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> 2017 Design Update Log
dave
Posted: Oct 26 2017, 12:40 PM
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shad but true


Group: DN Design Lead
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Member No.: 78
Joined: 30-March 03



2017-10-26-DN1-dave-mod.zip
====================================================================
-updated x2_inc_beholder (added constants)
-updated x2_s1_beholdray (added Hold Ray support)
-added a couple new script for a new monster that reference the two previous updates
-more tweaking of the dn_mod_pcchat. Blargh. Refactored a couple bits.
*also worked on suppressing some unintentional chat commands arising from regular chatter
-worked on some new monsters - undeployed as of yet
-changed the default color of Ectoplasmic Good lootbag names from Gold to Purple
-updated rest event with check for unlevelled henchie reminder [untested]
-updated /w who chat command to list henchies with the idea of providing levelup reminders (DING!) for them as well [dn_inc_players]
-regenerated precache

-rebuilt scripts
Installed/live


Note: lots of untested stuff there (new monster abils, hench levelup reminders and chat command behavior updates)


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Oct 27 2017, 04:41 AM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



2017-10-26-DN1-dave-mod_v2.zip
====================================================================
-fixed some problems with untested stuff from this morning's patch

-rebuilt scripts
Installed/live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Oct 28 2017, 04:22 AM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



2017-10-27-DN1-dave-mod.zip
====================================================================
-Minor refactoring of code related to some recent projects
-more polish and bugfixes on some of the henchie levelup notification work

-rebuilt scripts
Installed/live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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arQon
Posted: Oct 29 2017, 08:40 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4651
Member No.: 297
Joined: 14-September 04



hench_20171029.zip

relevel delin as DD-only from 22 on. (mostly thematic, though technically it results in a tiny power loss at 25 and 26, which is recovered from 27 on).

nw_ch_ac5 (OnAttacked for pets) if an attacking flanker is Plotted, it's a POF and thus has UberSeeing, so don't bother trying to HIPS to get it to switch targets.
(note: there seems to be somewhere else also triggering this behavior still, but damned if i can find it...)
> aha! with logging back on, it was indeed this code triggering the unwanted HIPS, but it was because bw was incorrectly using GetLastDAMAGER in that code, rather than GetLastATTACKER, so as a result the wrong creature was being looked at.

nw_i0_generic: remove obsoleted HenchChooseTactics

dn_inc_hench: adjust henchmen level by -2 when deciding what healing items to create: otherwise, at eg 30 they start to get +25 healkits, when typical (ie non-champ+) monsters are still dropping +20s.

nw_i0_generic: the main test in AI_DEBUG had managed to invert the impact of GetIsLocalTestModeEnabled at some point, causing offline testing to not actually work.

x0_inc_henai: completely ignore GetAttackTarget. rather counter-intuitive, but the reality is that if the previous target died last round, we may have been auto-switched to a summon or other "unwanted" target already; and this can also pull the henchman onto to a new target because of AOOs, causing them to abandon their current one. ignoring this and continuing on will resume combat against our ACTUAL attack target if it's still alive, and choosing a new one intelligently (master's target, or nearest NON-summon) if that one is dead.

x0_inc_henai: try to go after the npc master if the nearest enemy that we would otherwise choose is a summon.
NOTE: this is fine in places like Raven Shoals, and even in "normal" grue spawns that i tested, but does have the potential to cause "lockups" in the ai if it tries to go after a master that can't be pathed to because of eg a huge swarm around the henchman. the only solution for that scenario is the master using VWE, which isn't really different to what you'd want to do in the old case anyway. still, we'll keep an eye on it.

--

Directions: unzip into modules/temp0, overwrite all, rebuild all scripts.


--------------------
azmaveth> so, for my first stint as a dm, I feel the need to spawn a dragon or two on a party of babies...
dave> go find Kev when he makes his next baby :p
dave> he prolly kill it
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dave
Posted: Oct 30 2017, 03:16 AM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



2017-10-29-DN1-dave-mod.zip
====================================================================
-imported Kev's henchman update
-reorganized feywild/feydark custom encounter palettes

-rebuilt scripts
Installed/live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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arQon
Posted: Oct 31 2017, 01:00 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4651
Member No.: 297
Joined: 14-September 04



2017-10-30-kev-mod.zip
====================================================================

added a bunch of gnoll builds, and some test spawns to MH beach (zip mhsh)


--------------------
azmaveth> so, for my first stint as a dm, I feel the need to spawn a dragon or two on a party of babies...
dave> go find Kev when he makes his next baby :p
dave> he prolly kill it
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dave
Posted: Oct 31 2017, 04:41 AM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



dave_171030.zip
==============
-updates dn_mod_onrest, dn_mod_pcchat, dn_mod_pclevelup
*should fix resting TMI
*improved token checking in pcchat processing of commands
*minor levelup tweak
*one other new resource

Directions: Unzip into temp0, overwrite all, recompile


Also updated on server:

dn1_chathelp.2da [override]
Added: autoloot help entry
Updated: kills entry
Updated: deaths entry
Added: tpk entry
Updated: info entry
Updated: npcs entry
Added: unlock entry
Updated: wtf entry


-Dave


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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arQon
Posted: Nov 2 2017, 01:01 AM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4651
Member No.: 297
Joined: 14-September 04



2017-11-01-kev-mod.zip - LIVE
====================================================================

imported dave_171030.zip

further updates to the gnoll and augu builds

refined the GetAttackTarget change to simply early-out from any further logic if GetAttackTarget IS genuinely our current target: this avoids AI message spam, and since t doesn't require a "new" ActionAttack also stops them constantly shouting their battlecry, which is annoying enough already.

hopefully fixed some brentness that caused henchmen to ignore "Stay Here" (VWX) and "Follow Me" (VEE) and constantly attack things anyway.

updated the monster ai to buff the offhand weapon as well, if they have one (only blade thirst, ie rangers)

updated a bunch of high-level rangers (slig ranger (VOS), slig stalker (DSM), amurian sentinel) to have a second (and in some cases, a first) use of blade thirst, but stopped at those because i want to see how the DR-bypassing aspect of +5 weapons feels before doing any more. 5/+5 items are VERY expensive and very high-level, and i don't want them to become useless against a large number of (what are already typically the highest-damage) monsters almost as soon as you can actually use them.

hopefully fixed the spawns in the two "middle" rooms in deep maus to work properly if players circle the area. (previously, whichever room was visited after the boss room would spawn an orphaned lordk in there and all his support back in the entry room).

fixed Smack My Lich Up not activating (eeva's spell was terminating the convo, so the BQ code never ran: swapped the two nodes).

deleted bw "ranged/melee" nodes from henchman convo.


--------------------
azmaveth> so, for my first stint as a dm, I feel the need to spawn a dragon or two on a party of babies...
dave> go find Kev when he makes his next baby :p
dave> he prolly kill it
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dave
Posted: Nov 5 2017, 05:12 PM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



dave_171105.zip
===========

Directions:

* unzip into temp0 with module open in TS -> overwrite all
* recompile dn_mod_pcchat
* refresh custom creature palette

-Fixed a typo in Monty Python's conversation
-Updated some signage in Paradan Port District
-Dagdaan Wild Turkeys and Beavers are now in the Hostile faction (ie now same faction as Rakastas), but are also marked with DN_IS_HERBIOVORE/DN_IS_OMNIVORE ai flags
-Amurian Wild Beaver now marked with DN_IS_OMNIVORE ai flags
-marked numerous Creatures/Custom/Monsters/Common/* animal/bird/vermin builds with DN_IS_HERBIVORE/DN_IS_CARNOVIRE/DN_IS_OMNIVORE
-marked Notus Lotes with DN_IS_HERBIVORE
-marked Beetlegeuse with DN_IS_OMNIVORE
-marked Mockingfey, Disenchanter, and Fey Toads with DN_IS_OMNIVORE
-marked Paradan Sewer Rats with DN_IS_OMNIVORE
-renamed Paradan sewer rats from "Rat" to "Sewer Rat" and re-filed them under Common creatures
-removed unused creature palette folder "Unloved/Ooze"
-flattened "Unused/Unloved/Orphaned" monster palette folder as it had only one subfolder once Oozes were removed

-updated dn_mod_pcchat handling of the "loot" emote autochat chat (was triggering at same time as builder "loot" command - usage is now filtered better by token count)


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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arQon
Posted: Nov 6 2017, 11:52 PM
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EMS creator and DN Offical Bug Manager


Group: DN Design Lead
Posts: 4651
Member No.: 297
Joined: 14-September 04



2017-11-05-kev-mod.zip - LIVE
====================================================================

imported dave_171030.zip

made some internal changes to the AFK widget so it works correctly offline. shouldn't affect online cases at all.

fixed premonition not working at all in the previous mod revision: a broken test version of the script wasn't reverted before uploading.


--------------------
azmaveth> so, for my first stint as a dm, I feel the need to spawn a dragon or two on a party of babies...
dave> go find Kev when he makes his next baby :p
dave> he prolly kill it
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dave
Posted: Nov 10 2017, 02:56 PM
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shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



I don't consider this patch done (needs much testing), but the broad strokes of the updates and additions are in place. My machine is going to force an attempt (and fail) to update Windows 10 while I'm at work, so I'm updating the mod with my work as it is, just in case I have to wipe my hard drive and reinstall again this weekend. Ug.

-Dave



2017-11-10-DN1-dave-mod.zip
====================================================================
-minor update to Mr Scott's name [first name and last name are now in the correct fields]
-Mr Scott now gives a Note as a quest reward instead of a potion
-Grilka should now accept Mr Scott's note in exchange for a PSP.
-updated module journal file to re-assign Dallav's unused old quest entry as an EQ -> quest tag changed from "q3" to "DNEQ2"
-updated quest scripts to remove references to Dallav's quest tag from "q3" [dn_inc_q_const.nss, dn_inc_q_journal.nss]
-marked Ettercap Silk Glands with EQ tag variable DNEQ2
-re-created Dallav NPC and set him to spawn in Birnham Forest near the Arachnid Lair
-Dallav's EQ should work but I have not tested it [built not tested]
-the NS Cook, Monna, no longer buys Slaad Tongues
-marked Slaad Tongues with EQ tag variable DNEQ3
-Toli should now offer an Extermination Quest for Slaad [built not tested]
-updated Babaeyl Halfling merc convo
-Sigo in Babaeyl no longer buys Darkling Charms
-Did some design maintenance on Sigo and his spawn in Babaeyl. Decorated his ship a little, too.
-created a new NPC (Llethreys) in Fort Achaea to offer Darkling Extermination Quest [built not tested]
-marked Darkling Charms with EQ tag variable DNEQ4
-the Dwarven Mob now spawns again in Fort
-reworked Vifur's convo and setup to re-design his interactions as an Artifact Quest [DNAQ02]
-did design maintenance on the Shrubbery related to aforementioned quest
-the shrubbery quest item can now spawn in 1 of n randomly selected locations [reused/refactored some code from DNAQ01, which can be revisited slightly to be more variable driven for the spawning container info if desired, later]
-marked Manscorpion Poison Sacs with EQ tag variable DNEQ5
-added a couple new NPCs to support a Manscorpion Extermination quest [built not tested]
-added some of the above-mentioned trophies to the DM/Builder Chest of Test Resources
-worked on Journal entries related to much of the above updates
-added some "--- breaker ---" journal entries not intended for players but that help visually organize the journal into subsections in the toolset to help find stuff visually more quickly. Because the color tags make it a pain to scan visually, this helps somewhat.
-fixed a broken script reference in Shroedinger's Artifact Quest conversation

Deleted Obsolete Scripts: [formerly supported Monna's Slaad Tongue buying habit]
• dn_has_slaadtong.nss
• dn_n_buyslaadtg.nss
• dn_n_buyslaad75.nss
Deleted Obsolete Scripts: [formerly supported Sigo (Bab) Darkling Charm buyer habit]
• dn_bab_hasdcharm.nss
• dn_bab_buych1k.nss
• dn_bab_buych800.nss
Deleted obsolete Vifur Dwarves who say Ni scripts:
• dn_fort_haskey
• dn_fea_hasshrub
• dn_fort_takeshru

-rebuilt scripts
Installed/live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Nov 11 2017, 04:41 PM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



2017-11-11-DN1-dave-mod.zip
====================================================================
-updated the description of Mr Scott's note slightly
-minor updates to Toli's conversation
-fixed some inconsistencies in the spelling of Llethres's name in the journal
-I previously re-activated the Dwarven Mob's encounter trigger, but not Vifur's. Fixed.
-updated the completed state journal entry for the general Extermination Quest explanation journal entry
-updated the DN_NPC_NEAREST_NEXUS variable on Krisnys and Karoni to Mag (was MagTuireadh, which blocks access to their EQ quest)
-updated EQ reward routine to address an issue wherein some rewards could be issued twice [needs more testing]
-manually color-tagged Toli as the spawn script isn't catching him for some reason


-rebuilt scripts
Installed/live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
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dave
Posted: Nov 12 2017, 05:45 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



2017-11-11-DN1-dave-mod-v2.zip
====================================================================
-fixed a color tag on the Shrubbery placeable used in Vifur's Artifact Quest
-minor updates to Karoni and Krisnys's conversation files
-polished/rewrote some of Karoni and Krisnys's quest journal entries
-updated Artifact quest handler to be smarter about taking AQ items from henchies during reward sequences
-updated Extermination Quest journal state manager to examine Party inventory, not just PC Speaker
-updated CheckLocalPartyForItem() to handle henchmen [dn_inc_quest_pw]
-updated TakeAndCountItemsFromPC() and TakeItemFromLocalParty() to handle henchies [dn_inc_quest_pw]
-henchman-less versions of some of the above are still available and probably were used to build the henchie-versions.
-refactored a few functions out of dn_inc_item into new source file dn_inc_relic; renamed (unused) constants and functions in this file toavoid future confusion [previously used "artifact" language => now uses "relic" to avoid confusion with the artifact quest system.

-rebuilt scripts
Installed/live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
PMUsers Website
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dave
Posted: Nov 13 2017, 03:46 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



2017-11-12-DN1-dave-mod.zip
====================================================================
-added some decorations for Vifur in Fort Achaea
-refactored three identical AC/BQ/EQ functions into a single replacement in dn_inc_quest_pw
-generated HK stacks (for store fastbuy)
*deployed them to some of the (mostly lower level) shops
-updated custom itempalette
-Amur River Vile Den now has it's own Minstrel, Gord, rather than reusing the Mag T Minstrel. Gord performs Nautical Disaster, by The Hip
-Added another Minstrel as a lark in Mawg Ngaw near the gates
-updated dn1_songlist.2da for Gord [override]
-updated dn1_lyrics.2da for Gord [override]

-rebuilt scripts
Installed/live



--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
PMUsers Website
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dave
Posted: Nov 13 2017, 06:19 AM
Quote Post


shad but true


Group: DN Design Lead
Posts: 14078
Member No.: 78
Joined: 30-March 03



2017-11-12-DN1-dave-mod-v2.zip
====================================================================
-refactored some dn_inc_teleport stuff so builders can use zip commands in combat. Much more can be done, but for now, short term thingy improved.

-rebuilt scripts
Installed/live


--------------------
Dreu Noctem
- featuring arQon's EMS Spell system
- DN Bug reports go here or here!


[12:32] <arQon> i can design a munchkin in 2 minutes, but it takes me hours to pick a name :P
PMUsers Website
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