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 Inventory Management

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Zelknolf



Posts: 28
Join date: 2008-08-06

PostSubject: Inventory Management   Fri Aug 08, 2008 12:41 pm

Something that I've noticed about this server is that the single biggest problem a PC is faced with is managing the inventory. Much of the PC economy centers on craftable items, which require tools (2 tools if one wants to feasibly build the skill up, as tools break) and most spawns drop a diversity of (large and heavy) items.

I'm not sure how much of a problem the weight of these items is, as the module is clearly built to favor martial classes and the average one of those is going to have 20 strength (250 lbs of carrying capacity, I think?) at level 1, and climb steadily toward 30 as (s)he levels. However, inventory space is very hard to come by, and the absence of containers makes picking up those nasty lag-causing item drops a bit of a bother, especially when the goal of a trip is exploration (and one is likely to kill many loot-dropping foes)

I'm aware that there're currently "trash bag" items in the module, and they can be used to dispose of extra items. However, I would point out that there is a disincentive to using them. Namely, they cost money, they weigh 0.5 lbs, they take up 2 squares in an inventory, and the only use they have is turning uncarryable loot into.. nothing. (consuming a player's time in the process)

What I would suggest,
- Add some bags. They don't have to be magic, but an ordinary backpack or two could store tools and free up space for loot, and might even carry some loot themselves. I recognize that this could present problems with scripting, though I know containers don't break the GetItemPossessedBy() function, and that GetFirstItemInInventory()/GetNextItemInInventory() can be fired on containers.
Something like
Code:

object oItem = GetFirstItemInInventory();
while(GetIsObjectValid(oItem))
{
    if(GetTag(oItem) == "tag_I_want") CustomFunction();
    if(GetIsContainer(oItem))
    {
   object oBagItem = GetFirstItemInInventory(oItem);
        while(GetIsObjectValid(oBagItem))
        {
            if(GetTag(oItem) == "tag_I_want") CustomFunction();
            oBagItem = GetNextItemInInventory(oItem);
        }
    }
    oItem = GetNextItemInInventory(oItem)     
}

(obviously with a void CustomFunction(); declared above and scripted below.)

- Add some kind of wand that turns uncarrable loot into a (piddily) amount of gold. I'm not sure how I'd feel about this sort of item, though, in that wands that're essentially tiny alchemist stones seem like they'd be a stiff boot to the world's concept. However, I've seen them used very successfully on other servers.
- Add a carryable "trash bag" container with a unique power that would destroy all of its contents. This doesn't seem to be very far from the current trash bag setup, but I bet it would be less time-consuming to use. If they gave something back (even if it was tiny, maybe 1/1000th the gold value of the bag's contents in XP. Not a whole lot, given that 600 gold full plate could sell for would become 2xp, if you were to round up. That little reward would be enough for new players who had the item described to them say "eh, why not?" and clean up their kills, though.)

or

- Add cleanup scripts to the OnAreaExit event. Clear out items on the ground and corpse placeables if the exiting player is the last one in the area, so we don't need to worry about the lag created by not picking up loot.
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Ren'i



Posts: 11
Join date: 2008-08-06

PostSubject: Re: Inventory Management   Fri Aug 08, 2008 1:09 pm

I like the idea of the trash bags converting items tossed into it to return an amount of gold, even if it means that it is the lowest $$ amount one would recieved by an Unfavorable Merchant. . .even maybe less than that. There is an item that is in the toolset that zaps items to convert it to recharge energy for recharging magical items. We don't have a need to recharge items, but maybe along the same line.

I have been in areas where kill drop bags will despawn after a short while, and even the skinnable spots. That keeps those in check. I too have a bulging inventory and frequently drop my tools without knowing. I am not in favor of an area cleaner. I am in favor of keeping the self maintenance tools to a minimun to keep the MOD running lean at top speed.

_________________
Ren'i

AKA:
Linwë Númenessë
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Zelknolf



Posts: 28
Join date: 2008-08-06

PostSubject: Re: Inventory Management   Fri Aug 08, 2008 8:07 pm

A typical cleanup script looks something like this:

Code:
void cleanup()
{
    object oPC = GetFirstPC();
    while(GetIsObjectValid(oPC))
    {
        if(GetArea(oPC) == OBJECT_SELF) return;
        oPC = GetNextPC();
    }
    object oObject = GetFirstObjectInArea();
    while(GetIsObjectValid(oObject))
    {
        if(GetHasInventory(oObject))
        {
            object oItem = GetFirstItemInInventory(oObject);
            while(GetIsObjectValid(oItem))
            {
                DestroyObject(oItem);
                oItem = GetNextItemInInventory(oObject);
            }
        }
        oObject = GetNextObjectInArea();
    }
}


It's likely to use fewer cycles than drinking a potion of cure light wounds, unless the server's build philosophy takes a sharp turn for the cluttered.
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Jawwagner



Posts: 31
Join date: 2008-08-06

PostSubject: Re: Inventory Management   Fri Aug 08, 2008 9:35 pm

All areas do have a self clean up script on them, but it only cleans up remains. I dont like or want a script that cleans up items that are dropoed because people sometimes drops items by accedint. The Trash bag I give out are umlimed use item and a dm gives em to ya free. As far as the time needed to trash items I think it is worth it for the player to do it, so as to keep lag down.

Bags can be crafted .
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lmacrpg



Posts: 4
Join date: 2008-08-20

PostSubject: bags   Wed Aug 20, 2008 6:43 am

i saw a really neat idea on another server to help reduce lag from bags...

THEY LIMITED THEM

only one merchant sold them.. the bags were marked as plot/undroppable.. and the merchant did a check to see how many you had...

i can ask the head dm/scriptor about it if that is something people want to do

i agree, with all the crafting that goes on, inventory control is a pain... but it is great fun to actually be working towards something other than the next level

even if Wesh can't decide what that "something" is
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Jawwagner



Posts: 31
Join date: 2008-08-06

PostSubject: Re: Inventory Management   Wed Aug 20, 2008 9:47 am

Bags will not be sold on merchants they can only be made through crafting , as far as inventory control the commodity bundles can hold 10's of 1000's of the crafting componets and only use up 1/2lb and 4 spaces of inventory.

As for Bag Lag , we will wait and see , we have a good bunch of players here, and I hope if they have lots of bag's and it cause's lag that they will abide by any restrictions we set or ask of them.
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