Simpler variabler Trigger, um Gelände Merkmale zu simulieren
simple variable Trigger, about terrains features to simulate
Der Spieler erhält verschiedene Boni/Penalty beim betreten des Bereichs die beim verlassen des selbes entfernt werden.
The player gets different Boni/Penalty at the cross the area the at the is left removes the same.
Great idea. Its just in my experience builders do not like setting local variables for too long before its too boring and they go onto another idea. Before you get offended, I found my technically best NWN1 scripts were never used because I was asking builders to virtually script themselves with the options available to them. Adding too many variables is actually harder than scripting because there is no compiler to correct you.
Anyway, I think you would get many more downloads if you could either:
1) make have plenty of template settings so they can draw the trigger and add one variable for a generic bog, or ice setting.
Or (much more appealing to builders)
2) you provide a big list of triggers in the Trigger palette for different settings. (ie dense forest easy, dense forest mdeium, hard, 2, etc). Then no one really needs a manual to understand.
Yes one could define so that specifically little regions of a Area. For example fog-benches, Undergrowth into the forest or what ever.
All characteristics influences is defined the through the underground. Movementrate, view, camouflage
Skill Boni/Mali: Could influence one different Skills
Posted by over_my_head at 2007-06-26 01:22:36 Voted 3.50 on 06/26/07
Very incomplete. I like the idea, and I think I understand what you are trying to do as this is used commonly in NWN1. But the lag of documentation or a test module makes it kind of hard to understand at the beginning. I understand setting up the triggers with the onenter scripts. But how about the variables? Any documentation about these variables what would be good in these circumstances, or what variables should only work in there, and etc., would be greatly appreciated.
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