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Attacks on Robillard


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#1 Sun Tzglyph

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Posted 17 July 2005 - 04:25 AM

hello !
I have robillard in my party now.
He has been attacked once.. but it seems that's all... what is supposed to trigger the second attack ,

Many Thanks ! ;)

#2 ronin

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Posted 17 July 2005 - 08:46 AM

*spoiler below*

taken from tdd walkthru
















Robillard (Found in docks district near Mae Var's Guildhall)
There are quests related to Robillard, but they are simply the party being jumped by various people who have a grudge against Robillards? former boss. These are all game time triggered, and are random locations. (Thanks to TrevorKK for his info on the Robillard quests)

Quest 1) 2 or 3 days after joining the party you are approached by a Waterdeep assassination wizard who wants to talk to Robillard (hmm? this isn?t going to end well). You are given the chance to hand Robillard over, but this might not be a good idea. After the fight you get 24 000XP and you can loot this wizard for some spells, and a charged Staff of Striking +9. Robillard gets an additional 45 000 quest XP

Quest 2) A very short time after this (for me it was instantaneous) some Bregan D?Aerthe (Drow mercenary types) turn up and want to speak to (kill) Robillard. Again a fight ensues, but these guys are easy meat. When they are dead Robillard gets a whopping 120 000 quest XP, and you get the cool longsword Blood Eagle +3 (+1 to AC, extra slashing damage).

Quest 3) Some time after the first two attacks (about a week or so) 2 Host Tower mages turn up and try to kill Robillard. I found this battle incredibly easy and when they are dead they yield 24 000XP each, some high level spells, and a Force Stone (+6 to melee damage, +1 to AC - it makes your armour class worse that is). The force stone also has quite a cool animation on any character that wears it. This seems to be the end of the Robillard quests, and for this he receives 300 000 (!) quest XP.

TrevorKK also noticed an additional Robilliard quest:
Quest 4) At the port before Spellhold 4 pirates attack and for killing these you are rewarded with a ring of fire resistance.

Calle Pattesons also found a 5th attack. He says?
Quest 5) I have an addition to your walkthrough for TDD. There is a 5th assassination attempt on Robillard. Some time after the fourth assassination, after sleeping, you get attacked by some Waterdeep Assassins and a Waterdeep War Wizard. They all have fireshields and quite a lot of HP. After killing them you get some spells and some non-magical armour.




hope that helps

ronin

#3 Sun Tzglyph

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Posted 17 July 2005 - 10:14 AM

ok... then now i'm pretty sure i have a problem... Because even after weeks, i have no other attacks beside the first one... Does someone kno of any way to fix this with Shadowkeeper or CluaConsole ?

#4 Sun Tzglyph

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Posted 17 July 2005 - 11:30 AM

ok, i found what the problem is, and i will make a new thread about this because it seems to be an important issue.
I found the trigger for the second attack using Infinity engine. "Player1" has to be over level 16 for the second attack to occur.
But there is a problem : I am dual classed Fighter Mage, with Fighter as my old class, and it seems it checks this level. Since i am stuck at level 12 in this class, this second attack will never occur even if i a m level 25 mage...
I am concerned about the fact that all level based triggers in the game might have the same problem... anyone knows what i should do ?

#5 ronin

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Posted 17 July 2005 - 12:07 PM

it uses an average of both classes. for example if your f16/m16 then the attack will happen because 16+16=32/2=16


ronin

#6 Sun Tzglyph

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Posted 17 July 2005 - 12:30 PM

Thank you....

But then it means that for my dual classed character, the attack will not occur before i am level 22/12 .... And i will have far more ressources than what was intended for the encounter.... And that all level based events in the game might not even occur at all for the SOA portion of a game... it's still an issue is there anyway to change this other than rewriting all the scripts to lower the level at which they occur? (for example for this level 17 encounter i could make the script to wait for my player to have a level greater than 14 instead of 16, so the encounter will happen when my character is effectively 17/12...)

Edited by Sun Tzglyph, 17 July 2005 - 12:44 PM.


#7 horred the plague

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Posted 17 July 2005 - 02:51 PM

Thank you....

But then it means that for my dual classed character, the attack will not occur before i am level 22/12 .... And i will have far more ressources than what was intended for the encounter.... And that all level based events in the game might not even occur at all for the SOA portion of a game... it's still an issue is there anyway to change this other than rewriting all the scripts to lower the level at which they occur? (for example for this level 17 encounter i could make the script to wait for my player to have a level greater than 14 instead of 16, so the encounter will happen when my character is effectively 17/12...)

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The issue is with the way the engine reads LevelGT. It only reads the first class. This is a Bioware error, not a BP error. Which is not to say it can't be corrected, at least in a fashion. Instead of a LevelGT check, it should be set up with an XPGT. To do this most accurately, you'll need to check both class and XP:

IF
Class(Player1,DRUID_ALL)//start with the class requiring the most XP
XPGT(Player1,3150000)//what a druid needs for 16th lvl
//insert the other conditions here
THEN
RESPONSE #100
//insert the actions here

//etc etc etc, down to the thief

IF
Class(Player1,THIEF_ALL)//ending with the lowest XP class
XPGT(Player1,1320000)//what a thief needs for 16th lvl
//insert the other conditions here
THEN
RESPONSE #100
//insert the actions here

Note that in this specific case, the keep--you'll only have to worry about a few classes (the warrior types).

#8 ronin

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Posted 17 July 2005 - 09:30 PM

You could try to use the CLUA console to change the global for the encounter.

ronin

#9 Sun Tzglyph

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Posted 18 July 2005 - 02:07 AM

The issue is with the way the engine reads LevelGT. It only reads the first class. This is a Bioware error, not a BP error. Which is not to say it can't be corrected, at least in a fashion. Instead of a LevelGT check, it should be set up with an XPGT. To do this most accurately, you'll need to check both class and XP:



After a few experiments, it seems that Ronin is right, and that the engine checks for an average level between the classes. So for a dual class character with an old class at level 12, you need a new class at level 19 (average level 15.5) to pass a levelgt 15 check...

Edited by Sun Tzglyph, 18 July 2005 - 02:09 AM.


#10 Sun Tzglyph

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Posted 04 August 2005 - 03:26 AM

Thank you....

But then it means that for my dual classed character, the attack will not occur before i am level 22/12 .... And i will have far more ressources than what was intended for the encounter.... And that all level based events in the game might not even occur at all for the SOA portion of a game... it's still an issue is there anyway to change this other than rewriting all the scripts to lower the level at which they occur? (for example for this level 17 encounter i could make the script to wait for my player to have a level greater than 14 instead of 16, so the encounter will happen when my character is effectively 17/12...)

View Post


The issue is with the way the engine reads LevelGT. It only reads the first class. This is a Bioware error, not a BP error. Which is not to say it can't be corrected, at least in a fashion. Instead of a LevelGT check, it should be set up with an XPGT. To do this most accurately, you'll need to check both class and XP:

IF
Class(Player1,DRUID_ALL)//start with the class requiring the most XP
XPGT(Player1,3150000)//what a druid needs for 16th lvl
//insert the other conditions here
THEN
RESPONSE #100
//insert the actions here

//etc etc etc, down to the thief

IF
Class(Player1,THIEF_ALL)//ending with the lowest XP class
XPGT(Player1,1320000)//what a thief needs for 16th lvl
//insert the other conditions here
THEN
RESPONSE #100
//insert the actions here

Note that in this specific case, the keep--you'll only have to worry about a few classes (the warrior types).

View Post



Now i have a case where you are right Horred, i can't start TDD's quest initiated by Forp because i'm stuck to level 12 in my Fighter class !!!! Do i have to go through all scripts to find all level checks and change them if i want to play normally ?
I think this thing about dual classing deserves a waring in Bp's readme, since they are quite a few level checks in BP... ;)

#11 horred the plague

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Posted 06 August 2005 - 11:15 AM

I think this thing about dual classing deserves a waring in Bp's readme, since they are quite a few level checks in BP... ;)

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Actually, there are very few Level-oriented checks in BP itself. TDD and SoS use several of these, and TS uses LevelParty() checks. The Level checks found in BP itself are in the enemy AI files; most enemies are judged by their first class anyways, so this is irreleveant. Especially in the manner you are describing.

#12 Sun Tzglyph

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Posted 07 August 2005 - 11:51 AM

I think this thing about dual classing deserves a waring in Bp's readme, since they are quite a few level checks in BP... ;)

View Post


Actually, there are very few Level-oriented checks in BP itself. TDD and SoS use several of these, and TS uses LevelParty() checks. The Level checks found in BP itself are in the enemy AI files; most enemies are judged by their first class anyways, so this is irreleveant. Especially in the manner you are describing.

View Post


Sorry , thought since TDD is installed in BP..
I mean, if you're just playing like this, and do not wish to bother with NI or Clua Codes, then you will just miss the TDD part for which you need Forp, for example, if you have a Dual-classed character... I thought it might be worth a line in Tdd's (and so maybe BP's) readme, sinc this single level check opens or denies a big part of Tdd...
For my part, i changed all level checks for Player 1 in experience checks as you suggested, and it works fine thanks :) !

#13 horred the plague

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Posted 08 August 2005 - 08:35 AM

Sorry , thought since TDD is installed in BP..
I mean, if you're just playing like this, and do not wish to bother with NI or Clua Codes, then you will just miss the TDD part for which you need Forp,  for example, if you have a Dual-classed character... I thought it might be worth a line in Tdd's (and so maybe BP's) readme, sinc this single level check opens or denies a big part of Tdd...
For my part, i changed all level checks for Player 1 in experience checks as you suggested, and it works fine thanks :) !

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This is the code in TDD-weidu (the latest version, in the works right now):

IF
	Global("spawn_Forp","AR0406",0)
	XPGT(Player1,779999) //the average of XP required for 12th lvl for all classes
THEN
	RESPONSE #100
  CreateCreature("DDgull01",[1487.1649],8)
  SetGlobal("spawn_Forp","AR0406",1)
END