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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
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Comments (30):

1 2 3

Posted by LT at 2003-04-3011:51:00    
Hey all, This is a great area, but I'm having trouble putting it into my own module. I've tried exporting all of the resources to a new erf, but the toolset keeps locking up. What is the best way to add this into a module, step by step? Thanks!

Posted by Qworg[LOA] at 2003-03-1818:34:00    
Those of you experience "divide by zero" errors. Check and make sure you're not spawning badgers in the cells. If you are, you need to also import the custom creatures. First, create two new factions, GreenOnWhite and BlackOnRed. Then import all the creatures into your module. If you already have no custom factions, everything will be good. If you do, you'll need to change the factions on all the creatures to be proper for their tag (GOW or ROB). -Q

Posted by gus at 2003-03-0923:10:00    
ya what he said...same prob

Posted by Aghar at 2003-03-0609:09:00    
An excellent job, well done. However, I am running into a small problem with the mtq_spawnbox script when I incorporate it into my mod, however. I get the following message when the mod is running: mtq_spawnbox,OID:800006cb,Tag:SpawnBox,ERROR:DIVIDE BY ZERO I checked it the script and it compiles correctly and shows no errors other then this one when the mod is running. I even went back to the original mod and copy and pasted the script figuring the possibility of it being manipulated in the original exporting and importing, but still the same result. The mod DOES run fine on its own, but something is causing this error and I cannot find anything in the script to begin to look at. Any ideas here? Your help would be greatly appreciated as I want this arena in my PW. Thanks alot for the response in advance and congrats on a fine job. Aghar

Posted by Qworg[LOA] at 2002-12-1813:17:00    
Shadow- Those are some great ideas! I'll look into trying to implement them soon. I'm currently working on an epic module of my own, while at the same time working for Daggerford PW, so I'm a bit busy. But that will clear up soon, hopefully. -Q

Posted by Shadow-Servant at 2002-12-1123:57:00    
People can't kill the combatants, but what about healing them? If someone can heal the monster, then turn their "type" into undead, and make their model and portrait the desired creature, that way all heals work as harm, and can't be cast. I made a skeleton once who used a weapon only usable by orc or half-orc barbarians, because I wanted it to be a relic from his days as a living creature, but as an "undead" he couldn't use it. So I made him an "orc" like he would have been, and then made his model that of a skeleton chieftan. That would take a while to do with 100+ creatures, but it wold stop casting of healing spells on a favord mob. Also, maybe put in "Arena Refs" who would cast Silence 15' Radius on a specific pole who was friendly to all factions but the refs. Make it so there are enough poles and enough refs that you would cover the entire spectator area, and then the refs would cast their spell on the arena activation. That would prevent all but silent spells, so you would drastically reduce people casting enchantments on their favorites, such as Mage Armor, or Protection from Alignment. (I think silent spell lets you cast when silenced, can't really see another use for it.) Is there a way to make "legends of the arena" creatures? such as a captured ogre chief who takes on all comers, and is a crowd pleasing favorite? it would be intersting to watch matches between creatures like that, because you might be able to make NPC creatures, like convicts, who would level up as they won more matches. I suppose that would be hard, because they would have to be killed off if they died, but think of visiting the cell of your champion, and giving him some mundane armor that is a step above his current armor. Here's an idea, make some special round where PCs can bet on the champ of their choice, one PC per champ, make it a tournament. Give the winning PC some reward item that they can give to the champion, and the NPC has that item's tag in its inventory it will equip it for the next match. (kind of like a hench who can't follow you) Ok, I have spun enough ideas for now, but I would love to see some of those implemented. Especially the NPC convict/champion line. Maybe you could have them fighting for their freedom, and if they win they become your hench. -Serve the shadows, as they conceal your attacks as well as your retreat.

Posted by Qworg[LOA] at 2002-12-0711:36:00    
The problem is that factions are not encapsulated. And each monster has a faction associated with its side. Being that there are 100+ monsters, that's a lot of faction re- creation. It's a good idea though. -Q

Posted by G-money at 2002-12-0615:37:00    
This does kick arse. It could be made a lot easier to install, however. You know, you can export a template, and then export the next template as an append to the same .erf file. Just export all the monster templates, as well as the NPC's and any extra scripts all into one easy-to-import .erf file.

Posted by CMDIII at 2002-11-1020:34:00    
I like this module very much. A great idea and well executed. I am going to use it in a town in my module. Well done Qworg[LOA]! ~CMDIII~

Posted by Giz at 2002-09-0805:11:00    
I can see where i went wrong ,put all the monsters in a special slot not in their respective nametags.Thanks for the reply,nice add-on by the way.

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