Various Questions
Posted: Fri May 06, 2022 10:52 pm
Sorry for the vagueness, just looking for a few things and wondering how best to go about it.
1. One of the things that's annoying me is that shopkeep NPC's names are simply their random Gen'd name and not "(Name) (Title)", running through towns a user is unfamiliar with is really frustrating not knowing what the NPC's actually are. In OSI (LBTR at least) vendor names went that way so i was looking to try and mimic this. I've found the Spawners triggering spawns of the Shopkeepers, i've found the NPC dfn's pointing to the NPC Namelist's, but how can i combine the NPC Namelist Generated name along with the title into a single Name? I thought it would be straightforward to find the code that actually "does" the creation of the new NPC and i would simply add Name and Title together, but I can't for the life of me find it, is it buried in one of the original .C files from pre-compile? Or is there a better way to do this via the dfn files?
2. There seems to be a lot of the autogenerated world that is either missing or not accurate (how i remember it at least), and of course half the fun is recreating things so i'm not knocking the auto-generated spawn content at all, but i was wondering, since all of he spawn regions are coordinate based i know i can simply say 'where to get my current coordinates, but could i get that to always show in a toolbar or somewhere? Or even better, ideally it would be awesome to see the bounding boxes for spawn regions on the map as an outline (Probably not easy to do, but it would be cool..). Thoughts on a best way to do this? I guess i could just macro the command and spam it as i run, but curious if there was a better way to visualize the spawn regions or if it's just like using a sextant and treasure hunting..
3. Also, along the same lines, before i go modifying the spawn regions, am i correct in viewing things that those x1 y1 coordinates are the bounding boxes for the top left and bottom right corners of the spawn region? Although this probably equates to the top and bottom corners since it's isometric, right? For multiple x1,y1's in a spawnregion, is it doing like a polygon-connect the dots sort of region?
Forgive me if any of this is in the documentation, i've been looking for a lot of stuff, it's just a lot to pour over, i'll go back there if any of this is covered already in it. Probably it for now, I need to clean up destard, i walked in and it was a white wyrm and an ancient wyrm first thing in the door.. hahaha.
1. One of the things that's annoying me is that shopkeep NPC's names are simply their random Gen'd name and not "(Name) (Title)", running through towns a user is unfamiliar with is really frustrating not knowing what the NPC's actually are. In OSI (LBTR at least) vendor names went that way so i was looking to try and mimic this. I've found the Spawners triggering spawns of the Shopkeepers, i've found the NPC dfn's pointing to the NPC Namelist's, but how can i combine the NPC Namelist Generated name along with the title into a single Name? I thought it would be straightforward to find the code that actually "does" the creation of the new NPC and i would simply add Name and Title together, but I can't for the life of me find it, is it buried in one of the original .C files from pre-compile? Or is there a better way to do this via the dfn files?
2. There seems to be a lot of the autogenerated world that is either missing or not accurate (how i remember it at least), and of course half the fun is recreating things so i'm not knocking the auto-generated spawn content at all, but i was wondering, since all of he spawn regions are coordinate based i know i can simply say 'where to get my current coordinates, but could i get that to always show in a toolbar or somewhere? Or even better, ideally it would be awesome to see the bounding boxes for spawn regions on the map as an outline (Probably not easy to do, but it would be cool..). Thoughts on a best way to do this? I guess i could just macro the command and spam it as i run, but curious if there was a better way to visualize the spawn regions or if it's just like using a sextant and treasure hunting..
3. Also, along the same lines, before i go modifying the spawn regions, am i correct in viewing things that those x1 y1 coordinates are the bounding boxes for the top left and bottom right corners of the spawn region? Although this probably equates to the top and bottom corners since it's isometric, right? For multiple x1,y1's in a spawnregion, is it doing like a polygon-connect the dots sort of region?
Forgive me if any of this is in the documentation, i've been looking for a lot of stuff, it's just a lot to pour over, i'll go back there if any of this is covered already in it. Probably it for now, I need to clean up destard, i walked in and it was a white wyrm and an ancient wyrm first thing in the door.. hahaha.