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SYSTEMS
Three
Towns uses a vast array of custom systems for event handling, data persistence,
etc. Here are a few of them:
TRANSPARENT
PERSISTENT DATA SAVES
Three
Towns does not use token, plot gems, or any other similar system for maintaining
character data in between server restarts, nor do we use save games. Saves
games have a tendency to corrupt and are not easily editable, and token
systems add huge amounts of bloat to a module with huge numbers of plotbit-saving
devices. The Three Towns system is capable of handling an infinite array
of integers, strings, or floating point numbers without any in-game artifices
like plot devices in your pack that are subject to bugs, stealing, loss,
etc.
JOURNAL
RESTORATION
Tied
closely with the data save system is the ability to restore journal entries
to player characters based on their various quest statuses. At this time
there is no way to restore anything written in the "Notes" page
of the journal, however.
REST
DISRUPTION SYSTEM
To limit
the awesome power of "rest whenever" mages, many modules and
the HCR add-on employ a rest delay timer, forcing a delay of up to 45
minutes in some recorded cases between rest cycles, in addition to no-rest
dungeons. We feel that this is a bad solution, as (1) rests can be interrupted
very easily by spawning creatures and inconsiderate teammates, and (2)
it's no fun sitting around for half an hour just for the privelige of
resting. Three Towns uses a hazard system where the more dangerous an
area is, the more likely a local monster will spot your camping attempt
and show up to interrupt you. This prevents unlimited resting mages, makes
the control event a potentially interesting encounter, and prevents the
boredom of a rest timer at bay.
SCRAP
SYSTEM
To reflect
the metal-poor environment of Three Towns, characters who wish to have
metal-intensive gear made must bring in salvaged scrap metal to a local
representative of the Guild of Smiths, who will pay the character for
his efforts and make a note of the contribution in the log. When a character
has brought in enough metal, the smith guild will make more and more services
available to him, at better and better prices as the character's reputation
increases. Using the smith vendors costs the character a small bit of
reputation on each use as a control measure. Characters who gain or lose
plateaus in their relations with the Guild of Smiths are notified of the
event by floaty text and a message in the server chat box.
OTHER
REPUTATION-BASED VENDORS
Three
Towns uses two vendor systems that work on reputation, but on a static
reputation based on certain characteristics rather than a points system
like the Guild of Smiths. The Guild of Scribes controls the sale and distribution
of all arcane scrolls of level 3 and up, and offers them to characters
based on their levels of wizard or sorcerer or their Use Magic Device
skill, in that order of preference, in addition to a modifier based on
intelligence and charisma. The Guild of Bowyers and Fletchers provides
a wider selection of bows, crossbows, and ammunition to players based
on their class levels and feats. Preferential treatment is given for these
categories in order: Rangers, Rogues, Fighters/Barbarians/Paladins, all
other classes. Bonuses to Guild reputation are awarded for archery-specific
feats like Point Blank Shot, representing a lifelong dedication to the
art of archery.
VARIABLE
VENDOR PRICING
Most
vendors in Three Towns will vary their prices based on the character's
Persuasion skill and charisma bonus, to represent haggling. In addition,
additional price breaks are available to characters who have completed
local quests, or quests of a more global nature.
RANDOM
OVERLAND ENCOUNTER SYSTEM
When
a character is making a trip that would logically take a long time, he
has a chance of triggering a random encounter instead of simply transitioning
to their destination. This could be anything from ambushing bandits to
a wandering merchant.
TOWN
BAN SYSTEM
When
a player character attacks a town guard or NPC citizen, he is immediately
outcast from that town, and the guards will not let him back in unless
he pays a heavy fine. Being banned from all three towns results in Outlaw
status. Paying off a ban will reduce the number of murders a character
has recorded with that town.
PERMADEATH
AND RESURRECTION SYSTEM
Characters
of level 7 and up have 5 resurrections available to them, bringing them
back to their bind point on a respawn with appropriate XP and gold penalties.
Additional resurrections can be paid for on a sliding scale based on character
level. If a player should be so careless as to respawn when he has zero
resurrections, he is stripped of all gear and experience and placed back
in the entry zone to start life over as a first level character.
CUSTOM
SPELLS
Three
Towns uses many of the SpellPak scripts by Kovi, with additional modifications
and bug fixes. Details on spell changes can be found, with other information,
in the player's journal.
SPAWN
SYSTEM AND LOOT DROPPING
Three
Towns employs the NWN Spawn System, authored by palor and modified by
Mikey-Files, version 2.4.4e3. Version 2.4.4e4 (the User-Defined Event
version) caused too many instabilities.
The loot
drop system has been heavily modified for balance and the inclusion of
custom items and the exclusion of others which were very overpowered or
stupid.
EXTENDED
PK SYSTEM (10/14/2002)
A player
killing another player, where the victim respawns as a result, incurs
rewards/penalties based on their respective levels. As of this writing,
the XP/Gold actions are as follows:
Victim's Level
compared to Killer's Level |
Actions on
Respawn of Victim |
Victim is 4+
levels higher than the Killer |
No loss/gain
of Gold or XP, no resurrection loss |
Victim is 3 levels
higher to 1 level lower than the Killer |
Victim suffers
standard death losses of XP/Gold and resurrection. Killer gains 1/5
of the victim's XP loss and half of his Gold loss. Outlaws gain full
victim Gold loss. |
Victim is 2 levels
lower than the Killer |
Victim suffers
half normal death penalties for XP/Gold and one resurrection. Killer
gaines 1/5 of lost XP and 1/2 of lost gold. Outlaws gain full victim
Gold loss. |
Victim is 3 levels
lower than the Killer |
Victim suffers
1/5 normal death penalties for XP/Gold and one resurrection. Killer
gaines 1/5 of lost XP and 1/2 of lost gold. Outlaws gain full victim
Gold loss. |
Victim is 4 levels
lower than the Killer |
No loss/gain
of Gold or XP, no resurrection loss |
Victim is 5+
levels lower than the Killer |
No penalties
for the victim. The Killer is assigned an XP penalty based on the
level difference between himself and the Victim, and also suffers
a reputation hit from all Shrine priests, who will require a gold
payment in order to use temple services again. This penalty increases
exponentially the more low levels you have killed without paying off
the fine. |
In addition
and seperate from this system is the Murder Count system, which also works
on a respawn of the victim. Killing a PC who then respawns, for any reason,
is reported to the victim's home town (their bind point). When 3 murders
are reached in this fashion, the killer is then banned from that town.
Further murders on citizens of a town you are already banned from as a
result of murders start getting reported to other towns, who track murders
and assign bans appropriately. If all 3 towns ban you due to murders,
you are labeled Outlaw.
NOTE:
Killing someone who is flagged as a Thief (see below) does not result
in any penalties for killing him if he is 5+ levels lower than you.
OUTLAW
SYSTEM (10/19/2002)
One may
be flagged Outlaw through excessive murdering, as above, or through a
special conversation option. The following changes apply to Outlaws:
- Outlaws are auto-flagged
red (hostile) to non-Outlaws in full PvP areas
- Outlaws cannot
use normal shrines or temple services
- Outlaws neither
give nor receive murder counts for PvP
- Outlaws drop one
item (randomly chosen based on the total item value of the player) on
death
- Outlaws have their
own settlement, and their own shrine and temple priest and merchants
- Outlaws pay slightly
less in penalties for killing people 5+ levels below them
- Outlaws grab all
of a victim's lost gold, instead of half of it
An Outlaw
may renounce his status by appealing to an authority figure in the hidden
Outlaw settlement, but will have to pay off his bans with the Three Towns
to regain town access.
PICKPOCKET
SYSTEM (10/19/2002)
Pickpocketing
is a very troublesome issue for NWN admins and builders, because the Aurora
engine has TERRIBLE event handlers for stealing, and in normal games there
is no way you can get your items back. The two most common solutions today
are (1) disable pickpocketing altogether, or (2) leave it broken as all
hell. Three Towns uses a system which does about as well as we could force
the engine to do, though it has some bugs. EVERYONE WITH PICKPOCKET SKILL
TRAINED NEEDS TO BE AWARE OF THESE CHANGES.
- When a player with
Pickpocket at a usable level (i.e. over 0) acquires an item that was
last possessed by a player, he is flagged "Thief" for about
ten minutes.
- THIS IS THE IMPORTANT
PART. The game has absolutely no way to tell if an item was stolen,
so a Pickpocket will be flagged thief from legitimate acquisitions like
barter, or picking up an item on the ground that a player recently dropped.You
will not be flagged Thief for non-player acquisitions like looting monsters,
quest rewards, or buying from a merchant.
- The timer will
be reset to full if the player acquires another player item before it
runs out, or if he logs out and back in to the game.
- During this time,
if the player dies, he will drop all of the items that are marked by
the system as "possibly stolen," i.e. all player-acquired
items. In addition, the thief can be killed without penalty by other
players regardless of level difference, to make him drop these items.
- When the timer
expires, the player is assumed to have had ample time to fence the goods
or otherwise avoid scrutiny for his thievery, and he is once again "safe."
The player will receive floaty text system messages telling him this.
- Because of the
horrible system-imposed problems with a pickpocket system, anyone who
has Pickpocket trained is advised to be especially careful when making
legitimate acquisitions, for instance bartering for items only in non-PvP
areas and waiting for the timer to expire before leaving, lest he be
killed and the item he traded for lost as "assumed stolen."
Players without pickpocket skill trained are unaffected by this timer.
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