you like my little Arena prefab. =) Bioware has still made it impossible to keep factions setup correctly when importing via an .erf. That's why this is still a .mod file. If you export everything, and import it into your own module, you'll need to import it before you create any custom factions of your own, or else you'll have to go through and change all the factions to be either RedonBlack or GreenonWhite respectively.

Posted by Spura at 2003-09-0219:04:00    
That idea about changin monster types to undead is bad since then ppl will kill mosters with heal and they can still help monster the bet on with negative energy ray, any inflict wounds and of course negative energy burst and harm.

Posted by Balinor at 2003-05-1617:24:00    
I also am having problems putting it in my mod everything works except when the fight starts the creatures stay in there cells and dont spawn into the arena you might try to upload this with a erf format instead of a mod format would make our lives much easier wonderful mod though I really like it

Posted by Qworg[LOA] at 2003-05-0923:32:00    
It won't ERF correctly? It should be able to be exported rather easily... I'll run some checks tonight. -Q

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