Input needed for plugin: what should provoke a creature in..

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I've started working on the background scripts and planning the main
components of a mod that will replace the static fight ratings of
creatures with dynamic ones that respond to the player's actions and
appearance.

At this point, I have a good idea of what some of the provoking and
intimidating actions and conditions should be, and I am confident that
some of these conditions will add depth to gameplay.

However, I am *not* confident that the conditions I have worked out at
this point are all completely salient additions, and I cannot help but
feel there is an important action that I have left out -- in addition to
this, I am not sure of the amount by which my conditions affect the final
outcome (that is, the creature attacking or not attacking).

....And thus, I bring this matter to you all by posing this question: what
do you think should provoke a creature into attacking, or make it less
likely to attack, and how much should certain factors weigh into the
likelihood of a creature attacking? The following is a chart of the
things that, at this point, will factor into a creature's decision to
attack the PC, so that you may all see what I have so far -- note that all
of the conditions can be changed in-game or by modifying the plugin, so I
am looking only for what you think should be the _default_ conditions and
weightings, not individual preference:

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|       Contributions to creature fight rating          |
|-------------------------------------------------------|
| Individual tendency to attack         | 10            |
| Per-region and season attack tendency | 40            |
| PC running directly past creature     | 40 (1)        |
| PC wounded                            | 1 (2) 1.2 (3) |
| PC fatigued                           | 0.5 (2)       |
| PC attacking creature of same type    | 40            |
| PC attacked by creature of same group | *             |
| Creature has woken up PC | * |
| PC diseased / blighted                | 25            |
| Creature blighted                     | 50            |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|        Penalties to creature fight rating             |
|-------------------------------------------------------|
| Individual tendency to attack              | 10       |
| Per-region and season attack tendency      | 40       |
| Shield effect active on PC                 | 2.5 (2)  |
| Armor equipped on PC                       | 2.5 (4)  |
| PC weapon drawn                            | 20       |
| Creature diseased                          | 20       |
| Guards near / actor following PC           | 30    |
| PC maximum fatigue                         | 0.25 (2) |
| PC has casted spell in area                | 20       |
+--------------------------------------------+----------+

1: Specific to healthy Nix-Hound and Alit, along with all wolves
2: Per spell effect / percentage (for health and fatigue) / attribute
point
3: Multiplier for rating increase while PC is in area
4: Per piece of armor worn (using proportions; greaves, helm, boots,
&c. = 1); each piece of armor is multiplied by the armor class
(Light = 1, Medium = 2, Heavy = 3). For instance, if the PC is
wearing only a Steel helm and cuirass, the resulting penalty will be
37.5 -- 2.5 * ( [ 3 * 1 ] + [ 3 * 4 ] )

An asterisk indicates that the action will provoke an unconditional attack

--

Passion is inversely proportional to the amount of real
information available.

- Benford's Law of Controversy
 
G

Guest

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Archived from groups: alt.games.morrowind (More info?)

On Sun, 31 Oct 2004 17:24:42 -0500, Michael Hughes
<marxistbastard666@yahoo.invalid> wrote:

> I've started working on the background scripts and planning the main
> components of a mod that will replace the static fight ratings of
> creatures with dynamic ones that respond to the player's actions and
> appearance.
>
> [...]
>
> |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
> |       Contributions to creature fight rating          |
> |-------------------------------------------------------|
> | Individual tendency to attack         | 10            |
> | Per-region and season attack tendency | 40            |
> | PC running directly past creature     | 40 (1)        |
> | PC wounded                            | 1 (2) 1.2 (3) |
> | PC fatigued                           | 0.5 (2)       |
> | PC attacking creature of same type    | 40            |
> | PC attacked by creature of same group | *             |
> | Creature has woken up PC | * |
> | PC diseased / blighted                | 25            |
> | Creature blighted                     | 50            |
> |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
> |        Penalties to creature fight rating             |
> |-------------------------------------------------------|
> | Individual tendency to attack              | 10       |
> | Per-region and season attack tendency      | 40       |
> | Shield effect active on PC                 | 2.5 (2)  |
> | Armor equipped on PC                       | 2.5 (4)  |
> | PC weapon drawn                            | 20       |
> | Creature diseased                          | 20       |
> | Guards near / actor following PC           | 30    |
> | PC maximum fatigue                         | 0.25 (2) |
> | PC has casted spell in area                | 20       |
> +--------------------------------------------+----------+

You could also take weather effects into consideration.
For example, during an ash storm, creatures like rats or
cliff racers might rather look for shelter than attack the player.
In addition, creatures should be more aggressive the nearer the
player is. I'm not sure, if this can be done by scripting, though.

Bjoern
 

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