Possessing NPCs

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Mirjeki
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Possessing NPCs

Post by Mirjeki »

How do I possess NPCs? I've looked through the documentation and command list and such and found nothing. Most emulators are .control or .possess as far as I'm aware. Neither work for UOX3 though :(

Can anyone help me here?

(default command prefix is being used; ' )
giwo
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Post by giwo »

Once apon a time UOX3 had the option to 'possess an NPC, but it was later removed.

Eventually, this capability will be added back in, but at the time it existed, it caused major problems, usually rendering the original character that used the 'possess command completely unusable.

So as it stands, we do not have the ability to possess an NPC.
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Mirjeki
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Post by Mirjeki »

Am I gonna have to do it the manual way through 'rename then?

That's unfortunate. Nevermind.


Hmm...how come UOX Classic had it working?

I say 'had' because I can't find the site anymore and am assuming it's down.
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Xuri
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Post by Xuri »

I have written (but not made available, because it has never been really completed) a JScript which let GMs either duplicate NPCs (make a new NPC exactly the same as a targeted one) or "imitate"/turn themselves into a clone of a targeted NPC (also saves their previous appearance so they can return to their normal self).

It's not exactly the same as the old .possess command, as it leaves the targeted NPC as it is, though something as simple as hiding the targeted NPC when targeted for "imitation/cloning" could be implemented, and reveal it again when the GM returns to his normal self. Hrm. Anyway, if that sounds like it's of interest, let me know, and I'll fix up a modern copy of the script (wrote it a long time ago) and post it.
-= Ho Eyo He Hum =-
Mirjeki
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Post by Mirjeki »

That sounds useful to me. I'm currently just using 'rename and adding different hairs and such to myself (and have various backpacks in my admin's inventory with different people's costumes in).

It's a little time consuming to say the least.

Thanks for your help, Giwo and Xuri.
stranf
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Post by stranf »

I too would find this useful.
Sydius
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Post by Sydius »

Save all player attributes (appearance/stats/location/etc.). Copy all NPC attributes to player. Hide and immobilize NPC.

Copy all of the player's attributes to the NPC, revert the player's attributes, and reveal/mobilize the NPC.

Just be sure to also copy location and stats!
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Post by stranf »

That would work; however, dosen't it seem a bit complicated? (When I usually DM a quest, such as NWN, I jump from NPC to NPC, and it would be strange with the GM/DM/PC character vanishing all the time, or can he stay invisible?)

What about a script that would place text above the target? That way the GM or PC running the quest could use a 'npc Greetings how art thou?

and after clicking on the NPC "Greetings how art thou?" would be displayed like the NPC was talking.

Next add a "'npc walk" that allows you to first select an NPC, then select a location for that NPC to walk to. That way, using macros, you could get a crude GM quest going without fancy "cloning" scripts that could possibly alter the GM character. Similarly an "'npc attack" or various other target based scripts could remotley get the NPCs to do what we want them to do anyway. Just set the NPC or even monster AI to "do nothing" and basically the DM could have control over them without even possesing them using the "npc" scripts macroed to funciton keys.


I think using those two theoretical functions combined with the 'add function would give dungeon masters some tools to make do with for now. Although I'm not sure how complicated those scripts could be.

I'm kind of working on some scripts to make basic fetch it quests, but since I'm unfamiliar with the language it will take me awhile. I believe that UOx3 needs either stand alone quest templates or DM possesing/control functions similar to Never Winter Nights in order to succeed as a small LAN or internet based shards.

Currently the NPC temlates are sufficent to create some awesome player controled quests. If we could just make some in-game DM scripts or tools it would make UOx3 perfect for LAN based roleplaying adventures. The hard part is, is that unlike Neverwinter, UO was designed for huge players "making up" their own quests and/or simply killing each other in guild wars. There is not a lot the engine has given us for adequatley crafting a Ultima VII type player controlled adventure. It could be possible, but it would take a few high-quality scripts from the developers who are currently busy giving us the next version of UOx3.

Even though the UO game engine is awesome with lots of in-depth control and gameplay, without the ability to craft a simple story or compelling plots will make the "go out and hunt" games get tiresome quick.
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Xuri
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Post by Xuri »

Incidentally, I've already scripted and included a command with UOX3 for "remote speech" :) It's located in UOX3\JS\COMMANDS\CUSTOM\misc-cmd.js, and it's called XSAY.

Example of usage:

Code: Select all

'XSAY Your mother was a hamster and your father smelt of elderberries!
...target any character or item and they/it will speak the specified text out loud.

I also have an XWALK script on my harddrive for making NPCs walk to a targeted location - but the JS methods for making characters walk (or run) are not working correctly, so neither does the script. :|

Right now I'm going to go get some breakfast, but when I get back, I'll update my "Cloning"-script to the modern ages and up' it to the Script Vault. It will allow you to both "dupe" characters, e.g. create a carbon copy of it, and to "possess" one. When possessing, you are immediately teleported to the target NPC, who turns invisible, invulnerable and is muted so it can't talk. You take on the physical appearance of the character, and get all it's items, stats and skills transfered to your own body (while your own equipment is removed from your paperdoll).

When you "unpossess", you will turn invisible and take on your original appearance, while the NPC is teleported to your current location and made visible, vulnerable and talkative again.
-= Ho Eyo He Hum =-
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Xuri
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Post by Xuri »

And here it is. Let me know of any bugs/issues if you use this, please!

I will make a new seperate script for the "character dupe" function, so that isn't included here.
-= Ho Eyo He Hum =-
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