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Old 06-02-2003, 11:11 PM   #1
Ziroc
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I just updated my Trolls in Undermountain with this Awesome script:

http://nwvault.ign.com/Files/scripts...07885652.shtml

It's simply brilliant! If you use Trolls in your Mod, you gotta use this!!
Once you get them to 0 HP, they lay down, then, if you have a torch or some fire or acid, they turn into a big fire then slowly fade away.

One of the better scripts I've seen! For killing with a torch, all you gotta do is hold the torch and be near it while it's laying down. While down, it's healing and then stands back up if you don't kill it with fire/acid!
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Old 06-03-2003, 01:06 AM   #2
robertthebard
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The one I ran into on the first level tonight was an uber troll, he kept on coming back, no matter what. I've got the Argvandal, or what ever flame tongue, and shot him with fire arrows, but he wouldn't die. Finally got him on accident, after I tried to fire trap him. I was about ready to make those arrows of detonation, just for trolls.
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Old 06-03-2003, 01:11 AM   #3
SpiritWarrior
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Yeah I've used this for some time in my mod. Great stuff especially for HCR.
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Old 06-03-2003, 01:15 AM   #4
Granamere
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Join Date: May 27, 2001
Location: Charlotte, NC USA
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Here is my stupid question of the day. Can you use that in the OC game or would you have to modify it someway? Yes point your fingers and laugh. I just have not got into the making your own world part of this game. the funny part is that was one of the big reasons I bought the game in the first place. [img]smile.gif[/img]

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Old 06-03-2003, 11:20 AM   #5
philip
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Quote:
Originally posted by Granamere:
Here is my stupid question of the day. Can you use that in the OC game or would you have to modify it someway? Yes point your fingers and laugh. I just have not got into the making your own world part of this game. the funny part is that was one of the big reasons I bought the game in the first place. [img]smile.gif[/img]

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You have to change some things to trolls, that's in the script with all comments. If the OC troll uses only a few blueprint it isn't hard to update, if there are lots of different trolls used it might be more annoying, though I think there aren't too many different blueprints. Because most of the encounters in the OC are fired by a encounter trigger which uses blueprints. You have to change these things in all the chapters in which trolls appear. Make the changes to the blueprint, save the blueprint and update instances so all placed trolls change too.

However, since I'm not sure if this really works and/or is the correct way I'd make some backups before changing anything
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Old 06-04-2003, 08:21 AM   #6
Ziroc
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Quote:
Originally posted by Granamere:
Here is my stupid question of the day. Can you use that in the OC game or would you have to modify it someway? Yes point your fingers and laugh. I just have not got into the making your own world part of this game. the funny part is that was one of the big reasons I bought the game in the first place. [img]smile.gif[/img]

Granamere
No one laughs at questions here Granamere, Ironworks is a friendly forum, and we don't put up with people flaming anyone at any time.

I think Phillip answered your question! Sounds pretty good! I personally have all 3 classes of Trolls now, on that regen script.

You DO have to remove their 'skin' in the monster blueprint. But that is it, AFAIK..
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Old 06-07-2003, 09:10 AM   #7
Legolas
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One of the problems I am having with the script is that it requires you to
a) be the DM
b) carry a torch
or c) deal it it's entire HP's worth of fire and acid damage
in order to kill it. a) is a good thing. b) is fine (I like it when you can use a torch for multiple purposes). c) is rather ridiculous. I'll tell you why.

In order to kill a standard troll using a torch, you need to deal it 27 points of any kind of damage. Then you light the torch. Done.
In order to kill the troll with a sword that does an additional D6 points of fire damage you need to deal it 28 points of fire damage (acid works too). The amount of regular damage you deal does not matter here, even though it did matter with the torch. To deal it 28 points of fire damage at 1D6 per attack, you'll need to hit it 8 times, on average. Once the troll is down, you cannot harm it. Which means that even with 5 apr you'll be spending a round or six just to kill that one troll. A 1 fire damage weapon takes even longer.
These are highly prized, very powerful magical weapons, and yet they take four times longer than using a burning rag? Not very realistic, and rather annoying. It'd be better if you only needed fire damage to harm it once it reached a near death stage, rather than having to deal the troll's entire hitpoints' worth.


Even so, it is a cool script. Unfortunately, it shot my character all the way from level 10 to level 20 in a matter of minutes, with me not killing a single troll.


I've examined the script and ran some tests, and came to the conclusion that the script is perfect as long as you
a) don't deal the troll 28+ points of fire or acid damage right away
or b) use a character with only 1 apr and/or only fight a single troll at a time.

If you break condition a) there's a problem with the XP as described in the script.
Breaking b) will mean you'll gain experience even from not killing the trolls. Below are the parts of the script dealing with removing the XP when the troll is not truely dead. The bold line is where I believe the problem to lie.

Quote:
else if(nUser == 1005) // ATTACKED
{
object oLastAttacker = GetLastAttacker();
int nAttackerXP = GetXP(oLastAttacker);
int nCurrentHPs = GetCurrentHitPoints(OBJECT_SELF);
SetLocalInt(oLastAttacker, "nAttackerXP", nAttackerXP);
}
else if(nUser == 1007) // DEATH
{
object oLastAttacker = GetLastKiller();
int nCurrentAttackerXP = GetXP(oLastAttacker);
int nPrevAttackerXP = GetLocalInt(oLastAttacker, "nAttackerXP");
int nXPValue = nCurrentAttackerXP - nPrevAttackerXP;

effect eRes = EffectResurrection();
{
SetIsDestroyable(FALSE, TRUE, TRUE);
DelayCommand(6.0f, ApplyEffectToObject(DURATION_TYPE_INSTANT, eRes, OBJECT_SELF, 0.0f));
DelayCommand(6.0f, (SetIsDestroyable(TRUE, FALSE, FALSE)));

oAttackingGroupMember = GetFirstFactionMember(oLastAttacker, TRUE);
while (oAttackingGroupMember != OBJECT_INVALID)
{ DelayCommand(6.0f, PrintString("Resurrected"));
DelayCommand(6.0f, SetXP(oAttackingGroupMember, (GetXP(oAttackingGroupMember) - nXPValue)));
DelayCommand(6.0f, SendMessageToPC(oAttackingGroupMember, "The Troll is not dead yet!"));
oAttackingGroupMember = GetNextFactionMember(oLastAttacker, TRUE);
}
}
}
It basically says that whenever a troll is attacked, a player must store his XP in his own local int. When you attack one troll at a time, this works perfectly. You cannot attack or kill a troll that is already down.
What happens when fighting several trolls is that you 'kill' one, and get the experience. 6 seconds later it will be removed again.
Then you fight another troll. Your current XP is stored, and it'll get up 6 seconds later. This XP includes the XP you received for 'killing' the first troll.
Now, when the first troll's 6 seconds have passed, it runs a
Quote:
SetXP(oAttackingGroupMember, (GetXP(oAttackingGroupMember) - nXPValue))
command, but because you attacked and 'killed' another troll in the mean time, you've set a new nPrevAttackerXP, and calculated a new nXPValue. What that comes down to is that most of the time, you'll lose no XP at all.

At 10th level, getting roughly 1400 XP for each hit that deals 1+ damage to a troll will see you advance most rapidly.


Although I have not yet tested it, I assume that storing the last attacker's XP in the troll rather than the character would do the trick. That would mean changing all lines involving the "nAttackerXP" local int. Instead of Get/SetLocalInt(oLastAttacker, "nAttackerXP", ...);, you'd use Get/SetLocalInt(OBJECT_SELF, "nAttackerXP", ...);.

I'll go give it a try soon.
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Old 06-07-2003, 09:17 AM   #8
Legolas
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Okay, that change is not a good idea. It basically leads to all XP being taken away from you when the troll resurrects, even when you do not kill it in a single blow. This is going to take some work...
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Old 06-07-2003, 11:50 AM   #9
Bardan the Slayer
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Ah, so this is why my level 17 barbarian went down to level 3 when fighting a group of these trolls? Grr

Good job EFU is all a local characters deal - if this had happened to a carefully maintained server character, there would be mucho complaints [img]smile.gif[/img]
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Old 06-08-2003, 12:30 AM   #10
Ziroc
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We talked about this on the server, I'll remove them until you or the author fixes this.

Can't you set it to not give ANY experiance until you kill it with fire or acid? Hmmm.. I'll also dig into the script. Post your updates here.

And thanks for finding this, and helping!! Glad you caught it [img]smile.gif[/img]
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