Brainstorming Session, Implementing non combat stuff?

Please post suggestions and questions about Alangara in this forum.
BenevolentDevil
Posts: 360
Joined: Sun Oct 18, 2015 3:37 am

Brainstorming Session, Implementing non combat stuff?

Post by BenevolentDevil »

If you farm ( mostly main character I think ) , or fish ( I hated that part lol , took me forever ) , those are kind of time consuming and more "RP " as a good bit of it requires little to no combat to do.

These aspects in away are very good for RP characters, but once you get to a point and done them, that is kinda over.

So, what are some ideas to add in more things for Non-combat or general RP things?

I know everyone is going to say "crafting" up front , but Tara and I both discussed this before ...
1- CNR crafting leaves alot to be desired. It's a database hog, laggs the server , it' s poor in design and you have to edit every single item that -could be_ made , in order for them to be worth making in the first place. Plus editing areas to add the system in and placeables.
2- Crafting usually floods the markets with unwanted and un-used stuff.
3- We have the forge , which I feel covers most that need in the first place.
4- Other downloadable crafting systems on nwn are badly documented, incomplete or old making them incapable of plugging in and working with custom systems and cep2.1 , with-out a ton of work.

I thought about cooking actually -
Gathering fruits , nuts, making flour , eggs ...
Hunting and fishing for meats ...

Where you'd possibly get some food items, that cannot be sold in merchants, but can be traded to other players for gold or items ,and maybe an npc will be kind enough to take a batch or two for some xp. Maybe the foods give some minor benifits if ate? Not as great as Museum food, but something where it's worth the RP and time to do them?

Anyone else got any ideas?
BenevolentDevil
Posts: 360
Joined: Sun Oct 18, 2015 3:37 am

Re: Brainstorming Session, Implementing non combat stuff?

Post by BenevolentDevil »

I'm just trying to think of some thing sthat would e easy, not overwork tara , and will add to the RP side of things.
User avatar
Incartus
Posts: 41
Joined: Mon Feb 08, 2016 8:48 pm

Re: Brainstorming Session, Implementing non combat stuff?

Post by Incartus »

Well Met, Community.

Farming and fishing aren't bad in moderation.
I definitely like owning cow's and playing huck fin for a bit.
RP wise I think Tarashon has implemented allot already.
The hero's rest is a nice RP zone, the body modification guy and the gal at the entrance to the world is a nice touch.
The fact a player can own a house, or maybe even shop not sure on that last?
I saw a guild hall I assume players can own a guild, and the harbor has a public path.
The bar's and gaming establishment are also RP pulses.
Perhaps an improved Emote wand? In U.E we allowed allot of emoted action's, that as a DM I may have been mortified to watch @.@.
If you mean like system's, maybe a system that gives you one XP per hour spent rping or something like that?
Otherwise, the only thing I can think of to promote RP, is to have all of us (Including Tarashon O.O) sit and RP.
Or perhaps Tarashon can lead us all on some Epic RP adventure, or DM event.....?
Not sure if that's what you're looking for in terms of recommendation's Benev?
If you can talk with crowds and keep your virtue, Or walk with Kings—nor lose the common touch,
If neither foes nor loving friends can hurt you If all men count with you, but none too much.
Yours is the Earth and everything that’s in it
User avatar
tarashon
Posts: 861
Joined: Sun Jan 11, 2015 6:27 pm

Re: Brainstorming Session, Implementing non combat stuff?

Post by tarashon »

Debating with twillighteyes atm to become a DM. He is an old player, so know alot about the lands and has a fair idea of power balance and such. also he is US based. More info as and when we get it to work. that should spice up RP some I'd hope... :)

/tara
Twilighteyes
Posts: 69
Joined: Sun Jan 24, 2016 6:23 pm

Re: Brainstorming Session, Implementing non combat stuff?

Post by Twilighteyes »

Let us not forget the masquerade! Any characters that wish to become actors??

Rp'd snowball fights in the frozen lands, hide and seek on Aisla plat..

As for something that could be added? I'd recommend that characters begin writing books for the library.. Several players had their characters do such and those tomes are still available to this day.
Twilighteyes name "borrowed" from a book titled the same, NOT a reference to "sparkly" vampires.
BenevolentDevil
Posts: 360
Joined: Sun Oct 18, 2015 3:37 am

Re: Brainstorming Session, Implementing non combat stuff?

Post by BenevolentDevil »

well,lol ... some of those areas I knew were in place. I own a house/area , there is one guild hall near the little forrest that is player owned. ( also his house - Tara's son's I think ?) , the aquarium, was my request , and I originally requested the body mod tailors ;) *bows*

you can own cows? lol ...

The fishing part was the part i didn't care for much, I got way more wet isbis flowers than I did fish, and finding those red fish took about 6 hours of non stop spamming the fishing. I was alone at the time here, so there wasn't even any RP to go with it ,lol.
Jess has yet to complete her farm , I kind of got busy doing other things and sorta got bored with it, and now I don't even really recall what the farm stuff was for ... so I am probably giving at least Jess and anoksuna the short end of the stick on some things?

I know there's tons of RP areas ,lol which is great and one of the reasons I love Alangara ... there is plenty of action, but also plenty of beautiful and well made places of inspiration to RP in and around.

I was thinking more of a designed, non-DM'd mechanical system yes.
But , it's not a NEED , just a thought really.

I'd be glad for Twilight to DM , before my earlier departure I had also considered that role ... ;)

But, at the same time ... Twilight has characters I like, and a part of me would rather have him play them, to keep the RP going as well ...

IN our time zone ... it's him, me , and incartus mostly ...
Some Dm stuff, and interaction would be welcomed I think though ...

Not a fan of auto-give "RP" award systems myself. I've never seen one work right before, and it becomes something unappreciated and demanded once players start getting the timed XP drops ... , from my experiences with those, it leads to more drama and problems than it does any real good.

I was just kicking around ideas really, though ... hoping someone would pop out something we all would say , we couldn't possibly live with-out that! lol
Twilighteyes
Posts: 69
Joined: Sun Jan 24, 2016 6:23 pm

Re: Brainstorming Session, Implementing non combat stuff?

Post by Twilighteyes »

Aside from crafting or scripted "errand runner" quests I cannot think of anything that doesn't require DM, heavy scripting or a HEAVY renovation to a crafting system. I have seen/used crafting system that were based off points (aka Zombie Survival Mods) and did enjoy the several items outside arms and armor that could be made but most of those were survival themed and honestly do not quite fit here.

Like most everyone I have played on crafting servers and while it had it's moments I enjoyed the rp/travel to the mines and logging fields more than anything.

Dunno, I am with ya devil but I just really can't brainstorm anything up at the moment.
Twilighteyes name "borrowed" from a book titled the same, NOT a reference to "sparkly" vampires.
BenevolentDevil
Posts: 360
Joined: Sun Oct 18, 2015 3:37 am

Re: Brainstorming Session, Implementing non combat stuff?

Post by BenevolentDevil »

Like most everyone I have played on crafting servers and while it had it's moments I enjoyed the rp/travel to the mines and logging fields more than anything.
Thank you,I couldn't find the right words to describe that... but you did most excellent!
BenevolentDevil
Posts: 360
Joined: Sun Oct 18, 2015 3:37 am

Re: Brainstorming Session, Implementing non combat stuff?

Post by BenevolentDevil »

On emotes ... I think I have a system ( or it's still on the vault) , that has a huge list of things that will emote, just by typing it in chat. I think it can do other things as well ...

like if I have Jess sit down ...
* Jesandra sits* , she''ll sit down right there , or *drinks* does a drinking animation ... *dances* , *begs* , *prays* ..ect ... are all key words in the system, there's alot so I forget all what it can do.
Well,I modified it to do that on that one server I had, otherwise I think it's like "/emo sit , /emo drink", ect ....

I used it once, looooong ago on an action server I made ... I might still have the erfs floating around , not sure 100% though.
Last edited by BenevolentDevil on Tue Mar 29, 2016 10:26 pm, edited 1 time in total.
BenevolentDevil
Posts: 360
Joined: Sun Oct 18, 2015 3:37 am

Re: Brainstorming Session, Implementing non combat stuff?

Post by BenevolentDevil »

I found the description document I had ... while some of this isn't needed ( like the sex stuff ) , anything not desired can simply not be installed. All "sections" come in their own erf, if i remember correctly.
Let me know if you guys likes, I'll either find it on the vault for Tara to download, or try to get him my erfs.


PLAYER CHAT COMMANDS
Version 1.02

INSTALLATION
-Import the erf MRCore.
-The remaining erfs each contain a specific group of commands. The name of each group and the commands they contain can be found below. Each group can function independently from the other so you may import the ones you want and leave out the ones you don’t. Ex: MREmotes contains all the emote commands and MRItems contains all the item modification commands. If you wish to use the entire library of commands, import MRLibrary.
- Place the script on_player_chat on the OnPlayerChat Event under Module Properties or open the script and follow the instructions to add the code to your own script.
- Place the script on_item_act on the OnActivateItem Event under Module Properties or open the script and follow the instructions to add the code to your own script.
- Place the book Player Chat Commands for sale somewhere in your module for players to use.
- Place the item Player Command Item Selector for sale somewhere in your module for players to use if you are using the Item Modification commands.
- Blank Notes and Player Journals should NOT be placed anywhere in the module. They only need to exist in the palette. (Item Modification commands)

USAGE
Simply type the command in your text box in game and press enter. It does not matter whether it is the Talk, Shout, Party, or DM channel. Commands are case sensitive.

LISTING OF ERFS
MRCore = Core Scripts (required)
MRLibrary = All Commands Available
MREmotes = Emote Commands
MRHK = Hugging and Kissing Commands
MRWalk = Walking Commands
MRTouch = Touching Commands
MRLap = Lap Sitting Commands
MRDesc = Description Modification Commands
MRItem = Item Modification Commands
MRJournal = Player Journal Commands
MRAssoc = Associate Speak Commands
MREyes = Glowing Eyes Commands
MRSex = Sexual Position Commands
MRVoice = Voice Chat Commands
MRMisc = Misc Commands
MRDice = Dice Roll Commands
MRFamiliar = Familiar Commands
MRCompanion = Animal Companion Commands
MRSummons = Summoned Creature Commands
MRCharacter = Character Modification Commands
MRVisual = Weapon Visual Effect Commands
MRLocater = Player Locater Commands


EACH GROUP OF COMMANDS OPERATES INDEPEDENTLY OF THE CORE SCRIPTS.
YOU CAN DISABLE GROUPS OF COMMANDS THAT YOU DO NOT WANT BY DELETING THE SCRIPT ASSOCIATED WITH EACH GROUP!

EMOTES (Script: com_s_emo)
/emo hlp = Displays a list of all emote commands
/emo bend = Player bends over slightly
/emo bend low = Player bends over low to the ground
/emo bored = Player becomes bored
/emo bow = Player bows
/emo conjure 1 = Player begins to conjure a spell (1)
/emo conjure 2 = Player begins to conjure a spell (2)
/emo dance = Player begins to dance
/emo dodge = Player dodges by stepping to side
/emo drink = Player drinks
/emo duck = Player dodges by ducking low
/emo greet = Player greets another player
/emo head left = Player turns head to left
/emo head right = Player turns head to right
/emo laugh = Player laughs
/emo lay up = Player lays down, face up
/emo lay down = Player lays down, face down
/emo listen = Player begins to listen
/emo look = Player begins to look off in the distance
/emo kneel = Player kneels
/emo plead = Player pleads with another player
/emo read = Player reads a book
/emo salute = Player salutes
/emo scratch = Player scratchs their head
/emo sit = Player sits on the ground
/emo spasm = Player begins to spasm
/emo smoke = Player begins to smoke a pipe
/emo talk = Player talks to another player
/emo taunt = Player taunts another player
/emo threaten = Player threatens another player
/emo victory 1 = Player performs Victory Animation 1
/emo victory 2 = Player performs Victory Animation 2
/emo victory 3 = Player performs Victory Animation 3
/emo worship = Player worships

HUGGING AND KISSING (Script: com_s_hug)
/hug front = Hug nearest player face to face
/hug behind = Hug nearest player from behind
/hug back up = Back up tight against nearest player

WALKING (Script: com_s_wlk)
/wlk = Toggles walking mode on and off

TOUCHING (Script: com_s_tch)
/tch on = Turn touching mode on
/tch off = Turn touching mode off

LAP SITTING (Script: com_s_lap)
/lap chair facing = Sit in the lap of the nearest person in a chair, facing them
/lap chair away = Sit in the lap of the nearest person in a chair, facing away
/lap chair left = Sit in the lap of the nearest person in a chair, facing to left
/lap chair right = Sit in the lap of the nearest person in a chair, facing to right
/lap facing = Sit in the lap of the nearest person on the ground, facing them
/lap away = Sit in the lap of the nearest person on the ground, facing away

DESCRIPTION MODIFICATION (Script: com_s_dsc)
/dsc hlp = Displays a list of all description modification commands
/dsc sve = Temporarily saves your current description
/dsc lod = Loads your temporarily saved description
/dsc clr = Clears your temporarily saved description
/dsc add DESCRIPTION = Adds DESCRIPTION to the end of your current description.
/dsc car = Adds a carriage line to the end of your description.
/dsc del = Deletes your current description
/dsc rst = Resets your description to the orginal one from character creation
/dsc pvw = Shows player their description

ITEM MODIFICATION (Script: com _s_itm)
*Used in conjunction with the Player Command Item Selector item*
/itm hlp = Displays a list of all item modification commands
/itm pvw = Gives the name of the item currently selected
/itm clr = Clears the selected item
/itm add DESCRIPTION = Adds DESCRIPTION to the end of the selected item's current description
/itm car = Adds a carriage line to the end of the selected item's current description
/itm del = Deletes the selected item's current description
/itm rst = Reset's the item's current description and name to the orginal description and name
/itm nme NAME = Changes the selected item's name to NAME
/itm nte = Creates a Blank Note on player. The note can be modified with the other commands to create unique messages to give to other players. Blank Notes cannot be sold for money.

PLAYER JOURNAL (Script: com _s_jrl)
/jrl TEXT = Adds a dated entry to the Player Journal item. If the player does not have a journal, it will create one and add the first entry.

ASSOCIATE SPEAK (Script: com_s_spk)
/spk cmp TEXT = Animal Companion will speak TEXT
/spk fam TEXT = Familiar will speak TEXT
/spk sum TEXT = First Summoned Creature will speak TEXT
/spk chm TEXT = First Charmed Creature will speak TEXT
/spk hch TEXT = First Henchman will speak TEXT

FAMILIAR CONTROL (Script: com_s_fam)
/fam nme NAME = Sets the name of the player's familiar to NAME
/fam sth = Toggles the player's familiar's stealth mode on and off
/fam det = Toggles the player's familiar's detect mode on and off

ANIMAL COMPANION CONTROL (Script: com_s_cmp)
/cmp nme NAME = Sets the name of the player's animal companion to NAME
/cmp sth = Toggles the player's animal companion's stealth mode on and off
/cmp det = Toggles the player's animal companion's detect mode on and off

SUMMONED CREATURE CONTROL (Script: com_s_sum)
/sum nme NAME = Sets the name of the player's summed creature to NAME
/sum sth = Toggles the player's summoned creature's stealth mode on and off
/sum det = Toggles the player's summoned creature's detect mode on and off

DICE ROLLS (Script: com_s_dce)
/dce #d2 = Rolls # of d2 dice (Ex. /dce 3d2 rolls 3 d2 dice) Max # is 9
/dce #d3 = Rolls # of d3 dice (Ex. /dce 3d3 rolls 3 d3 dice) Max # is 9
/dce #d4 = Rolls # of d4 dice (Ex. /dce 3d4 rolls 3 d4 dice) Max # is 9
/dce #d6 = Rolls # of d6 dice (Ex. /dce 3d6 rolls 3 d6 dice) Max # is 9
/dce #d8 = Rolls # of d8 dice (Ex. /dce 3d8 rolls 3 d8 dice) Max # is 9
/dce #d10 = Rolls # of d10 dice (Ex. /dce 3d10 rolls 3 d10 dice) Max # is 9
/dce #d12 = Rolls # of d12 dice (Ex. /dce 3d12 rolls 3 d12 dice) Max # is 9
/dce #d20 = Rolls # of d20 dice (Ex. /dce 3d20 rolls 3 d20 dice) Max # is 9
/dce #d100 = Rolls # of d100 dice (Ex. /dce 3d100 rolls 3 d100 dice) Max # is 9
/dce fort = Rolls a fortitude save
/dce will = Rolls a will save
/dce rflx = Rolls a reflex save
/dce chr = Rolls a charisma roll
/dce con = Rolls a constitution roll
/dce dex = Rolls a dexterity roll
/dce str = Rolls a strength roll
/dce int = Rolls a intelligence roll
/dce wis = Rolls a wisdom roll

GLOWING EYES (Script: com_s_eye)
*Eyes are removed only by resting*
*Player must rest to clear eye effect before attempting to apply another. Otherwise,
both effects will be active*
/eye blue = Applies glowing blue eyes to the player
/eye green = Applies glowing green eyes to the player
/eye orange = Applies glowing orange eyes to the player
/eye purple = Applies glowing purple eyes to the player
/eye flame = Applies glowing flame eyes to the player
/eye white = Applies glowing white eyes to the player
/eye yellow = Applies glowing yellow eyes to the player

WEAPON VISUAL EFFECTS(Script: com_s_vis)
/vis acid = Applies a acid visual effect to the player's primary weapon
/vis cold = Applies a cold visual effect to the player's primary weapon
/vis elec = Applies a electrical visual effect to the player's primary weapon
/vis evil = Applies a evil visual effect to the player's primary weapon
/vis fire = Applies a fire visual effect to the player's primary weapon
/vis holy = Applies a holy visual effect to the player's primary weapon
/vis sonc = Applies a sonic visual effect to the player's primary weapon
/vis none = Removes all visual effects on the player's weapon

CHARACTER MODIFICATION(Script: com_s_chr)
/chr wing NUMBER = Sets the player's wings to the 2da number entered.
/chr tail NUMBER = Sets the player's tail to the 2da number entered.
/chr head NUMBER = Sets the player's head to the 2da number entered.

PLAYER LOCATER(Script: com_s_loc)
/loc anon = Toggles the Anonymous Setting for Player Locater List on and off
/loc list = Creates a list of the name, login, and area of all players who are not Anonymous

SEXUAL POSITIONS (Script: com_s_sex)
*The following will place a player in a sexual position with the nearest player
based on the position of the other player*

/sex hlp = Displays a list of all sexual position commands

Person Is Standing
/sex stand 1 = Enter from behind. (standing)
/sex stand 2 = Perform oral sex. (kneeling)
/sex stand 3 = Position yourself to be entered from behind. (bent at waist)

Person Is Kneeling
/sex kneel 1 = Kneel behind the person. (kneeling)
/sex kneel 2 = Position yourself for the Person to perform oral sex on you. (standing)
/sex kneel 3 = Position yourself to be entered from behind (bent low).
/sex kneel 4 = Position yourself to be entered from behind (kneeling).

Person Is Bent Over
/sex bent 1 = Enter from behind.

Person Is Laying On Back
/sex back 1 = Perform '69'.
/sex back 2 = Sit between the person's legs. (sitting)
/sex back 3 = Sit with the person's head snuggled in your lap.
/sex back 4 = (Kneeling) on the ground above the person's head.
/sex back 5 = Ride the person, facing their head. (kneeling)
/sex back 6 = Ride the person, facing away from their head. (kneeling)
/sex back 7 = Straddle the person's tummy, facing their head. (kneeling)
/sex back 8 = Sit on the person's face, facing away from their feet. (kneeling)
/sex back 9 = Sit on the person's face, facing towards their feet. (kneeling)

Person Is Laying On Tummy
/sex tummy 1 = Enter from behind. (sitting) (looks best without erection)
/sex tummy 2 = Enter from behind. (kneeling) (looks best without erection)
/sex tummy 3 = Straddle the person's bottom, facing towards their head. (kneeling)
/sex tummy 4 = Sit so the person is face down in you lap. (sitting) (looks best without erection)

MISC
/sve (Script: com_s_sve) = Exports your character to either the local vault or server vault
/mad rabbit touch of death (Script: com_s_mad) = Player commits suicide. Instant Death.
/stp (Script: com_s_stp) = Stops all actions and animations
/stp buffs (Script: com_s_stp) = Removes all positive spell buffs from player.

VOICE CHAT (Script: com_s_voc)
/voc hlp = Displays a list of all voice chat commands
/voc attack
/voc bad idea
/voc battle cry 1
/voc battle cry 2
/voc battle cry 3
/voc bored
/voc can do
/voc cant do
/voc cheer
/voc cuss
/voc death
/voc encumbered
/voc enemies
/voc flee
/voc follow me
/voc g attack 1
/voc g attack 2
/voc g attack 3
/voc goodbye
/voc good idea
/voc group
/voc guard me
/voc heal me
/voc hello
/voc help
/voc hide
/voc hold
/voc laugh
/voc look here
/voc move over
/voc near death
/voc no
/voc pain 1
/voc pain 2
/voc pain 3
/voc pick lock
/voc poisoned
/voc rest
/voc search
/voc selected
/voc spell failed
/voc stop
/voc talk to me
/voc task complete
/voc taunt
/voc thanks
/voc threaten
/voc weapon sucks
/voc yes

OPTIONAL ERF 1 = COMMANDS FOR VAEI’S ADDITIONAL ANIMATIONS
/csm point = Point with weapon
/csm think = Deep in thought
/csm head = Clasp head
/csm fold = Folds arms across chest
/csm jump = Jump in the air
/csm follow = Motion for others to follow
/csm alert = Get in alert crouching stance
/csm dangle = Dangle in air by hands
/csm smash = Perform smash animation
/csm sleep = Sleep on the floor
Post Reply