i’m sure this perks @Clangeddin’s interest, but to me it seems unfeasible.
The combat-engine is too hardcoded to readily access the values you’re looking for. So it’d likely fallback on trying to get as much data as possible from various AI-scripts, but AI-scripts can change from campaign to campaign so that’s extra effort. Some sort of an array (i use the term loosely) would likely have to be thought up. And a UI should be built (else just shoot all the data at the chatbox).
in my opinion it would never be satisfyingly comprehensive, and it’d take a lot of time and effort just to get that far,
If possible, this would probably redefine the concept of “maximum effort, minimum reward”.
I wouldn’t hold my breath on anyone even bothering with this, heck, it would be a more fruitive effort to try to implement turn based combat in NWN2 or making a new Mazinga Zeta class.
“A package containing ready to use battle related scripts. Features include setting up and organizing armies, spawning soldiers, reinforcement, barrages and catapults, collecting statistics such as Kill count and other special effects. Play the demo to see all the features.”
@Lance_Botelle party stats and turn based combat? You got me sold! I got to check that out next.
Incidentally, how hard was it to implement the party kills counter? Dumb question – is there a script that gets called everytime something is killed or dies that you can hook into?
As for feedback for a stats page, if you’re still looking for that, I would suggest adding a Scalp List of bosses killed. Over time, the kill % is a decent tracker of party member offense, other than with bosses.
I would view death count as less important because most characters don’t die that often and you usually know who are weak links in your group. A Scalp List of bosses though would be a good nostalgia tool, and help you remember fondly the big moments from your adventures.
@Sawdust37 I thought of parsing the combat logs as well, but I couldn’t figure out an easy way to get combat logs from the game. The nwn2player.ini option to save chat log only captures the chat, and when a creature dies. It doesn’t capture the combat details, not even who killed the creature.
I tried ClientEntireChatWindowLogging=1 in nwn2player.ini, and it didn’t work. Anyone know a way?
Stats and (pseudo) TB combat! Yes, The Scroll has them both!
My players have come from a D&D TB background and so I always intended to have a system of this sort in place for them. They believe it works well and always use it for combat as they like it so much. The good thing about it too, is that you can switch to and fro between TB and real time, so if it’s an easy fight, you can simply switch to real time and let the combat flow more quickly.
The stats GUI was something I always thought would be interesting to have too. I know how much I enjoyed viewing these and so as it was not too much more difficult (for my already quite modified game), I decided to include that too. In fact, The Scroll has many (of what I would call) “improvements” for the game mechanics and GUIs as a whole. i.e. I would love to play other builders modules with the systems I have in place, but as KevL alluded to, it is a very controlled system with many of the systems integral to the game itself. i.e. Each system may have some dependence on another.
As an example of some of the STATS code, below I have included a clip taken from the creature’s OnDeath script to give you a starting point.
By the way, do give me feedback if you can if and when you play my module. (I am considering uploading v2.88 soon.) Thanks.