Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Incline Knights of the Chalice 2 - Editor & Module Creation

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,421
Location
The Crystal Mist Mountains
I will have to double check when I get to the Editor, but if you are looking to make a dialogue answer based on having 5 items, I think you are better off creating a new NPC line above that checks if the five stones are present, then have the guy's dialogue with the player response accordingly.

In other words, instead of putting the check for the five stones on a player's dialogue option, make it an If/then/else command at the start of the whole dialogue with the NPC. I will try to post an image in a little while to show what I mean.

Gandalf

edit: Here is a conversation where the party had to obtain six certificates. This first screen shows the structure of the dialogue, with the script command checking if the characters ALL PARTY MEMBERS as a whole own the certificates in the quantity of 6.

koqDD2P.jpg


Until the party has all six, the dialogue will default to the secondary NPC lines, whether the initial greeting or follow up conversation. Here is a screen that shows the exact command.
SEB8C75.jpg

Again, it is important to check the ALL PARTY MEMBERS, not just the PARTY LEADER for the script to work.

I think the reason why you can't use a PC dialogue choice for the check, is because you are looking for a specific quantity of stones (five). If you were only checking for one item, then you could use that on a PC option.
 
Last edited:

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
758
I will have to double check when I get to the Editor, but if you are looking to make a dialogue answer based on having 5 items, I think you are better off creating a new NPC line above that checks if the five stones are present, then have the guy's dialogue with the player response accordingly.

In other words, instead of putting the check for the five stones on a player's dialogue option, make it an If/then/else command at the start of the whole dialogue with the NPC. I will try to post an image in a little while to show what I mean.

Gandalf

edit: Here is a conversation where the party had to obtain six certificates. This first screen shows the structure of the dialogue, with the script command checking if the characters ALL PARTY MEMBERS as a whole own the certificates in the quantity of 6.

koqDD2P.jpg


Until the party has all six, the dialogue will default to the secondary NPC lines, whether the initial greeting or follow up conversation. Here is a screen that shows the exact command.
SEB8C75.jpg

Again, it is important to check the ALL PARTY MEMBERS, not just the PARTY LEADER for the script to work.

I think the reason why you can't use a PC dialogue choice for the check, is because you are looking for a specific quantity of stones (five). If you were only checking for one item, then you could use that on a PC option.
YES! This is perfect. Thank you Dorateen! That check worked like a charm and your help just saved a quest of collecting not 5 but 120 itmes, actually.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,230
Man....these npcs sure are lazy. First they want us to get their bear asses, then kill their rats, and now they want us to get some rocks? What's next? Breathe their air? Chew their food?

:troll:


I jest, of course. It took me like 2.5 hours to figure out how to make a wand merchant, so I wish you luck
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
758
Man....these npcs sure are lazy. First they want us to get their bear asses, then kill their rats, and now they want us to get some rocks? What's next? Breathe their air? Chew their food?

:troll:


I jest, of course. It took me like 2.5 hours to figure out how to make a wand merchant, so I wish you luck
Man, you just gave me an amazing idea...
Yeah, I know the feeling. Still don't know how to implement some of the stuff, but I'll eventually get there, hopefully. Thanks and I also wish you good luck with your project!
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
758
I think it might be worth mentioning for module makers that it's better to add music to scripts on the fly. I've recorded some music for my second module and have just started adding it to the game, and it will probably take a whole week because now unfortunately I have to sonify each script, so it doesn't play the default music each time they are triggered.

Also, here's a video of one of the battle themes I've made for my second module:


Players will hear this piece many times. I hope you find it enjoyable.
 

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
8,360
Location
Kelethin
Just about to complete this epic game for a second time. Are there any good modules as good as the original game or close?
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
758
is there an arena module where one can test out classes and builds?

I'm not sure, but Pierre the creator of KotC2 is currently working on a module with an arena in it:
8STkZD8.png


I could try to make a simple arena module too. Desn't seem like a lot of work to make one, I think.
 

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,230
is there an arena module where one can test out classes and builds?
I could try to make a simple arena module too. Desn't seem like a lot of work to make one, I think.
It's pretty easy. Just take a basic map of any kind, put the items you want to use in the top left (that's where the default spawn is, or was at least), some kind of basic premade monster(s) in the bottom right, and put the character creation level max where you want it in the module settings.

Takes like 2 minutes, 10 or so if it's your first time.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,496
Each time I think about making some module, I just have to come here. When I see the hassle involved in doing anything, it kills any enthusiasm, especially since it's all unpaid. Kudos to you guys for trying.
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
758
is there an arena module where one can test out classes and builds?
I could try to make a simple arena module too. Desn't seem like a lot of work to make one, I think.
It's pretty easy. Just take a basic map of any kind, put the items you want to use in the top left (that's where the default spawn is, or was at least), some kind of basic premade monster(s) in the bottom right, and put the character creation level max where you want it in the module settings.

Takes like 2 minutes, 10 or so if it's your first time.
That's a cool idea.

I've actually had different one and made a prototype today, and IT'S WORKING!

It works like this: Party creation set up to up to 20 player created PC's, 1-50 level, 9999999999 (or something like this) gold to spare.
Made two maps from scratch in gimp. One for vendors with all items, weapons etc. and an entrance to the arena and the second map for arena battleground itself.
When player click on arena entrance in the first map he/she can choose who to fight from the list.
The current list is: 1 rat, 3 rats, 5 rats, but the possibilities are endless.
Enemies ressurect and heal after party is teleported back to the first map with the vendors after fight, so a player can re-fight the same fights for the eternity if he/she wants to.

This is how it looks in action (see the video below). The only thing left is to add new fights, change vendor texts and set some cool music!


If someone is reading this message and has a fight request then please let me know and I'll add it to the module for you to enjoy, (but please choose the enemies from the default creature list in the module editor).

I'll release the module later this week in the nexus for free, so anybody can download it and enjoy!
 

vitellus

the irascible
Patron
Joined
Jan 10, 2023
Messages
425
Location
fuck you
Codex+ Now Streaming!
is there an arena module where one can test out classes and builds?
I could try to make a simple arena module too. Desn't seem like a lot of work to make one, I think.
It's pretty easy. Just take a basic map of any kind, put the items you want to use in the top left (that's where the default spawn is, or was at least), some kind of basic premade monster(s) in the bottom right, and put the character creation level max where you want it in the module settings.

Takes like 2 minutes, 10 or so if it's your first time.
That's a cool idea.

I've actually had different one and made a prototype today, and IT'S WORKING!

It works like this: Party creation set up to up to 20 player created PC's, 1-50 level, 9999999999 (or something like this) gold to spare.
Made two maps from scratch in gimp. One for vendors with all items, weapons etc. and an entrance to the arena and the second map for arena battleground itself.
When player click on arena entrance in the first map he/she can choose who to fight from the list.
The current list is: 1 rat, 3 rats, 5 rats, but the possibilities are endless.
Enemies ressurect and heal after party is teleported back to the first map with the vendors after fight, so a player can re-fight the same fights for the eternity if he/she wants to.

This is how it looks in action (see the video below). The only thing left is to add new fights, change vendor texts and set some cool music!


If someone is reading this message and has a fight request then please let me know and I'll add it to the module for you to enjoy, (but please choose the enemies from the default creature list in the module editor).

I'll release the module later this week in the nexus for free, so anybody can download it and enjoy!

two things: for what version will this be for? and why not make it scale in difficulty in successive sets of waves with a rest at optimal times (like resting for the day because combat)? like, start with the normal basic bitch group of rats and get to something retardedly interesting like a set of dragons of opposing elements that spawn an endless horde of pissed off kobolds? you'd have to plan out the level scaling so the fights remain tough but fair.

that'd be cool, have the kobolds spawn if a party member steps over it (ideal for using fear to cause this) in a pack of five, easily to dispatch if it weren't for, you know, two large dragons and fifteen other angry kobolds killing you via death of a thousands cuts.
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
758
is there an arena module where one can test out classes and builds?
I could try to make a simple arena module too. Desn't seem like a lot of work to make one, I think.
It's pretty easy. Just take a basic map of any kind, put the items you want to use in the top left (that's where the default spawn is, or was at least), some kind of basic premade monster(s) in the bottom right, and put the character creation level max where you want it in the module settings.

Takes like 2 minutes, 10 or so if it's your first time.
That's a cool idea.

I've actually had different one and made a prototype today, and IT'S WORKING!

It works like this: Party creation set up to up to 20 player created PC's, 1-50 level, 9999999999 (or something like this) gold to spare.
Made two maps from scratch in gimp. One for vendors with all items, weapons etc. and an entrance to the arena and the second map for arena battleground itself.
When player click on arena entrance in the first map he/she can choose who to fight from the list.
The current list is: 1 rat, 3 rats, 5 rats, but the possibilities are endless.
Enemies ressurect and heal after party is teleported back to the first map with the vendors after fight, so a player can re-fight the same fights for the eternity if he/she wants to.

This is how it looks in action (see the video below). The only thing left is to add new fights, change vendor texts and set some cool music!


If someone is reading this message and has a fight request then please let me know and I'll add it to the module for you to enjoy, (but please choose the enemies from the default creature list in the module editor).

I'll release the module later this week in the nexus for free, so anybody can download it and enjoy!

two things: for what version will this be for? and why not make it scale in difficulty in successive sets of waves with a rest at optimal times (like resting for the day because combat)? like, start with the normal basic bitch group of rats and get to something retardedly interesting like a set of dragons of opposing elements that spawn an endless horde of pissed off kobolds? you'd have to plan out the level scaling so the fights remain tough but fair.

that'd be cool, have the kobolds spawn if a party member steps over it (ideal for using fear to cause this) in a pack of five, easily to dispatch if it weren't for, you know, two large dragons and fifteen other angry kobolds killing you via death of a thousands cuts.

1. I keep my game up to date, so for now the recent 1.72 is the way to go, I think. It should probably work with older versions too, because so far i'm placing the default creatures and they're super old as far as I know. Custom enemies/spells will come later and will have it's own arena entrance.

2. I think that I just want for the player to have more choice and to be able to repeat fights without going through everything from the start. I'm laying the fights on the list from the easiest 1 rat to that retarded dragon with kobolds (cool idea) thing you've described (and beyond that). Some fights will have stages/waves and some will take place in other battlefields that have special conditions and stuff in it like braziers, acid pits, walls, buildings etc. The party will be able to heal and pray after every fight as they leave the arena and take a break. I'm 5 fights in so far with mixed enemy types slowly creeping in.
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
758
I've added another room which will serve as choose your game mode thing. The red door will be for repeatable fights and the green door for the waves and very long battlefields that can be completed only once, because I'm not feeling OK with triple-scripting countless waves of enemies just to ressurect them and put on fightning loop.
R7t3mkp.jpeg


EDIT: The module is up on nexusmods https://www.nexusmods.com/knightsofthechalice2/mods/8

Expect weekly updates!
 
Last edited:

Mauman

Scholar
Joined
Jun 30, 2021
Messages
1,230
I've added another room which will serve as choose your game mode thing. The red door will be for repeatable fights and the green door for the waves and very long battlefields that can be completed only once, because I'm not feeling OK with triple-scripting countless waves of enemies just to ressurect them and put on fightning loop.
R7t3mkp.jpeg


EDIT: The module is up on nexusmods https://www.nexusmods.com/knightsofthechalice2/mods/8

Expect weekly updates!
Nice. Much better than my grassy field.

I salute you, and I'll have to try it out.
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
758
I salute you, and I'll have to try it out.
Thanks, nice to see that you're interested in playing it.

So far there are 6 repeatable fights in the module. Next weekend, I'll add more of them and the second arena with multiple encounters and obstacles in it.

Sneak peek:

gv7b7xF.jpeg
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
758
the amount of you motherfuckers who use sprites over tokens jesus christ

:negative:
As for KotC2 tokens is the way to go.

I have another module (dungeon crawler style) in the making that uses tokens exclusively (player is informed to use only tokens or it will blow up the computer).

It uses some cool custom tokens like in this screenshot below:

hc0jYdm.jpeg


With Arena being a smaller scope thing I just want for everything to have fitting HD spirites aswell, so it can be played both ways of display.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,421
Location
The Crystal Mist Mountains
I had some stuff come up in June that prevented me from finishing the IceBlink version of Hearkenwold on time, although I hope to do so later this month. But as I mentioned in that thread, regardless I was going to begin copying over all the new content into the Knights of the Chalice 2 Adventure Module. Since this process is more about adaptation than generating new content, it should take me just the next couple of months and then I hope to have the KotC2 version ready in September.

I am working with the latest 1.73 build, and so far, I started uploading the new maps. This is a continuation of the adventure that takes the party to the city of Saldanus. It is a coastal town in the northern climes, there will be some intermittent snow and fog. The upcoming areas focus on Saldanus and its undercity/sewer system. Here is a glimpse of the first map.

wjQuCCX.jpg
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom