Builder XCRs Bitch Contributions: Difference between revisions

From Sinfar
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# <code>cas_arenadeathb, cas_arenadeathr</code> - checks for the variable <code>I_BET_ON_RED</code>, <code>I_BET_ON_BLACK</code>, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.
# <code>cas_arenadeathb, cas_arenadeathr</code> - checks for the variable <code>I_BET_ON_RED</code>, <code>I_BET_ON_BLACK</code>, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.
# <code>cas_arenaonclick</code> - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with <code>BET_AMOUNT</code> as a local variable. This is an OnClick Event.
# <code>cas_arenaonclick</code> - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with <code>BET_AMOUNT</code> as a local variable. This is an OnClick Event.
# TO BE MADE: <code>cas_ondamaged</code> - checks if a PC damaged the creature. Refund tokens based on the <code>I_BET_ON_<color></code> int <code><tokenAmount></code> variable. Sends message to online staff that X person is attacking arena, blue, NPCs. Allow PC best judgment.
# <code>cas_ondamaged</code> - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match.  
I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match.  



Revision as of 01:16, 1 December 2023


Hello, this page is for ADMINS, DMS, and fellow builders.


Currently, the only contribution I have is for the following ERF: https://nwn.sinfar.net/res_list.php?erf_id=988 - or, the Casino.


The Casino is meant to be a dual purpose gambling/arena, with opportunities for players to host events and stage auctions, and whatnot- by discussing with the owner and master of the area, Mebriewiel Relimion.


Each token roughly costs 1000gp.

Tickets can be redeemed for 500gp

The primary purpose of the casino isn't to reward money to the victors, but tickets, which they can cash in for valuable prizes. This is not a money farm, but a money sink, where people can go out and farm monsters and spend their money in the casino, hopefully socializing with others in the process.

The area is located in the Waterfront District of Sinfar City.

I will organize the assets by their purpose:

Entering the area

Main Script: cas_areaonenter

This script controls the various functions PCs have applied to them when they enter the casino.

Thus far it does one thing: Assigns the variable NITAKETOKENS int 1, to the entering PC. This has it so players who enter the arena will always have only one token taken from them by the slot machines - in case they forgot they did something silly and set themselves to 100 tokens and forgot to change it before they leave. Notably, the Slot Machines will not take ANY tokens from the player if this variable isn't assigned to the player, so it is to avoid an exploit.

Secondary Scripts: cas_entercasino, cas_exitcasino

These two scripts control access to the actual gambling portion of the casino. You are required to make a deposit of 100,000gp to play the games. It is returned with cas_onexitarena. It will not let the player enter the area if they do not have sufficient coins. This was a mostly in character decision rather than an OOC necessary one and can be removed and the area modified (blame arockravensbeak).

Buying Tokens

Players purchase tokens from the help desk NPC. The choices are set via dialog.

Scripts required: cas_createtoken1, cas_createtoken5, cas_createtoke10, cas_createtoke25, cas_creattoken50, cas_creattok100, cas_creatok1000

These scripts spawn the requisite number tokens into the player's inventory upon receiving payment.

Dialog: cas_helpdesk

Handles generic variables and token purchasing.

NPC: cas_helpdeskguy

REWARDS: (TO BE DISCUSSED FURTHER WITH ADMIN TEAM, numbers are NOT finalized)

Tier 1: (10-25 tickets)

Plushies, dolls, little visual toys and gadgets players can use on each other as gags or pranks.

Tier 2: (25 -100 tickets)

Crafting Reagents.

Tier 3:(100 - 2500 tickets)

Various scripted items, such as Spin the Bottle. The Slutsnatcher Grappling Hook, other misc items.

cas_spinthebottl (handles the spin the bottle functions)

cas_grapple (handles how the slutsnatcher grappling hook works).

Tier 4: (2500 - 5000)

Jumpers.

Tier 5: (5000 + tickets)

Flashy VFX weapons and properties.

Games At The Casino

SLOT MACHINES

Main Script: cas_slotmachine

Handles the majority of the functions of the slot machines. Odds are currently 15% chance of winning any type of combo. Triple 111s are to set to 10%, 222 = 5%, 333 = 2.5%, 444 = 1.25%, 555 = 0.75%, and 666 = 0.1% chance of winning.

Betting more tokens on the game does not increase the jackpot accordingly. Playing 2 tokens at a time increases pay out by 25%. 3 tokens increases pay out by 50%. 4 = 75%, and 5 = 100% more tickets. (So, playing 2 tokens and if you were to hit 555 = 125 tickets, versus 200.) This is to encourage spending.

Secondary Scripts: cas_slottoken1, cas_slottoken10, cas_slottoken25, cas_slottoken50, cas_slottoken100

These scripts are set by the Help Desk NPC found on either side of the casino. They control how many tokens a player uses per pull at the slot machine.

Placeables: cas_yellow, cas_red, cas_purple, cas_orange, cas_green, cas_blue

These placeables are used in cas_slotmachine to make a placeable fire appear above the slot machine as a visual representation of the numbers.

Dialog: cas_helpdesk - the dialog here contains the method by which the secondary scripts are assigned to the player.

NPC: cas_helpdeskguy - NPC with the dialog on him.

BLACKJACK

Main Scripts: cas_dealer_spawn, cas_dealer_ud, cas_deal_liston

These two scripts are critical to the game functioning. The cas_dealer_spawn handles the OnSpawn functions of the game, assigning the ListenPatterns required for cas_dealer_ud to work. The latter script handles the bulk of the functions and how the game works.

cas_deal_liston initializes the game, and makes it so the NPC is ready to hear out players so he isn't constantly listening for PCs.

Players can assign how much they wish to bet. Generally, payout is 1.5x per token bet. So if a player bets 1 token, it's bumped up to 2, and if a player bets 5 tokens, they are rewarded 7. If they bet 10 tokens, they are rewarded 15 tickets.

The game uses listener functions so wonky behavior can occur.

Secondary Scripts: cas_bjnumplay1 (1-4), cas_bj_wager1 (1, 5, 10, 50, 100), cas_bj_playtest (2, 3), cas_bj_giverules, cas_dealer_sit,

  1. cas_bjnumplay controls the number of players permitted to join the game. (max 4)
  2. cas_bj_wager1-100 controls how many tokens are bet on each round of blackjack.
  3. cas_bj_playtest handles various states of the game
  4. cas_bj_giverules hands the player how the game is played.
  5. cas_dealer_sit tells the dealer to sit in his god damn chair.

Conversation: cas_blackjack - handles setting player number, wager amounts, rulebook giving.

NPC: cas_blackjackdea - handles the game overall.

WHEEL OF FIRE

Main Scripts: cas_wheeloffire, cas_wheelreward

This script handles the overall function of the game. Essentially, it creates a VFX circle that is applied to the ground in a spherical shape along the diameter and rotates swiftly at first then slows down, landing on a number and applying a unique effect to handle the winning number. it then executes the script, cas_wheelreward. It then deletes the variables on the player so they can bet on new numbers and how much they wish to bet. There is a 30 second cool down before the wheel can spin again.

cas_wheelreward: handles the functions for rewarding the tickets. Basically it rewards 4x the number of tokens you bet, as the odds are 1/12 (about 8.4% odds of winning).

Secondary Scripts: cas_wheelbetamou, cas_wheelbet

These scripts handle assigning the variables onto the player, whether they have an existing bet (if relevant) and what number to bet on.

NPC: cas_rouletteguy

Recycled asset from when I tried to make roulette, he explains how the game is played.

Conversation: cas_wheeloffire

Explains how the game is played.

THE MONSTER ARENA

Main Scripts: cas_arenastart, cas_arenaper, cas_arenaospawn, cas_arenadeathr, cas_arenadeathb, cas_arenaonclick

  1. cas_arenastart spawns the monsters and controls the SetIsTemporaryEnemy() function, and tells them to attack each other have a delay. Additional functionality may be added to randomize appearance and weapons.
  2. cas_arenaper - deprecated, can be removed probably. Not removing because it isn't doing any harm, really.
  3. cas_arenadeathb, cas_arenadeathr - checks for the variable I_BET_ON_RED, I_BET_ON_BLACK, and handles reward functions, despawning the corpse, and deleting the surviving monster from the bout. Deletes variables on surrounding players if the BET functions are found.
  4. cas_arenaonclick - prevents bets during a monster bout. Assigns variable and deducts tokens from player who is placing bet. Controls how many tokens are being bet with BET_AMOUNT as a local variable. This is an OnClick Event.
  5. cas_ondamaged - Deletes all tokens on the PC and tickets. Kills them with flashy vfx lightning.

I intend for the reward to be 1:1- one token = one ticket. You win tickets if the creature you bet on won the match.


Secondary Scripts: cas_arenadestroy, cas_arenadespawn, cas_arenadialogu, cas_onexitarena, cas_onenterarena, cas_shrineheal

  1. cas_arenadestroy - in case monsters persist in the arena, use this script to destroy the NPCs spawned by cas_arenastart. Called by the conversation: cas_arena
  2. cas_arenadespawn called on the OnCombatEnd - can probably just be removed.
  3. cas_arenadialogu called on the OnUsed event of the placeable called 'arena handler' in the area.
  4. cas_onenterarena/cas_onexitarena - These apply and remove the iAmInArena variable to prevent players from starting a monster bout if PCs are in the arena dueling.
  5. cas_shrineheal Shrine in the arena that heals combatants after a bout.

Dialog: cas_arena - handles how the arena works, starts matches, sees if people are in bouts, etc...

Creatures (so far): cas_arenablack, cas_arenared

Two golems based on colors.

Items: cas_arenaredsmas, cas_arenablackpu

creature weapons to give golems appropriate weapons.

Miscellaneous Amenities

Suites

Main Scripts: cas_bedroomcharg, cas_finalspeaker, cas_mebsolporn, cas_deletevariab, cas_assignvariab, cas_destroyproje, cas_proj_cv_opti

  1. cas_bedroomcharg Charges customers for use of the suite. Each suite will have a projector panel to spawn a recorded sex show from a library of options available in the dialog cas_projectoropt. 5000 gold for each amenity. Placed on a chain's OnUsed event.
  2. cas_finalspeaker is the final version (for now) of the code that handles 'recorded projections'. It will spawn two or more NPCs based on their ResRef, and based on a variable on the creatures spawned, assign spoken text at a 45 second interval in incremental order based on variables based on the placeable the script is attached to. Basically, it generates the text logs of people's intimate roleplay, or stories for more benign reasons.
  3. cas_mebsolporn - earlier, prototype version of cas_finalspeaker, will soon be deprecated and removed.
  4. cas_assignvariab/cas_deletevariab: assigns a variable that the cas_bedroomcharg checks for to prevent the door unlocking if people are currently inside. Assigned on a trigger. Also used in the baths and meeting room.
  5. cas_destroyprojec - deletes the projector and the creatures it spawned.

Conversations: cas_projectoropt - select which show you want to watch.

The suites room of the casino and its scripts function much the same as the bath/meeting roomscripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.


Inside is a placeable with the script cas_proj_cv_opti that calls the conversation cas_projectoropt that lets them select which show to spawn and watch.

Baths

Main Scripts: cas_spawnfloor1(1-6), cas_bathscharge, cas_deletevariab, cas_assignvariab, cas_flr_optcv, cas_onenterfire, cas_onexitfire

  1. Cas_spawnfloor(1-6) - changes floor type, water to lava to liquid gold.
  2. cas_bathscharge, same as cas_bedroomcharg
  3. cas_delete/cas_assignvariab- same as above.
  4. cas_flr_optcy - OnUsed placeable script that generates the cas_flooroptions dialog
  5. cas_onenterfire/cas_onexitfire - handles assigning the 'this bath is stupidly hot' function, applies 10 dmg per round the player is inside. Applied to goldfloor and lava floor.

Dialog: cas_flooroptions, handles choosing what sort of bath the player wants to pay for and spawn/remove the previous one.

Placeables: cas_floorwine, cas_floorwater, cas_floormud, cas_floorlava, cas_floorgold, cas_floorchocola

Handled by the cas_spawnfloor scripts and the cas_floooptions dialog.

Meeting Rooms:

Main Scripts: cas_meetingroom, cas_deletevariab, cas_assignvariab

The meeting room of the casino and its scripts function much the same as the bath/suite scripts. It checks for 5k, if found, takes the gold, and unlocks the door. the cas_deletevariab/assignvariab handle if people are allowed inside or not based if someone is already inside. There is a lock/unlock door button inside to open the areas door.