Hm, they have? In the context that I describe?
I've never seen them done, but then, I don't have every mod. Or maybe I haven't been looking hard enough, eh? Of course I wouldn't expect any kudos for ideas I wasn't the first with. Really, though, I haven't ever heard of using a timer that starts with rejection from party, or rejection for joining on introduction to simulate the NPC having a life of their own. I'd be very interested in playing any mod that did. I just thought it would alleviate the appearance that the NPC had just been 'waiting by the phone' so to speak.
There are multiple ways of doing what you speak of. Many mod-
NPC's do have life of their own, even though it may not be based upon timers.
Besides, I'm not sure it will give you the effect you seek. There might be problems with continuity and consistency. You say you want the
NPC to have tales to tell? In that case, I'd advise you to let the
NPC leave that specific are for some time, to reflect the fact that s/he's actually away. Hypothetically, the player could stay in the area where your
NPC is during the entire duration of the timer. Will it not look strange if the player has seen the
NPC there the whole time, but then s/he suddenly begins speaking of adventures?
And, what if you let the
NPC leave, and the player wants to pick up your
NPC while s/he's away? Sure, CHARNAME can stick around and wait for the
NPC to get back, but it's likely to irritate many players. Are you willing to sacrifice the ease of getting the
NPC (at all, in some cases) to join for him having a bit of life?
Not to mention the extra work. Most players download a
NPC to have him/her in the party.
There are more factors in this issue. What I've taken up is just a few examples.
The problem with Camdawg's way, there, considering what I'd like to do, is that I'd want it to be working even after he'd joined the party and been kicked. And that would simply cause him to be deleted with all his stuff, wouldn't it? I mean, if there were a way around that, it would be fantastic.
Naturally you can work around it. Set a few variables, and that's it.
I suppose that even if I were to add effects and spells to the creature file... somehow, it would still request the level up, wouldn't it? So that wouldn't be seamless either... I suppose seamlessness could be increased by using Camdawgs method before the party is joined, and the experience up method after he has left the party... maybe.
Eh, I don't really understand that. If you do it right, the game will
not "request the level up". You can level up the character ingame, and then export him. Piece of cake. Or, you can modify the level and experience in
NI or
DLTCEP. Piece of cake.
Hm, there's no way to check party XP? Bum. Ah well, have to learn the constraints of the Engine, I suppose. That way if I decide to do everything bar the actual coding, I'll at least not be requesting anything impossible of the coder, and I'll be able to add notes to show what should happen.
Of course you can check the
XP.
XP(O:Object*,I:
XP)
Which means that you can have this in a script:
IF
XP(Player1,X)
THEN RESPONSE #100
DoStuff()
END
The problem is that this is only for player 1, i.e. the PC.
Oh, did I mention that if you go this way, it will only be valid when the experience is
exactly X. If you want to have one script-block for every number between 0 and 2950000 (or 8000000 for
ToB), it's up to you, but I would advise against it. Not to mention the insane amount of work you're in for, the script will be big enough to cause problems on certain computers.