So, I've been giving this classic encounter some long overdue attention The Harpies will cast 'Harpy Song', which will create a Fascinate effect for a couple of turns, with a Will save (DC 16). Not completely adherent to the Captivating Song effect, but close enough. I'm looking for an appropriate sound effect - any takers? Also, as per the module, some of the ghouls next door are going to rush in to their aid. Another ambitious attempt is to have a grate fall in the entrance, as per the module again. Again I'd like an appropriate sound effect - to accentuate the grates slamming into the ground (currently it just shakes the screen a little and produces a particle effect that looks like dust being blown away). And even better yet, a model that looks like a grating I'm currently using a door model, but I believe recent advances may allow that. Finally, if someone could test it to see if the current implementation works at all outside of my computer, I would be grateful.
See 'open_cage.mp3' in data/sound (4180) for the grate. What's the harpy thing supposed to sound like?
A harpy song, of course I guess a short clip of soft female singing, preferably not actual words (la la la). edit: it's pretty cool with open_cage. Thanks.
What about something from the bard songs found in ToEE2.dat/sound/spells, like 'fascinate_female?' If that's too timid sounding I could modulate it to be more sinister. I did - see attached for both.
Hey Sitra, I'm trying to test this for you ... can you tell me what was added in protos.tab specifically? Since 7.9's release I've changed about a thousand san_dying scripts, so a file compare is not really helpful at this point. Also, have you seen my post in the bug thread about Unholy Blight Quickened being buggy?
Attached more up to date version. Protos added/altered: 120 (grate door) 14913 (grate npc) 14243 (harpy) (and if you haven't already updated them - nightwalker 14958, white dragon 14999) Regarding the quickened bug: Seems harmless to remove the 754 entry - attached. (of course, I have no idea why it should be causing crashes in the first place, but that's ToEE for you ) BTW: you might have to start a new game for some of the scripts to work right. In particular, I've add san_exit_combat to script_daemon. You have to get the script attached to you by going to one of the towns and triggering the first_heartbeat.
Nice work Sitra, expect me to steal this for other harpies elsewhere. :wave: If you are in the mood to add slamming gates, I always thought the one in the moathouse dungeon (activated by the false doors in the gnoll and bugbear rooms) was well within our means.
Trying this now, but I don't see a proto 120 or a 'grate door' listed anywhere ... [edit] ... seems to work. Are you screwed as far as ever opening that door again goes? Anyway, everything that I think was supposed to happen seemed to happen - door slammed, ghouls came, harpies sang. My mage behind the door was able to launch a fireball through it of course, lol.
Have fun (is this standard equipment for harpies or something?) I might do the Moathouse one, but it's a lower priority because it doesn't directly affect combat, and those are doorways that people have come to expect to do nothing anyway. Are you using the files from the last post? Also, from your description, it sounds like a normal door dropped in there - it should be a grate now (luckily a model was available). After the fight ends, it should spawn a door NPC that you should be able to converse with (or attack and destroy).
Yeah, I used the latest files (or so I thought). It was a normal door. No door NPC appeared. I'll verify files and try again later.
For a grate you could paint a new texure on a door model using alpha channel, you could create a grated barrier effect look on a door. cut out one you like, then change the white color to alpha, cuting out the color, then paint the bars what color you need them GIMP is a good free open source PHOTO editor for textures example's
Okay, updated files (somehow I indeed did not have the newest ones) and retested - everything seems to work. Gate/grate came down (looks cool), harpies sang, ghouls came, all was well. I bashed the gate apart after the dialogue. One suggestion would be to make the grate mat_metal so that you don't get the crumbling rocks sound when you hit it. (Also you've got the 120 proto in the containers range in description.mes.) [edit] Oh, last thing - the game really doesn't like your spell_enum entries, lol, at least on my system. If I have mes\spell.mes and rules\spell_enum.mes devoid of entries in 753 - 755 (and all upward instances), I can reliably launch. Otherwise ... That's making me kind of nervous.
@XV Thanks, but that's beyond my scope. Luckily I have found a ToEE model that looks good enough. Great, thanks for testing. I accept the mat_metal change, and I'm guessing it's easiest if you changed it on your side (if you haven't already). I've implemented the dialogue options, include a strength check for lifting the bars - attached. That should conclude the mod. Strange. But again, if it solves the problem... Would another tester provide relief?
Okay, I'll change it. Nah. I'm not scared for the now, just the later. You know how ToEE wakes up one day and decides it's going to start doing things differently ... So it may like those files without entries today, then decide that it must have them tomorrow, etc.