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Gestion des divinites

Par Lady_Elka le 3/2/2003 à 19:45:45 (#3163742)

bonjour :)

1- apres une petite recherche, je n'ai rien trouve pour integrer les divinites dans mon module

2- de plus, j'aimerai savoir si vous connaissez un scipt qui donne un objet suivant la divinite/classe choisie par le joueur

ex:
un pretre de Tyr recevrai un marteau enchante ainsi qu'une armure des clercs de Tyr a la fin de la creation de son perso :)

3- existe-t-il, deja, des modules qui gerent les divinites ?

merci pour tout :)

Par Jedaï le 3/2/2003 à 20:01:40 (#3163860)

Bon la fonction essentielle c'est bien sûr GetDeity(object oCreature).
Mais de toute façon, des divinités cohérentes implique presque évidemment la mise en place d'un server vault et d'un site roleplay à l'extérieur.
Après c'est du détail technique : tu reprend les scripts qui existent déjà pour donner des objets en fonction de la race/classe et tu modifie pour prendre en compte la divinité à la place. Simple !:)

GetDeity

Par Blam le 3/2/2003 à 23:49:55 (#3165502)

c'est la commandes pour les dieux.
apres tu gères ton panthéon
si tu es a court d'idées.... je te propose le mien

Par Cassin le 4/2/2003 à 8:33:39 (#3166486)

Avec ce système (c'est idem pour les sous-races), il faut par contre espérer que les joueurs ne fassent pas de faute dans le nom de leur divinité, parce si un joueur tape "Amonator", un autre "Amaunator", un troisième "Amaunataur" et un quatrième "Ahmohnahthor", ton script ne va plus rien comprendre ;)

Par Laya de Malkesh le 4/2/2003 à 11:59:17 (#3167521)

Le plus simple reste quand même de leur faire prêter serment auprès d'un dieu directement dans le jeu.
C'est ce que j'ai fait dans mon module et j'ai pas trop de problèmes à gérer du coup vis à vis des erreurs ou oublis des joueurs lors de la création du personnage.
La petite chose est que je me retrouve quand même avec 19 temples dans la capitale de mon module :rasta: Mais vu que c'est un module social, c'est pas bien grave et ça diversifie et développe le côté religieux ^^

Ca permet également de permettre à un joueur de prendre en compte son changement de foi par exemple (menfin faut pas rêver, un fidèle qui déclare renier son dieu s'en prend plein les gencives hein :D)

j'ai trouve ce que je cherchai :)

Par Lady_Elka le 4/2/2003 à 13:32:14 (#3168252)

a mettre dans propriete du module: OnClientEnter

le code:

void main()
{
object oEnteringPlayer = GetEnteringObject();
//*** Resets death GUI popup ***
SetLocalInt(GetModule(), "bDeathGuiIsUp", FALSE);
//*** Fix for sleep bug ***
effect eSleepEffect = GetFirstEffect(oEnteringPlayer);
while(GetIsEffectValid(eSleepEffect))
{
if (GetEffectType(eSleepEffect) == EFFECT_TYPE_SLEEP)
{
RemoveEffect(oEnteringPlayer, eSleepEffect);
SetLocalInt(oEnteringPlayer, "bDisabled", FALSE);
}
eSleepEffect = GetNextEffect(oEnteringPlayer);
};
//***Give starting equipment, if needed***
if((GetXP(oEnteringPlayer) == 0) && GetIsPC(oEnteringPlayer))
{
int nClass = GetClassByPosition(1, oEnteringPlayer);
//***clear inventory***
//Unequip all items (except chest)
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_ARMS,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_ARROWS,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_BELT,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_BOLTS,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_BOOTS,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_BULLETS,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_CLOAK,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_HEAD,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_LEFTRING,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_NECK,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oEnteringPlayer));
ActionUnequipItem(GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oEnteringPlayer));
object oCurrentItem = GetFirstItemInInventory(oEnteringPlayer);
while(oCurrentItem != OBJECT_INVALID)
{
DestroyObject(oCurrentItem);
oCurrentItem = GetNextItemInInventory(oEnteringPlayer);
};
//***give starting gear***
string sGod = GetDeity(oEnteringPlayer);
CreateItemOnObject("it_medkit002",oEnteringPlayer,5);
CreateItemOnObject("it_torch002",oEnteringPlayer,1);
CreateItemOnObject("rulebook",oEnteringPlayer,1);
switch(nClass)
{
case CLASS_TYPE_BARBARIAN:
GiveGoldToCreature(oEnteringPlayer, (d4(4) * 15));
CreateItemOnObject("aarcl010",oEnteringPlayer,1);
break;
case CLASS_TYPE_CLERIC:
GiveGoldToCreature(oEnteringPlayer, (d4() * 5));
CreateItemOnObject("it_medkit002",oEnteringPlayer,5);
if(sGod == "Grolm")
{
CreateItemOnObject("grolmishblindfol",oEnteringPlayer,1);
CreateItemOnObject("holybookofgrolm",oEnteringPlayer,1);
CreateItemOnObject("grolmishpriestly",oEnteringPlayer,1);
}
else if(sGod == "Fulgrom")
{
CreateItemOnObject("neophyteswarbrin",oEnteringPlayer,1);
CreateItemOnObject("holybookoffulgro",oEnteringPlayer,1);
CreateItemOnObject("battlerobeoffulg",oEnteringPlayer,1);
}
else if(sGod == "Arguul")
{
CreateItemOnObject("holybookofarguul",oEnteringPlayer,1);
CreateItemOnObject("neophyteswayfind",oEnteringPlayer,1);
CreateItemOnObject("neophytesdeathma",oEnteringPlayer,1);
CreateItemOnObject("arguulshands",oEnteringPlayer,1);
CreateItemOnObject("robeofarguul",oEnteringPlayer,1);
}
else if(sGod == "Shevei")
{
CreateItemOnObject("holybookofshevei",oEnteringPlayer,1);
CreateItemOnObject("judicialrobes",oEnteringPlayer,1);
CreateItemOnObject("neophytesexecuti",oEnteringPlayer,1);
}
else if(sGod == "Ket")
{
CreateItemOnObject("holybookofket",oEnteringPlayer,1);
CreateItemOnObject("robeofket",oEnteringPlayer,1);
CreateItemOnObject("neophytessmithsh",oEnteringPlayer,1);
CreateItemOnObject("neophyteswarhamm",oEnteringPlayer,1);
}
else if(sGod == "Tendisil")
{
SendMessageToPC(oEnteringPlayer, "Tendisil is not a valid deity for clerics! Please re-create your character as a Druid.");
}
else
{
SendMessageToPC(oEnteringPlayer, "You did not enter a valid deity! Please read the README file, and re-create your character. Make sure you get the spelling correct.");
};
break;
case CLASS_TYPE_DRUID:
GiveGoldToCreature(oEnteringPlayer, (d4(2) * 15));
CreateItemOnObject("holybookoftendis",oEnteringPlayer,1);
CreateItemOnObject("aarcl002",oEnteringPlayer,1);
break;
case CLASS_TYPE_FIGHTER:
GiveGoldToCreature(oEnteringPlayer, (d4(6) * 15));
CreateItemOnObject("aarcl003",oEnteringPlayer,1);
break;
case CLASS_TYPE_RANGER:
GiveGoldToCreature(oEnteringPlayer, (d4(6) * 15));
CreateItemOnObject("aarcl002",oEnteringPlayer,1);
break;
case CLASS_TYPE_ROGUE:
GiveGoldToCreature(oEnteringPlayer, (d4(5) * 15));
CreateItemOnObject(",oEnteringPlayer,1);
break;
case CLASS_TYPE_SORCERER:
GiveGoldToCreature(oEnteringPlayer, (d4(3) * 15));
break;
case CLASS_TYPE_WIZARD:
GiveGoldToCreature(oEnteringPlayer, (d4(3) * 15));
CreateItemOnObject("wizardsrobe003",oEnteringPlayer,1);
break;
};
SetXP(oEnteringPlayer, 1);
};
/*//***Move to another random player***
Not needed with changes to leader script.
object oCurrentPlayer = GetFirstPC();
int bHasNotJumpedOnce = TRUE;
if(!(GetIsDM(oEnteringPlayer)))
{
while(GetIsObjectValid(oCurrentPlayer) && bHasNotJumpedOnce)
{
if(!(GetIsDM(oCurrentPlayer)))
{
AssignCommand(oEnteringPlayer,(ActionJumpToObject(oCurrentPlayer, FALSE)));
bHasNotJumpedOnce = FALSE;
};
oCurrentPlayer = GetNextPC();
};
}; */
}


c'est le script present dans le module:
Parthenon 1: Humble Beginnings par Teiwaz

read me concernant les classes:

CLASS:
You can be any class in Parthenon except for Paladins, and Bards. (Although these classes will be made available later in the campaign. In the current timeframe, neither exist)
With your DM's permission, you can choose to be a Monk. Monks are monasteric priests of Fulgrom, the God of War (Although not all priests of Arguul are Monks). They train in order to make their own bodies the ultimate weapon. You will have to work out with your DM why you're in Greenvale and have joined up with the party.
If you chose to be a Cleric (and the party will need at least one) you MUST also choose a god from the following list. If you enter the name incorrectly, you will not receive deity-specific starting equipment. (And you don't want to miss out on this stuff- some of it's quite good, and most of it improves as you gain levels)

REMINDER: If you are a Cleric of Fulgrom, Ket, or Shevei, one of your starting feats should be Weapon Proficiency - Martial. One of your pieces of starting equipment requires this feat to use.

Grolm:
God of protection, purity.
Special Items:
Blindfold (Helmet. Grants special powers of vision. Improves over time)
Prayer book (Grants blessings)
Domains:
Good, Healing, Protection

Fulgrom:
God of war, battle.
Special Items:
Warbringer Blade (Greatsword. Formiddible weapon. Improves over time)
Prayer book (Grants blessings)
Domains: Destruction, Strength, War

Arguul:
God of death, travel.
Special Items:
Death Mask (Helmet. Immunity to some spell effects. Improves over time)
Arguul's Hands (Gauntlets. Channels negative energies. Improves over time)
Wayfinder staff (Quarterstaff. Imbued with travelling spells. Improves over time)
Prayer book (Grants blessings)
Domains: Death, Destruction, Earth, Evil, Travel

Ket:
God of creation, smiths, fire.
Special Items:
Warhammer (Warhammer. Enchanted waepon. Improves over time)
Smith's Hammer (Light Hammer. Improves fighting ability overall, and especially with two weapons. Improves over time)
Prayer book (Grants blessings)
Domains: Fire, Good, Knowledge, Strength, Sun

Shevei: *Priest MUST be Lawful*
God of law, justice, revenge.
Special Items:
Executioner's Axe (Battleaxe. Formidable weapon, esp. against chaos)
Prayer book (Grants blessings)
Domains: Good, Knowledge, Protection

If you are a Druid, you are, in effect, a priest of Tendisil, the god of life and nature.

Wizards are often expected to be politically astute. All arcane magic in the Haenlock Empire is controlled by a semi-commercial organisation known as the "Mage's Guild." All those practising magic without a licence are guilty of Witchcraft, which is a crime punishable by death (and usually torture)

Sorcerers are too hard to control, as they often figure out spells intuitively. This makes them dangerous to the Mage's Guild, and all sorcerers are considered witches or warlocks.

Some Sorcerers manage to fake being a more common sort of Wizard, and gain access to the Mage's Guild and practice their art legally. Some Wizards, and most Sorcerers, practice magic outside the guild. They must be careful to hide their talents carefully, or at least pretend to be members of the Guild, or face the possibility of being hunted down by the Guild's Witchfinders. The ally of these Outlaw Mages is the "Brotherhood of Mystics," a subversive organisation devoted to the "Freedom of Magic" and the destruction of the Mage's Guild. Some particularly crafty wizards may be members of both organisations. Much of the Brotherhood's income comes from the illegal use of magic- Divination spells used for extortion, assassinations, and so forth- all the things the Mage's Guild was established to prevent.

If you are a Wizard, you are assumed to be a member of the Mage's Guild. You may have an opportunity to make contact with the Brotherhood of Mystics later in the campaign, however. Stoutfolk (Gnomes and Halflings) are barred from entry into the Mage's Guild. It would be extremely difficult for them to get the training to become Wizards without the Guild's support. However, some (especially those with strong Gnomish roots) may develop their own style of intuitive magic, and become Sorcerers.

je vois que tu l'a trouvé

Par Blam le 5/2/2003 à 13:36:03 (#3175206)

nwnfr, on a les mêmes lectures :p


et il marche bien en plus.

JOL Archives 1.0.1
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