Alternatives to campsites?

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Alternatives to campsites?

Currently i have a workbench/workshop that you can craft professional arrows in.

<!-- added campsite abandoned workshop --> <table name="treasuretable"> <column name="id">522</column> <column name="strName">urban ruins camp type</column> <column name="aTreasures">overhaulMod:12.1x.16x1|12.1x0.16x1-1|12.2x0.06x1-1|12.5x0.26x1-1|12.7x0.36x1-1</column> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table>

It's a campsite with an item in it. The item itself lets you craft the arrows, and the campsite was just a means to introduce the workbench. Setup in such a way that the player can travel around to Forest Shacks and Urban Ruins for a .16% chance to find this campsite.

the idea is their not everywhere but still find-able, and that part works fine...

my problem is, i don't like having to adjust a campsites "aTreasures" because i have to adjust all other items so that their chances of being found are lower. this effects the intended game play and i don't like that. So i'm hoping to find a way that doesn't involve changing the loot chances of other items.

take stores for example, you can add items to that "aTreasures" without effecting anything at all, but i want more than two locations, and preferably random. i will trade the random part away for manual placement if it means i don't have to touch loot tables that must "equal 100"

update:

so tried what i was shown with the Encounters, and that has the problem of the encounters triggering more than once. Unless you have the Unique set to 1, but then it happens only once Ever.

so even if you set the chance to something low, like 5% or 2% a person could spawn a workshop just by resting at a place long enough at all locations.

so it's an "alternative" that's mod merging friendly...but not flawless, i want players to explore not sit in one spot. still investigating stuffs.

update:

found two untested possibilities, and one that might be ideal. brief testing says all systems are go but full integration is not in yet. will update when i know for sure

OverHaul Mod
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You could use an encountertrigger with a small fChance, limited to urban hextypes, to trigger an encounter that says "you've found a workbench" and then set the nTreasureID of that encounter to point to a treasuretable that points to your camptype (12.<your-id>). For example:

<table name="camptypes"> <column name="id">363</column> <column name="strDesc">an abandoned workshop</column> <column name="vImageList">MYMOD:workshop.png</column> <column name="aCapacities">17x26</column> <column name="nTreasureID">MYMOD:456</column><!-- workshop ground items, i.e. the workbench --> <column name="m_fAlertness">0.3</column> <column name="m_fVisibility">-0.8</column> <column name="WetTempAdjustMod">-15</column> <column name="m_fHealPerHourMod">0.03</column> <column name="fSleepQuality">-0.16</column> </table> <table name="treasuretable"> <column name="id">234</column> <column name="strName">add abandoned workshop (camp)</column> <column name="aTreasures">MYMOD:12.363x1x1</column> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table>
<table name="encountertriggers"> <column name="id">101</column> <column name="strName">Found a workshop</column> <column name="nEncounterID">MYMOD:123</column> <column name="fChance">0.05</column><!-- 5% chance per hex --> <column name="bLocBased">0</column> <column name="bDateBased">0</column> <column name="bHexBased">1</column> <column name="bUnique">0</column> <column name="bAIPassable">1</column> <column name="aArea">0,0,1000</column> <!-- anywhere on map (won't repeat for any hex because triggers are only placed on the map at game start) --> <column name="dateMin">1000-0-1-0</column> <column name="dateMax">9999-11-31-23</column> <column name="aHexTypes">12</column><!-- urban ruins (not skyscraper, not suburb) --> </table> <table name="encounters"> <column name="id">123</column> <column name="strName">Discover an abandoned workshop</column> <column name="strDesc">Peering through yet another rusted door-frame, you find a pleasant surprise: it's an abandoned workshop! That workbench has seen better days, no doubt, but it will serve your needs well enough! (An abandoned workshop has been added to this hex's camp sites.)</column> <column name="strImg">MYMOD:workshop.png</column> <column name="nTreasureID">MYMOD:234</column><!-- treasuretable to add the camptype item (MYMOD:12.363) --> <column name="nRemoveTreasureID">0:3</column> <column name="aConditions"></column> <column name="aPreConditions"></column><!-- maybe require mechanic skill? --> <column name="fPrice">0</column> <column name="aResponses">=0:1x1x0x0x0</column> <column name="aMinimapHexes"></column> <column name="bRemoveCreatures">0</column> <column name="bRemoveUsed">0</column> <column name="nItemsID">0:3</column> <column name="nCreatureID">0</column> <column name="ptCreatureHex">0,0</column> <column name="ptTeleport">0,0</column> <column name="ptEditor">-862,8020</column> <column name="nType">0:0</column> <column name="fLootChance">0</column> <column name="fAccidentChance">0</column> <column name="fCreatureChance">0</column> <column name="vAccidents"></column> <column name="vLoot">0</column> </table>

I omitted the treasuretable 456 (the workbench) from the example here. I haven't tested this, but I've seen similar code in other mods, so I think it will work...

You might need to set bHexBased to zero in the encountertrigger. I'm not sure of its effect.

i'm looking into using this right now, it's been so long since i modded though that I've forgotten most of what even my own mod means so it's slow going.

also i was never very focused. 5 mins of work, 30 of play that sort of thing.

once this is ironed out, i will see about updating my graphic. currently it's literally just text with a white backdrop saying "workbench". i'm not good at art so i wasn't going to try, but i think i'll just find something on google images and make it work.

i'll keep you posted.

OverHaul Mod
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Improve your mods.

<column name="aArea">0,0,1000</column

your messed the end up on that one ">"

OverHaul Mod
DevKit is an upgraded BBC mod.
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You're right, good catch. I lost the closing bracket when I added that comment below.

can i place the trigger in the new folder instead of the override folder?

update: the answer is yes, i'm not sure what bhex does either but it does seem to matter.

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ok so this has a drawback:

setting it to Unique makes it happen only once ever...

turning Unique off, causes it to repeat the event every turn. which sucks...

OverHaul Mod
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All of the above should be in the new folder (not overriding mod "0"). You can use the MYMOD: prefix in the 'new' file (to refer to itself), and it's a helpful practice to do so for readability's sake.

found two untested possibilities, and one that might be ideal. brief testing says all systems are go but full integration is not in yet. will update when i know for sure

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.