Turn Based Spelljammer scripts. These scripts implement PnP style hex map spelljammer combat. An example module has been uploaded which showcases these scripts, this entry is for those who wish to add the scripts to a module. The Arcane Space Tileset hak is required. Included are all the combat scripts, combat area, items, placeables, and merchants neccessary as well as a readme explaining how to add them to a module. The example module is available here: click here
This is a compilation of the old system into a single score. There were 8 that made this score of 9.50 then rounded to 10.
Posted by Mystic ( ..xxx.xxx ) at 2003-05-08 02:36:00
Awesome work Nightbringer!
Posted by Nightbringer ( ..xxx.xxx ) at 2003-05-01 20:54:00
Thanks for the comments.
A conversation is actually initiated when you click on a ship, BUT most of the ship model's seem to have a use node within their bounds, so you can't ever reach it: and I don't have any control on that. I know it works for the elven man-o-war... I originally designed it to work with just clicking on the ships, but quickly found that that didn't work for most ships, so the captain's icon is really just a kludge. If I ever figure out how to work with custom models I may make some changes to the hak pak, including fixing the ships.
Posted by J.J. Sonick ( ..xxx.xxx ) at 2003-04-05 22:47:00
This is really impressive, and conveys the feel of turn-based hex-combat well. I haven't played with the sample module that uses these scripts long enough to know if there's any bugs, but what I've sampled of it so far seems solid and shows how flexible NWN can be with the use of custom scripts.
One question: would it be possible to make that "command menu" conversation with your ship appear when you talk to the ship (as long as the captain's icon is in your possession)? It was a little tedious to have to use the captain's icon and then select the ship to get to the commands every time. Otherwise, great work!
Posted by Anonymous ( ..xxx.xxx ) at 2003-04-03 09:52:00
Very nice
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