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Post by Cinerith on Jul 13, 2006 7:33:30 GMT -6
I'm trying my hand at making a new area for levels 40+. It's an ancient flying fortress that got lost in the Planes but somehow found its way back. Its original inhabitants seem to be gone however.
Not planning anything too spectacular since its my first area, just a straightforward dungeon romp for me to get used to the toolset. Right now the areas are pretty much mapped out in the toolset and I just need to populate it with some spawns and placeables. The area count stands at 8 including 2 tentatively non-combat areas and a boss fight area. I have a feeling the whole dungeon will be a little short but I'll have to actually run through it with spawns to see, and maybe redo the maps to make them larger.
Anyway I read the instructions and it seems like I need a loot table number for my spawns and possibly a script number too so I'd like those.
Also is there a naming convention for the doors or anything I have to do to them?
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Post by Phunic Ivdon on Jul 13, 2006 20:11:19 GMT -6
Sounds great, Cinerith. I love the concept : ) And don't worry about it being too elaborate...heck it's all about Hack N' Slash in Netheria land.
Here's your script #: 10_ And depending on how many loot merchants you need, you can start with LOOT_555 - ? I would suggest at least a couple distinct ones to vary things up. And the NESS helper thing I posted to the vault is a bit outdated. On your spawnpoints, please set your corpse decay flag to 120 (i.e., CD_120) and the loot drop percentages to be LT???A010B005C002 as I'm going to be updating the existing spawns to those drop rates....But if you have a lot of "junk" items in your loot, you may want a higher %, it's up to you.
Anyway, let me know if you need any help.
Looking forward to it!
P
Oh, and doors...check your email, I'll send you an erf of auto-closing door templates you can use.
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Tazman
Sapphire Member
Posts: 72
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Post by Tazman on Jul 14, 2006 10:06:37 GMT -6
One suggestion (if not already in the help PI gives)...any custom content you add, when you name it in the tag and the blueprint resref, inlcude your script number in front...for example, the Celurin Longsword has a tag of 09_celurinlongsword and a blueprint resref of 09_celurinls in Deep Forest.
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Post by Cinerith on Jul 15, 2006 10:45:49 GMT -6
Check your mail PI =p
Ran through it myself and it seemed fine but you never know what happens when something goes live.
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Post by Phunic Ivdon on Jul 15, 2006 12:02:10 GMT -6
Check your mail PI =p Ran through it myself and it seemed fine but you never know what happens when something goes live. Cool, it's downloaded and I'll start importing shortly. Thanks again, Cin P
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Post by Cinerith on Jul 18, 2006 21:40:20 GMT -6
Have you imported it into the version you're working on?
I've made some rather extensive changes based on playtesting with various people so I don't know if it would be better for me to send the whole area again or just the parts I've changed.
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Post by Phunic Ivdon on Jul 19, 2006 9:50:44 GMT -6
Have you imported it into the version you're working on? I've made some rather extensive changes based on playtesting with various people so I don't know if it would be better for me to send the whole area again or just the parts I've changed. Hey Cinerith, go ahead and send it to me when you're ready. I haven't imported yet.
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Post by Cinerith on Jul 20, 2006 4:18:33 GMT -6
Sent.
I'm guessing it'll be in the 2nd August update?
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Post by Phunic Ivdon on Jul 20, 2006 9:38:58 GMT -6
Sent. I'm guessing it'll be in the 2nd August update? LOL, do I sense a little sarcasm, there Cinerith? ;D Thanks a bunch, P
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Post by Cinerith on Jul 20, 2006 15:51:38 GMT -6
No I just noticed from looking at the updates forum that updates seemed to be done on the 2nd of every month and I think 2nd September would be a little far away ",
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Post by Zunath Zintuachi on Jul 20, 2006 18:16:29 GMT -6
Sounds neat, can't wait to check it out.
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Post by Phunic Ivdon on Jul 20, 2006 22:16:05 GMT -6
No I just noticed from looking at the updates forum that updates seemed to be done on the 2nd of every month and I think 2nd September would be a little far away ", Oh OK, LOL. Nah, I should have it live by Sat. There's only one hard and fast rule with Netheria - that there are no hard and fast rules P
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Post by Cinerith on Jul 26, 2006 7:22:05 GMT -6
How are loot merchants supposed to be done? Do I put them on the map, make an ness spawn point for them or just have them on the palette?
I put them on the map but was wondering whether I did it wrong
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Post by Phunic Ivdon on Jul 26, 2006 11:57:07 GMT -6
How are loot merchants supposed to be done? Do I put them on the map, make an ness spawn point for them or just have them on the palette? I put them on the map but was wondering whether I did it wrong It's best to just keep them in the palette and let me place them, as I have a separate area in the mod for loot merchants, but physically placing them in the area desn't hurt anything.
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Post by Cinerith on Jul 26, 2006 23:15:41 GMT -6
I removed them in my local version and the module size went down by 1mb.
I guess it's a good thing I asked =p
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