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Monday 12 August 2019

Episode 13: Entering The Module.

As regular readers of this blog will know, part of the time spent preparing the next module is ensuring a player can bring a PC (or party) from the first module into the next. When considering the potential PC/party combinations involved; from a whole party, just an exported main PC, or a selection of PCs from previous games, the preparation for such can become quite involved, especially where existing equipment and any variables are concerned ... that is some of what I have been up to the last week or so.

While I had already written a fair amount of this module changeover code, I recently came across a problem of duplicated items when building a party from a number of PCs that had all played in module one before. An obvious result, but one I needed to cater for in case another player did anything similar. Furthermore, I discovered that "equipped weapons" did NOT keep their variables (as I first thought they had done), which meant I had to rewrite the variable container code to ensure all weapons were also stored between a module change over.

BREAK OR NONE!

SITUATION ONE (FROM A SAVED GAME): The ideal solution is to cater for players continuing playing the first module from where they left off. That is, they click on the world transition (now available) and the new module loads (after updating the campaign and module files) and the party continue on the world map in module two.

This works fine for players playing the first module and straight onto the second module that would be available to them after they finish, or a player who has added the second module and has a saved game from which they can load their last game from module one.

As such, all equipment, PCs and henchmen should, in theory, transfer and play fairly straightforward.

SITUATION TWO (EXPORTED PC FROM MODULE ONE): If a player does not have a complete saved game (recommended), but had kept an exported PC (from version 2.88* onwards), then they will be able to choose to start the campaign from module two (or three if and when available) and import this PC as their prime PC instead.

(*) Earlier exported versions will work apart from weapons losing their "condition" status. In this case, the player would have to "examine" any weapon they carry upon entering the game to ensure a new condition for the weapon was set. Furthermore, "Runic" enhanced weapons lose their property due to variables being lost on weapons prior to version 2.88. NB: Using any final "saved game" version will allow a player to keep these variables due to using new code from v2.88 to store the variables between module transfers.

For those players who may have played the first module more than once and has a number of potential PCs they could import, then I have also catered form a player importing each of these to form a complete party (to a maximum of four in the normal manner).

Some code now checks what level and equipment these character have and adjust them accordingly. So, if all goes well, only the main character will have "The Scroll" and any unique items (like "Betsy") will only be found on one imported character. Furthermore, single container items that are a maximum of one per player, like "Treasure Bags", are now automatically managed to ensure this remains the case. Any items found in containers "removed" are placed in a chest that the player can loot if need be.

SITUATION THREE (NEW PLAYERS): Quite simply, any new PCs will be levelled and offered equipment according to the level and ability expected. This happens after a player selects which module they wish to start from a module selection menu.

After selecting the module from which to start, the player's PC is moved to the appropriate module, XP given and then the player can interact with nearby placeable objects and a local store to buy anything else they require before moving onto the world map.

MODULE TWO OTHER

Another aspect of code writing specifically for module two has been with respect to some "new creature" properties. I obviously cannot go into detail to avoid spoilers, but suffice to say it included a new VFX among some other new properties for these "class" of creatures that the party will meet in the mega-dungeon ... which I continue to work with.

It was while testing combat versus one of these "new" creatures that I realised the variables had not transferred with the weapon I was using, which was an imported PC from module one. Hence, I had to switch from content writing to mechanics fixing ... but now hopefully will be able to return to the former in the days ahead.

Are We ready To Set Off Now?


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