For those who didn’t see it yet I released a trigger based spawn system of my own on vault yesterday.
https://neverwintervault.org/project/nwn1/script/trigger-based-spawn-system-shadooow
I would like to discuss further development of this system here. And I would like to hear your opinions and suggestions.
While this isn’t WIP and the scripting package is fully functional, when working on this recently I realized some of the flaws and limitations.
I think that the main flaw is that it is quite tiring to set it all up. It is not as easy as just draw encounter, right click Add Spawn Point and select npcs in properties. Builder must be aware of monster resrefs, all the variables the system offers and how to set up spawn (way)points.
Right now each spawn trigger must or rather should have unique tag. This is because the spawn points are based on tag of the trigger and spawn script takes spawn (way)points in other areas into consideration. This could actually be used as feature but if this wasn’t a case it could make things easier. Right now builder is recommended to use tag in following format “enc_areanameshortcut_something” where something is 1,2,3 or start, mid, end anything that makes it easier to navigate in toolset area selection. If the scripting would only considered spawn (way)points in same area as spawn trigger it, builder could exclude the area shortcut and simply give triggers tags “enc_goblins1” “enc_skeletons3” “enc_generic1” and most importantly, could save such encounters into palette and use it in new area without changing its tag. It is not that big benefit and only saves a few seconds, but maybe it could be worth it.
BTW this remind me that the spawn triggers works without placing spawn (way)points. In case the spawn waypoint doesn’t exist, npcs will appear right in front of player. This also matches vanilla encounter behavior and while I hate lazy spawns like this (from player’s perspective) there is no reason not to preserve this functionality.
Continuing on the improvements, I can’t think of any other change in the scripting that could make it easier or rather faster to use. However, what scripting cannot do could be handled via multiple blueprints. Right now this is coming with single spawn trigger blueprint with basically no variables set.
Maybe it would be better to pre-set all variables even if with zero or default values. Additionally it could benefit users if there were more blueprints all pre-set in some way so user could speed up the setting process by selecting the spawn trigger template closes to his desires.
For this, I would like to ask for help, preparing such blueprints.