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License: GNU General Public License v3.0
Server code for the Neverwinter Nights: Enhanced Edition "Freescape" module
License: GNU General Public License v3.0
Player recommends adding area transitions and other points of interest as map notes. Might help players navigate around better.
Solar Odyssey Online (one of my prior modules) had an animal faction which allowed players to attack members of a certain faction without making the rest of the faction hostile. We want the same thing for Freescape.
Add a chance for trees to drop seeds of the same type when they're destroyed. These seeds will be used for farming.
Add a low level blueprint for making torches to the woodworking craft.
Torches should be destroyed after a certain amount of time of use.
There's a placeholder boulder in Ankolia Desert - Central Chasm. It's named "Climping Placeholder CR15".
No idea what this is intended to be. But we need to replace it with something else.
Stat reduction are usually remedied through resting however Freescape currently has no resting so we need to figure out some alternative.
Needed for calculation with skill XP gains
We decided to make Foraging its own skill. Need to split it out from Survival, set its max rank to 40 and update the foraging code to use the skill.
There's a corpse in Ankolia Desert - Central Chasm which is lootable. Needs to be marked not lootable as it drops base NWN items.
The exploration description trigger need to play the sound "gui_prompt" when triggered.
Idea: Maybe a single exclamation mark "!" should float over the character when they are triggered too.
The following actions should reduce overall hunger meter slightly:
more to come...
Coal is needed to light forges - need to add spawn points for these placeables.
There's a door on the western side of Fordania Plains - Central which is backwards. Need to turn that sucker around!
Player recommends putting the resources gathered directly into the player inventory instead of dropped to the ground.
My thoughts: Maybe this could be a cheap, low level perk?
Leads to the forest shelter in stead of the plains shelter.
Causing the player to stop their attacks whenever they heal. Very annoying.
Copy the CZS website code and create a new GitHub repository for Freescape's website.
Needs to be replaced with an actual jump skill :)
Reload BaseItemTypes table from the 2DA
We need to add an OOC starting area which will be used for both entering the game as well as loading players' last saved location.
The tag/resref of this area should be ooc_area
Need an NWNX feature for this one, but logging it anyway.
We need to disable the animation that plays when you use an item.
For are transitions
I think I made too many perk categories. Slim them down so that stuff like "Metalworking - Blueprints" and "Metalworking - General" are merged into a "Metalworking" category.
In CZS, lots of players tend to only build structures that are useful to them since they're capped at the maximum number of structures a territory flag can support. This means a lot of the vanity blueprints go unused because players don't want to "waste" a slot on them.
To fix this problem, we should have two separate categories for territories. The first is "Vanity" which are for all of the structures which simply exist for RP purposes. This should be a high number to allow as much customization as possible.
The second category is "Special" which includes crafting devices, persistent chests, and so on. Anything which has a useful gameplay benefit should fall under this category. This should be a much lower number than the Vanity category.
There is a useable fence in this area. Need to mark it not useable
Need to add a metalworking blueprint for making nails items.
You get evocation points on a target before the spell is finished casting. Need to change this to apply only after the spell completes
Currently seeds only drop when you have the perk. This should be changed to drop seeds every time the tree dies with a second set of seeds dropping based on the perk level.
One of the exploration triggers with the following text is misconfigured:
Before you stands an ancient building. Though time and whatever plagues these lands have taken its toll it appear to be safe to enter.
The text is in place of the java script variable. This needs to be fixed so that it'll display properly in game.
1.) Change the XP calculation to use CR instead of our custom Difficulty Rating value. (Remove that flag from the DB)
2.) Use a baseline of 1 CR = 400 XP
3.) The XP should decrease over time as players get stronger.
4.) The module should have a global XP adjustment which is a percent change on all XP gains. If this is not set (or set <= 0) the default should be 1.0
We may need to do some math to calculate the overall level of a player based on their skill levels & perks to determine their own CR.
The maple trees in Ankolia Desert aren't using the proper scripts. Plus the entire tree is usable, instead of the invisible object. Might be that there are multiple maple tree placeables in the module.
I noticed they have maple syrup - we should probably look into acquiring that using the proper tools and integrate it into the existing resource gathering scripts.
Fresh players don't have a weapon to gather wood/ore with. Need to give them a dagger at character creation that's undroppable.
Additionally, we should give them the option to destroy the dagger via usage (with confirmation via dialog).
The aloe plants in this area aren't using the forage system. Need to replace them with the new ones.
Write the documentation for loot tables in the GitHub wiki.
Create items which do the following when used:
These books should be used as quest rewards as well as DM event rewards. There should be books of varying amounts of XP:
Minor Tome of Skill Experience: 100 XP
Lesser Tome of Skill Experience: 200 XP
Tome of Skill Experience: 300 XP
Greater Tome of Skill Experience: 400 XP
This menu should allow players to view the blueprints/recipes they know for crafts and find out what items are needed to make each of them.
Don't currently have respawn points. The system is currently set up to bind players to "Mysterious Obelisks" they touch. Maybe these are hand placed as well as craftable by players?
Actually i think it would be fine to just make the the tree objects themselves be the object you bash and destroy. The effects are all there and it makes it easier to build the module when you can actually see the object you're working with. I know you've experience playerwhining but it works on many servers :)
The grain_barley item is missing or I have the wrong resref. Need to add the item or update the DB to use the correct resref.
The fire blast ability is not able to be used on others. Need to change this so it's a targetable item.
Or at least add some steep warnings.
I set some structures to require cloth before we had the foraging skill. Those construction blueprints need to be updated to use the new fiber items.
They only weigh 0.5. Should weigh about 2.
... which prevents party members from getting XP if the creature dies from a DoT.
All enemies leave behind a lootable corpse.
Those creatures marked as "Skinnable" (local variable on the creature) will be able to be skinned by players with the proper tools.
Skinning should use the Survival skill for its checks and XP gains.
Have the player face the right way and spawn the right place when using area transitions. Not a gamebreaking issue but makes the experience more clean.
List of transitions that need a facelift.
I think there's a bug with martial arts. It's granting lower XP than expected. Need to look at and fix it.
Might be confusing to players - need to tell them to buy a perk to unlock more blueprints.
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