The World of Layonara  Forums

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tobias

Pages: 1 [2] 3 4
21
Rumour Has It / Looking for aid to deliver package to Lyn
« on: July 18, 2019, 03:51:31 pm »
*Gumbo and Van send flyers out for aid in delivering a package to Lyn.

//we'll be on tnite probably around 830pm est.  Need to get a heavy rnq pkg up the mount.  Maybe also if you need the oil a vucas it cd be a twofer
The following users thanked this post: Tobias

22
KeKoa would be interested in helping
The following users thanked this post: Tobias

23
Rumour Has It / Receipt for Mica Silverhammer
« on: July 10, 2019, 03:19:12 am »
For the value of three thousand (3,000) True towards the construction of the Dwarven Hearth Home (aka Crimson Tide Guild Hall), coin held in Jinn's account.

Witnessed by Jinn, Bron, Vanderfall, Gumbo.
The following users thanked this post: Tobias

24
Just for reference this is the Bioware documentation for Item Cost:

4.4. Cost Calculation
The cost of an item is determined by the following formula:
ItemCost = [BaseCost + 1000*(Multiplier^2 - NegMultiplier^2) + SpellCosts]*MaxStack*BaseMult + AdditionalCost

where:

  • BaseMult = ItemMultiplier column value from baseitems.2da.
  • AdditionalCost = AddCost Field from the Item Struct.
  • and the other terms are as defined in the following subsections:

4.4.1. Base Cost
BaseCost = BaseCost column value from baseitems.2da for all items except armor.

For armor, BaseCost is the cost in armor.2da for the armor's base AC. The armor's base AC is the
ACBONUS from parts_chest.2da, using the part number of the chest as the index into parts_chest.2da.

4.4.2. Multipliers
Multiplier is the sum of the costs of all the Item Properties whose costs are positive. That is:

NegMultiplier is the sum of the costs of all Item Properties whose costs are negative.

If an Item Property has a PropertyName of 15 (Cast Spell), then omit it from the
Multiplier/NegMultiplier totals. It will be handled when calculating the SpellCosts instead.

To calculate the cost of a single Item Property, use the following formula:
ItemPropertyCost = PropertyCost + SubtypeCost + CostValue

Add the ItemProperty's cost to the Multiplier total if it is positive. Add it to the NegMultiplier total if it
is negative.

Note that Item Property Params do not affect Item Property cost.
The PropertyCost, SubtypeCost, and CostValue terms are obtained as described below.

PropertyCost
In itempropdef.2da, get the floating point value in the Cost column, at the row indexed by the
PropertyName Field of the ItemProperty Struct. If the Cost column value is ****, treat it as 0. This
floating point value is the PropertyCost.

SubtypeCost
If the PropertyCost obtained above from itempropdef.2da was 0, then get the ResRef in the
SubTypeResRef column of itempropdef.2da, at the row indexed by the 2PropertyName Field of the
ItemProperty Struct. This is the resref of the subtype table 2da.

In the subtype 2da, get the floating point value in the Cost column at the row indexed by the Subtype
Field of the ItemProperty Struct. This floating point value is the SubtypeCost.

Only get the SubtypeCost if the PropertyCost was 0. If the PropertyCost was greater than 0, then the
SubtypeCost is automatically 0 instead.

CostValue
In iprp_costtable.2da, get the string in the Name column at the row indexed by the CostTable Field in
the ItemProperty Struct. This is the ResRef of the cost table 2da.

In the cost table, get the floating point value in the Cost column in the row indexed by the CostValue
Field in the ItemProperty Struct. This floating point value is the CostValue.

4.4.3. Cast Spell Costs
To calculate the cost of a single Cast Spell Item Property, use the following formula:

CastSpellCost = (PropertyCost + CostValue)* SubtypeCost

The PropertyCost, SubtypeCost, and CostValue terms are obtained in the same way as for non-
CastSpell Item Properties.

After calculating all the CastSpellCost values for all the Cast Spell Item Properties, modify them as
follows:
  • Most expensive: multiply by 100%
  • Second most expensive: multiply by 75%
  • All others: multiply by 50%

After adjusting the CastSpellCosts, add them up to obtain the total SpellCosts value. Use the total
SpellCosts to calculate the total ItemCost using the formula given at the very beginning of Section 4.4.
The following users thanked this post: Tobias

25
Calendar Events / Re: Dwarven Moot with the Stonesmasher Brothers
« on: July 04, 2019, 10:38:07 pm »
Sounds like a great opportunity to dig too greedily and too deep... ^^
The following users thanked this post: Tobias

26
Calendar Events / Re: Vale revisited- Calendar Event
« on: June 30, 2019, 04:05:55 pm »
Aftermath:
A small band , this time with the guidance of a pair of druids, takes a second look.  Vale appears the same, but it is felt that nature is slowly, but surely coming back.  More rubbish is buried, bat poo is spread liberally , clay, lime as well.  Zigruum takes a long hard look and feel of the land.  "Dark magics " is his verdict.  Each of us invoke Rofirein, Katia, Folian, the Land itself for aid.  The Band travels on to Clover.

The forest around Clover seem fine.  Wildlife, plants all flourish but for the one structure by a standing house.  The surrounding forest is explored, some bugbears are put down.  We return to the house and respectfully explore it as well.  It seems to be the home of adventurers so we leave just as respectfully and return to Center to converse.  Individual efforts will continue.  Nature will be encouraged to return to Vale. 




The following users thanked this post: Tobias

27
Calendar Events / Vale revisited- Calendar Event
« on: June 26, 2019, 02:31:38 pm »
Jo Poetr and Fern Fiddlehead tried for years with friends to revitalize Vale after a devastating attack by unknown marauders left the village desolate.  After finding and receiving counsel from the Bird Lord himself, Jo and Fern both wish to return to Vale and reassess the natural state.  The Bird Lord's counsel was simple - Relocate any survivors to the nearby Fort Joy and leave Vale to nature.

//Anyone with an interest in a rediscovery tour of Vale.  Sunday Afternoon 1-3 pm central US time.  Meeting starts at Prantz Gate (Portal).
Druids welcome!  This starts in 20 min!
The following users thanked this post: Tobias

28
Introduce Yourself / Greetings folks, hope to see you in game :)
« on: June 24, 2019, 12:01:58 pm »
Hail one and all.

Im 32 year old guy from Finland. I was introduced to roleplaying at age of 10 and been in love with it ever since.
It started out with Warhammer Fantasy Roleplaying Game, and Dungeons and Dragons games. I did quick trips to
couple other fantasy settings and even to cyberpunk ones too. I was pretty casual player in a way that I didnt look
out for huge amount of lore to back my stories etc, though recently its been growing interest for me.

Roleplay that is interesting for me is mostly intriquing stories and goofy stuff. I do enjoy serious roleplay too but
often I try to cheer it up a bit. Bought Neverwinter Nights when it was released and been playing it ever since, taking couple year hiatus at one point though. My chars are usually weak mechanically. But I will try to make up for it with other stuff, eather with talkativeness or skill vice. My forte is playing evil characters though every aligment is possible.  Dont be afraid to treat my chars any way you want. I dont take stuff personally, ofcoarse it would be preferred that out of character
we could chat nice stuff if our characters are not getting along.

-Best regards JollyJumper
The following users thanked this post: Tobias

29
Calendar Events / Re: Revenge of the Crimson Tide
« on: June 20, 2019, 09:08:19 pm »
// This is actually one of those tricky calendar posts that look no different to a regular post, scheduled for 2019-06-22. Oh yes, Happy Summer/Winter Solstice to everyone too.  :) //

Events posted to the calendar will now go in the Calendar Events forum. Additionally the date is listed at the top of the thread.
The following users thanked this post: Tobias

30
Calendar Events / Re: There and Back Again; A Dwarf’s Tale
« on: June 16, 2019, 03:11:43 pm »
Gunther's strength is up there, but he's pretty squishy.  nonetheless, I wont use his one OP ability (the barbarian screech that makes everything run away in terror).

I do have a 1st level elf mage that I was planning on turning into a pale master at some point, but he never made it past 1st.
The following users thanked this post: Tobias

31
Introduce Yourself / Hello old and new friends!!!
« on: June 10, 2019, 10:39:15 am »
After quite a few years and with the Gamespy snafu behind us, Kyle Pandorn is back. I'm almost a year in retirement and it is good to be back on Layonara. Kyle is semi-retired, but is still willing to put the armor on and get into trouble.  :)
The following users thanked this post: Tobias

32
Calendar Events / Re: Big Lights, Big City - June 4th 8:30pm edt
« on: May 31, 2019, 12:04:21 pm »
//I would love to make this event, I even have a dwarf character of the appropriate level, but I have a prior commitment Tuesday nights.  I may be able to drop in if my other event gets cancelled.  Here's hoping. - cb

and..my event got moved to Monday Nights..woot!
The following users thanked this post: Tobias

34
Rumour Has It / Gotta See A Tree About A Guy
« on: January 21, 2019, 01:47:12 pm »
Word gets around between this circle and that that a halfling is looking for a "tree-friendly" group to help escort a friend to and through the Great Forest for some manner of healing. "We've been to see the druids of the desert, we've been to a cradle of forgotten wilderness, and our only recourse seems to be the Great Oak!" Apparently ships are out of the question for some reason, making it potentially a year-long journey overland all the way from Arnax at the opposite end of the continent.

An oft-repeated addendum is that a mage who can levitate things is apparently high priority.  "Trust me, I've got it all figured out." There's a promise that everyone can keep anything found, but also the occasional odd "I will try to scrounge a lot of backup food for us, but I've been gathering feed for so long that my sleeves are fair bursting! At least I will never lack a bed..." remark.

PS no horses, please!


// Escort Mission From Arnax to Great Oak
// NPC is squishy, ill-tempered, and subject to sudden attacks of suicide
// Magic will occasionally be needed for some obstacles.
// I'd assume that any wizard of high enough level to be traveling on Belinara could have a Levitate banging around his spellbook somewhere.
// Looking at Saturday Jan 26 in the PST AM, maybe around 10, but could be shuffled around if needed.
The following users thanked this post: Tobias

35
Layonara Server / Re: Notice regarding the Saddlebag Pawn Shop
« on: January 18, 2019, 12:36:50 am »
Corky or Griff would lend a hand if needed either to manage, supervise or advice.  They'd probably have some ideas to change things up a bit.
The following users thanked this post: Tobias

36
Important Layonara Announcements / 2018-2019 Holiday Bonus Event
« on: December 27, 2018, 04:19:23 pm »
Greetings all. The server is currently being reset. When it returns and until January 27th, 2019, the following bonuses will be in place.

  • Enhanced XP
  • Enhanced GP
  • Enhanced Fortune
  • The Soul Mother has her attentions elsewhere

The following users thanked this post: Tobias

37
It is included in the EE edition on gog.
Quote
Neverwinter Nights: Enhanced Edition includes the unaltered original version of Neverwinter Nights Diamond (The original version will be automatically added to your account.)
The following users thanked this post: Tobias

38
General Discussion / Re: NWN Enhanced Edition Information Compilation
« on: March 13, 2018, 01:17:31 am »
EE is will be released out of beta on Steam before the end of this month - March 27.

While this FAQ could probably get a couple updates, it's a pretty good summary of what will be included at release. Mainly, it's the EE itself: works on modern systems and resolutions, lots of  old bugs fixed and exploits closed, performance improvements, some glitter (the default shaders, with the exception of the SSAO shader, are pretty filtery), Steam Workshop support, NAT punching, etc. I hate to etc all of that, because it's easy to overlook, but for NWN veterans that aren't going to be all "aw, I haven't thought of this game in years", some of the most fingers-crossed parts are still in development (ie still a lot of hardcoding, can't add new shaders without replacing old ones or do anything scriptable with them yet, UI is an eternity away and toolset is still Windows only and doesn't work in wineAcacea 2019 update, this was fixed a couple patches from the time I wrote that, toolset works well with wine now).

They seem pretty committed to the longevity of NWN though, and they've been patching BG for 5 years, now. They see NWN's future more as a platform for people to make their own stories and content for, so I'm happy with this. They're also responsive to feedback; while I wasn't keen on them tackling a refresh of core assets (there's just so many things I'd rather them prioritize, I don't play NWN for the eyecandy), it was one of the most requested features, so that seems to be a long-term project they're doing.


(This was a WIP and still needs work, but does demonstrate the addition of normal/spec maps. PC model has also "had work done". I think things like this will be released on Workshop - and Vault, I'd assume - for now, so they'd be optional overrides. There are a LOT of objects/tiles/creatures in this game...)

Normal maps are in, which is pretty sweet. When you look at surfaces in games, whether objects or characters or whatever, most of the grooves and wrinkles and rivets and, well, "bumpiness" comes from bump/normal maps, not actual modeled geometry. Being able to fake detail on custom NWN models will be great. Specular maps, which define your highlight color and how glossy something is and where, could also make for some interesting changes. Both of these can also have some downsides in that they are new ways to overdo things, hah, and also that it will be awhile before there are many things taking advantage of this (so mixed quality additions).

Player and server-wise, I expect it will still be some time before most PWs migrate, and thus most of their players, etc, especially because a good chunk of that will be dependent on NWNX progress (currently Linux only, several plug-ins not yet ported, others merged into core, etc), which is a separate thing. I'd guess that most initial activity would be on nostalgia plays of the OC and downloading modules from the Workshop (of which there won't be too many to start), but I could be wrong. Mostly, I'm just really excited for NWN to have been adopted for the long haul. There are changes coming down the road that will make PW players lives easier, if nothing else - autodownloads are nice, and so is killing resource duplication wherever possible, like how every robe needs to be duplicated for every phenotype, blowing up hak sizes.

Once some kind of material system is in and proper shader-script communication, you could tackle seasons with the ability to change textures on the fly, or apply shaders to make leaves disappear or snow accumulate on roofs/ground, making skyboxes with moving sun/moon/stars, plus being able to properly scale PCs and objects ... my brain hurts. It'll probably be awhile before unhardcoding some of the deeply entangled things happen, but there's a whole lot of people waiting on it :P

I'd encourage anyone that wants to support NWN's future to buy EE (it's worth noting that Steam takes a big bite out of that if you get it from there), though obviously if you are only interested in NWN insofar as it involves Layo, don't rush to the bank because I think you'll be alright until further notice :)
The following users thanked this post: Tobias

39
General Discussion / Christmas
« on: December 25, 2015, 11:33:03 am »
Merry Christmas to all.
The following users thanked this post: Tobias

40
Layonara Server / Coming Soon! Enhanced Mapping
« on: April 05, 2015, 09:23:35 pm »
Another fun feature coming to the next update includes some nice enhancements to the minimap system. 

Map Pins

Let's start off first with the map pins. All map pins will now be persistent, they will save over server resets and be there for you forever. Included with the map pins update is the ability to set, list, delete and rename the map pins via commands. This can save you some time if you want to custom macro a command like =c map set Path to Fort Miritix for example and then use that key many times as you travel. The commands associated with map pins are:
  • =c map set Pin Name - This will set a map pin at your current location with the name you designate.
  • =c map list - This will show a numerical list of map pins for the current area.
  • =c map delete # - This will delete the map pin with the number you define (as revealed in the =c map list)
  • =c map rename # Pin Name - This will rename the map pin for the numbered pin for that area (as revealed in =c map list)
  • =c map save - Saves all of your map pins.
Note: You will not see map pin updates until you re-enter the area when using the commands as opposed to using the regular NWN map pinning UI. A bit more on this later.The system automatically saves your map pins when you log out but if you wish to be entirely sure you can use the =c map save command as well.

Area Mapping

The second feature is an ability to map out an area which exposes the entire black area for good. To perform this, you purchase a Magical Map Book from the Magical Vendors. Proceed to use it, then travel around in the area and you'll be notified about your mapping progress. The length of time it takes to map the area takes many things into account such as your Intelligence, your Wisdom, your Lore, your Gather Information, your Ranger levels, the size of the area, the time of day, whether it's above ground and whether it's an interior area. The minimum time it will take is 3 minutes and the maximum is 10 minutes.Just because you may be able to run around the area quickly and expose all the "black" on the minimap won't expedite the procedure. Mapping progress pauses when you rest, engage in combat or if you remain in the same general vicinity. Mapping progress is cancelled if you die or change areas.Once you complete your mapping the entire map will be exposed. After a server reset if you wish for the areas you have mapped to automatically be revealed to you then use =c toggle automap and then when you enter an area you have had mapped the minimap will be exposed.If you prefer to not automatically have the maps revealed to you but would rather expose them on an area by area basis then use =c map reveal in an area where you wish the map to be revealed.

Map Sharing

Once you have an area mapped out you can share your information about the area with other players using =c map share Plen (use their dynamic name) for example. Map sharing reveals the entire area to the other player as well as copying your map pins over to the map for the person you are sharing with. The player must re-enter the area to see the updated map pins.Note: To facilitate some of the commands that I've been introducing that require you to re-enter an area I've created a command that will portal you to a very small area then back to the location you were standing. Use =c  refresharea if you wish to use this instead of manually leaving the area and coming back.This update should be out some time this week.-orth
The following users thanked this post: Tobias

Pages: 1 [2] 3 4

anything