What Waterdeep and Limbo Vnums can I use?
Can I use objects or mobiles from an area I built in another
Since Ched Nasad is broken down into two
areas basically - one for the city - another for the guilds and
shops and things, will we be able to use objects and mobiles
from one area in the other, or would that make a crash?
areas basically - one for the city - another for the guilds and
shops and things, will we be able to use objects and mobiles
from one area in the other, or would that make a crash?
Pieces/parts for general use
After talking with some other builders, I think it would be useful to have a topic where people can list pieces of mobs in their areas that other builders could have similar mobs drop. This would save vnums as well as insure that there is some uniformity in, say, scorpion tales. So that you don't have too many situations where some work and some don't.
With this in mind, I ask that any builder who has items dropped by mobs, and wouldn't have any problem with other builders having a death program for similar mobs in their areas, to please edit this post, and insert your items. Please put them in the order of the vnums.
COMPONENTS FROM LIMBO
23) silk i23 (some silk)
27) vial blood i27 (a vial of blood)
29) bat guano droppings i29 (some bat guano)
38) fur i38 (some fur)
44) elven elf ear ears i44 (an elf ear)
53) bone i53 (a bone)
63) feather i63 (a feather)
65) scale i65 (a scale)
70) A harpy's voice
79) human head i79 (a human head)
80) sea elven elf ear ears i80 (a sea elf ear)
275) A brilliant white pearl
284) adders stomach i284 (adders stomach)
288) scorpion tail i288 (a scorpion tail)
289) minotaur horn i289 (a minotaur horn)
290) piece zombie flesh i290 (a piece of zombie flesh)
291) piece beetle chitine i291 (a piece of bettle chitine)
292) snake tongue i292 (a snake tongue)
293) crab meat i293 (some crab meat)
294) bear claw i294 (a bear claw)
296) ettercap fang i296 (an ettercap fang)
297) wyvern tail i297 (a wyvern tail)
AREA OBJECTS
4821) a glowing piece of flesh (this is the organ from a fire beetle abdomen.
With this in mind, I ask that any builder who has items dropped by mobs, and wouldn't have any problem with other builders having a death program for similar mobs in their areas, to please edit this post, and insert your items. Please put them in the order of the vnums.
COMPONENTS FROM LIMBO
23) silk i23 (some silk)
27) vial blood i27 (a vial of blood)
29) bat guano droppings i29 (some bat guano)
38) fur i38 (some fur)
44) elven elf ear ears i44 (an elf ear)
53) bone i53 (a bone)
63) feather i63 (a feather)
65) scale i65 (a scale)
70) A harpy's voice
79) human head i79 (a human head)
80) sea elven elf ear ears i80 (a sea elf ear)
275) A brilliant white pearl
284) adders stomach i284 (adders stomach)
288) scorpion tail i288 (a scorpion tail)
289) minotaur horn i289 (a minotaur horn)
290) piece zombie flesh i290 (a piece of zombie flesh)
291) piece beetle chitine i291 (a piece of bettle chitine)
292) snake tongue i292 (a snake tongue)
293) crab meat i293 (some crab meat)
294) bear claw i294 (a bear claw)
296) ettercap fang i296 (an ettercap fang)
297) wyvern tail i297 (a wyvern tail)
AREA OBJECTS
4821) a glowing piece of flesh (this is the organ from a fire beetle abdomen.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
-
- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Pieces/parts for general use
HUMANOIDS
11018 - goblin toe
11019 - hobgoblin toe
11369 - rakshasa eye
80 - sea elven elf ear ears
44 - elf ear
GIANTS
11366 - fomorian giant's ear
11367 - cyclops eye
11368 - ettin nail
ABERRATIONS/DRAGONS
11022 - vial of xorn saliva
11459 - naga scale
12330 - purple naga scale
11331 - black naga scale
11443 - beholder eyestalk
12013 - carrion crawler tentacle
12014 - multifaceted hook horor eye
11713 - blue umberhulk chitine
11023 - brown umberhulk chitine
12016 - black umberhulk chitine
11371 - bulette chitine
29469 - large bulette chitinous carapace
29470 - aranea leg
29473 - cold thoqqua tail
17068 - piece of phaerimm's skin
297 - wyvern tail
7503 - flask of dragon blood
MONSTROUS HUMANOIDS
11329 - piece of greenish yuan-ti skin
11330 - greenish yuan-ti scale
11331 - yuan-ti claw
11332 - yuan-ti eye
11333 - tip of a yuan-ti tail
15163 - sahuagin fin
12002 - piece of illithid brain
12015 - handful of quaggoth hair
70 - A harpy's voice
289 - minotaur horn
296 - ettercap fang
2347 - a kuo-toa webbed foot
UNDEAD
11020 - skeleton knuckle
11021 - long ghoul tongue
11242 - skeletal guardian's skull
11457 - bonebat's dessicated wing
11460 - lich skull
11541 - a piece of mummy wrappings
11542 - vampire fang
290 - piece zombie flesh
53 - bone
13960 - dracolich claw
13961 - handful of white wight hair
ANIMALS/BEASTS/VERMINS/INSECTS/MAGICAL ANIMALS
11146 - black bat wing
11211 - piece of spider flesh
11458 - piece of hairy red bat leather
11543 - vampiric bat fang
11755 - water beetle chitine
29471 - piece of brain spider
29 - bat guano droppings
38 - fur
63 - feather
65 - scale
284 - adders stomach
288 - scorpion tail
291 - piece beetle chitine
292 - snake tongue
293 - crab meat
294 - bear claw
2617 - wolf tail
CONSTRUCTS
11136 - mummified finger (from a crawling claw)
OUTSIDERS
11137 - piece of brown dao skin
11370 - piece of efreeti skin
11953 - steam mephit arm
11954 - magma mephit leg
11955 - ice mephit head
11956 - lightning mephit torso
11522 - piece of lemure flesh
11523 - torn imp wing
11525 - piece of hellcat skin
11526 - barbazu's pointed ear
11527 - cornugon scale
17011 - dretch tooth
17012 - quasit spiky horn
17013 - succubus eye
17014 - bebilith fang
17015 - retriever claw
17016 - vrock feather
17017 - hezrou hand
17018 - glabrezu head
17019 - nalfeshnee wing
17020 - marilith scale
17058 - balor claw
OOZES
11138 - piece of grey slime
11239 - piece of crystal ooze
11240 - piece of brown slime
11215 - piece of green slime
11241 - piece of gelatinous cube
11018 - goblin toe
11019 - hobgoblin toe
11369 - rakshasa eye
80 - sea elven elf ear ears
44 - elf ear
GIANTS
11366 - fomorian giant's ear
11367 - cyclops eye
11368 - ettin nail
ABERRATIONS/DRAGONS
11022 - vial of xorn saliva
11459 - naga scale
12330 - purple naga scale
11331 - black naga scale
11443 - beholder eyestalk
12013 - carrion crawler tentacle
12014 - multifaceted hook horor eye
11713 - blue umberhulk chitine
11023 - brown umberhulk chitine
12016 - black umberhulk chitine
11371 - bulette chitine
29469 - large bulette chitinous carapace
29470 - aranea leg
29473 - cold thoqqua tail
17068 - piece of phaerimm's skin
297 - wyvern tail
7503 - flask of dragon blood
MONSTROUS HUMANOIDS
11329 - piece of greenish yuan-ti skin
11330 - greenish yuan-ti scale
11331 - yuan-ti claw
11332 - yuan-ti eye
11333 - tip of a yuan-ti tail
15163 - sahuagin fin
12002 - piece of illithid brain
12015 - handful of quaggoth hair
70 - A harpy's voice
289 - minotaur horn
296 - ettercap fang
2347 - a kuo-toa webbed foot
UNDEAD
11020 - skeleton knuckle
11021 - long ghoul tongue
11242 - skeletal guardian's skull
11457 - bonebat's dessicated wing
11460 - lich skull
11541 - a piece of mummy wrappings
11542 - vampire fang
290 - piece zombie flesh
53 - bone
13960 - dracolich claw
13961 - handful of white wight hair
ANIMALS/BEASTS/VERMINS/INSECTS/MAGICAL ANIMALS
11146 - black bat wing
11211 - piece of spider flesh
11458 - piece of hairy red bat leather
11543 - vampiric bat fang
11755 - water beetle chitine
29471 - piece of brain spider
29 - bat guano droppings
38 - fur
63 - feather
65 - scale
284 - adders stomach
288 - scorpion tail
291 - piece beetle chitine
292 - snake tongue
293 - crab meat
294 - bear claw
2617 - wolf tail
CONSTRUCTS
11136 - mummified finger (from a crawling claw)
OUTSIDERS
11137 - piece of brown dao skin
11370 - piece of efreeti skin
11953 - steam mephit arm
11954 - magma mephit leg
11955 - ice mephit head
11956 - lightning mephit torso
11522 - piece of lemure flesh
11523 - torn imp wing
11525 - piece of hellcat skin
11526 - barbazu's pointed ear
11527 - cornugon scale
17011 - dretch tooth
17012 - quasit spiky horn
17013 - succubus eye
17014 - bebilith fang
17015 - retriever claw
17016 - vrock feather
17017 - hezrou hand
17018 - glabrezu head
17019 - nalfeshnee wing
17020 - marilith scale
17058 - balor claw
OOZES
11138 - piece of grey slime
11239 - piece of crystal ooze
11240 - piece of brown slime
11215 - piece of green slime
11241 - piece of gelatinous cube
I am glad this was brought up as I was going to ask about the use of VNUMs for such thing as a components in a shop. I figured that there would be a generic list of VNUMs to use so that we did not have to create our own or waste VNUMs. I can see from Talos's lists and Dalvyn's that they both have a different feather. Can using anyones 'feather' be enough to count as a feather for a spell component or are there specific ones reserved for 'component stores'?
On the same note, what about generic armours and arms, or even clothing. For example, just say I was coding a ranger area that had a MOB that sold studded leathers. I wanted to make it generic in that the leathers were the same as you see around Berdusk and other places. Is there a list of the generic use items, or is it just requesting to use peoples VNUMs as stated above?
For my mind, I was looking at my area in having some MOBs armed with weapons. Blunt longswords or battered maces would both be good. To save time and VNUMs the ones already in the game would be best to use. Is this possible?
A little of topic for this thread, so feel free to remove this post if needed and move elsewhere.
Thanks in advance
Stayne
On the same note, what about generic armours and arms, or even clothing. For example, just say I was coding a ranger area that had a MOB that sold studded leathers. I wanted to make it generic in that the leathers were the same as you see around Berdusk and other places. Is there a list of the generic use items, or is it just requesting to use peoples VNUMs as stated above?
For my mind, I was looking at my area in having some MOBs armed with weapons. Blunt longswords or battered maces would both be good. To save time and VNUMs the ones already in the game would be best to use. Is this possible?
A little of topic for this thread, so feel free to remove this post if needed and move elsewhere.
Thanks in advance
Stayne
loading mobs from my area into Waterdeep
Is it possible to load mobs/objects from an area into Waterdeep using the reset section?
Or must those mobs/objects belong to Waterdeep area and be loaded together with WD?
Or must those mobs/objects belong to Waterdeep area and be loaded together with WD?
Actually, I was thinking more like, if I have a quest in one area which requires mobs in another area, can I make the mobs all in my area, then in the reset section, load those mobs into their respective areas?
Something like, if my area vnum is from 1200 to 1299,
M 0 1201 1 8001
to load mob 1201 (from my area) into room 8001 (in WD).
Or must all mobs be loaded into the areas that they were created from, so if I need a mob for a quest in area X, I have to give you the stats for the mob and you create it in area X for me?
Something like, if my area vnum is from 1200 to 1299,
M 0 1201 1 8001
to load mob 1201 (from my area) into room 8001 (in WD).
Or must all mobs be loaded into the areas that they were created from, so if I need a mob for a quest in area X, I have to give you the stats for the mob and you create it in area X for me?
generating a mob for a quest
I am writing a quest that when a person enters a room it checks them for wether they can do the quest, then if so, I want a MOB to appear and start talking to them. Can I get an example please on how to do this, as well as letting me know wether I need to create the mob and how I remove the mob from the room when that player leaves. In other words the MOB should always be in the rooom for the questee while doing the quest otherwise it should not be there.
Thanks in advance
S.
Thanks in advance
S.
-
- Sword Grand Master
- Posts: 4708
- Joined: Tue Jul 15, 2003 9:26 pm
- Location: House of Wonder, Waterdeep
Here is (a simplified version of) what I use at the entrance to Feebov's mansion.
That program can be on the room where you want the mob loaded. Basically, it checks first if the mob has already been loaded. If this is so, nothing is done. Otherwise, if the mob should appear for the PC who enters the room, then it creates the mob and makes him say something.
Code: Select all
>greet_prog 100~
if mobinroom(13925) == 0
if quest(0,4,$n) == 0
if isevil($n)
else
mpmload 13925
mpechoat $n An old bearded human steps out of the forest and hails you.
mpechoaround $n An old bearded human steps out of the forest and hails $n.
mpechoat $n He looks all around before whispering to you.
mpechoaround $n He looks all around before whispering to $n
mpforce dorgor sayto $n Greetings.
mpecho The old man glances towards the huge mansion to the north before continuing.
mpforce dorgor sayto $n Do you have some time to listen to me?
endif
else
if quest(0,4,$n) < 3
or quest(0,4,$n) == 4
or quest(0,4,$n) == 5
mpecho Dorgor steps out of the forest.
mpmload 13925
mpmset self quest 0 1 1
mpforce dorgor sayto $n Are you ready to hear more?
else
if quest(0,4,$n) == 3
mpecho Dorgor steps out of the forest.
mpmload 13925
mpmset self quest 0 1 1
mpforce dorgor sayto $n Do you have the six pieces of metal?
else
if quest(0,4,$n) == 8
mpecho Dorgor steps out of the forest.
mpmload 13925
mpmset self quest 0 1 1
mpforce dorgor sayto $n I sensed you managed to destroy the apparatus.
mpforce dorgor grin
mpforce dorgor sayto $n Can I have the shards please?
endif
endif
endif
endif
endif
~
>intercept_prog dorgormustbepurged~
mpforce m13925 mpgoto 3
~
>intercept_prog north~
mpforce m13925 mpgoto 3
mpecho Dorgor steps back in the forest.
mpunintercept
~
>intercept_prog south~
mpforce m13925 mpgoto 3
mpecho Dorgor steps back in the forest.
mpunintercept
~
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