Diogo Ribeiro
Erudite
Tags: Planewalker Games; The Broken Hourglass
This week we follow Jason Compton from <a href=http://www.planewalkergames.com/>Planewalker Games</a> as he shows us the <a href=http://www.planewalkergames.com/content/view/88/1/>magical code</a> behind random encounters in <a href=http://www.planewalkergames.com/content/view/32/46/>The Broken Hourglass</a>:<blockquote>WeiNGINE can generate and place creatures in numerous ways. We have already discussed the placement of static creatures in an earlier installment of our engine tutorials. Any CREATURETEMPLATE may also be deployed at will, any number of times, using the _create_creature command. It is possible to customize a creature as it is generated with selective attribute upgrades, but a more convenient and automated way to do this is the _encounter statement.
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_encounter provides an extremely powerful and flexible system to generate anything from random, "wandering monster"-type encounters, to heavily customized variations on established creature types. As such, it can be useful both for incidental combat situations, as well as for planned, "fixed-piece" encounters which simply could benefit from scaling or on-the-fly flexibility. _encounter can create one or more instances of a creature, from one or two CREATURETEMPLATEs. This means _encounter can be used to build a random encounter of "pick one of these six monsters, make four of them, and send them after the party", or to build a "Unique 'captain' and pack of soldiers" fight.</blockquote>Does this mean we can generate tentacle monsters everytime a female character is in the party, and dictate how hard it will be fighting off those tentacles?
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Thanks, <b>jcompton</b>!
This week we follow Jason Compton from <a href=http://www.planewalkergames.com/>Planewalker Games</a> as he shows us the <a href=http://www.planewalkergames.com/content/view/88/1/>magical code</a> behind random encounters in <a href=http://www.planewalkergames.com/content/view/32/46/>The Broken Hourglass</a>:<blockquote>WeiNGINE can generate and place creatures in numerous ways. We have already discussed the placement of static creatures in an earlier installment of our engine tutorials. Any CREATURETEMPLATE may also be deployed at will, any number of times, using the _create_creature command. It is possible to customize a creature as it is generated with selective attribute upgrades, but a more convenient and automated way to do this is the _encounter statement.
<br>
<br>
_encounter provides an extremely powerful and flexible system to generate anything from random, "wandering monster"-type encounters, to heavily customized variations on established creature types. As such, it can be useful both for incidental combat situations, as well as for planned, "fixed-piece" encounters which simply could benefit from scaling or on-the-fly flexibility. _encounter can create one or more instances of a creature, from one or two CREATURETEMPLATEs. This means _encounter can be used to build a random encounter of "pick one of these six monsters, make four of them, and send them after the party", or to build a "Unique 'captain' and pack of soldiers" fight.</blockquote>Does this mean we can generate tentacle monsters everytime a female character is in the party, and dictate how hard it will be fighting off those tentacles?
<br>
<br>
<br>
Thanks, <b>jcompton</b>!