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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 16 posts ] 
GolbezLunar
 
PostPosted: Thu, Jan 23 2014, 4:48 AM 



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Joined: 15 Dec 2006

Question for the DMs. (or anyone with experience)

When getting a bottled companion. Can I make the NPC hold Something? Like a staff, or lute? If so can I change the items that it is holding?

Can someone give me more details behind the mechanics behind a bottle companion?

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Dark Immolation
 
PostPosted: Thu, Jan 23 2014, 5:14 AM 

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Joined: 20 Apr 2008
Location: The downeaster "Alexa"

Yes, it can hold any item you can hold. You can also customize its outfit, etc.

I don't know if you can change them, once it is set, though. I thought DMs have to save the companion, and then it's that for good.

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Sometimes, an angel is simply a devil with better intentions.


 
      
Mercedes
 
PostPosted: Thu, Jan 23 2014, 5:59 AM 

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Joined: 14 Dec 2011

Can they move, or are they strictly placable?


 
      
Glim
 
PostPosted: Thu, Jan 23 2014, 7:52 AM 

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Joined: 13 Jul 2010
Location: British Columbia

They move with you.

They are given one set of items upon creation which you can equip/unequip to your hearts desire, but just that one set of equipment as far as I'm aware.


 
      
Amarice-Elaraliel
 
PostPosted: Thu, Jan 23 2014, 8:19 AM 

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Joined: 20 Jan 2006

You (well we) can change the weapon in the toolset. It just needs the correct tag. So the default is a longsword. But we can also give you a hammer, rapier or such instead.

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Mercedes
 
PostPosted: Thu, Jan 23 2014, 16:25 PM 

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Joined: 14 Dec 2011

If things got hostile, would they up and die or are they not targets?


 
      
Rigela
 
PostPosted: Thu, Jan 23 2014, 16:25 PM 

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Joined: 16 Sep 2010
Location: Grimy Old England

They run in terror (despawn) I believe.

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Glim
 
PostPosted: Thu, Jan 23 2014, 16:28 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Rigela wrote:
They run in terror (despawn) I believe.

This.


 
      
Mercedes
 
PostPosted: Thu, Jan 23 2014, 16:31 PM 

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Joined: 14 Dec 2011

Thanks everybody, didn't mean to hijack the topic.

Is it possible to have more than one?


 
      
Kamina
 
PostPosted: Thu, Jan 23 2014, 16:48 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

I'm going to say no unless they incorporate the ability to add additional bottled companion items which alternating script tags.

But trust me, one unmoving (as in your can't nudge them) NPC warrants enough hastle, the ability for one person to create multiple would have the potential to be annoying.

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"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
Glim
 
PostPosted: Thu, Jan 23 2014, 16:49 PM 

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Joined: 13 Jul 2010
Location: British Columbia

They're unmoving? I was under the impression they followed just like any other summon?


 
      
Kamina
 
PostPosted: Thu, Jan 23 2014, 16:53 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

Glim wrote:
They're unmoving? I was under the impression they followed just like any other summon?

No, I mean they move if you tell them to, but if you tell them to stand still they become completely static and unbudgeable unlike, say, a summon. The only way to move a bottled NPC blocking a doorway without the owner there is to destroy them.

_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
Glim
 
PostPosted: Thu, Jan 23 2014, 16:56 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Turning hostile to the owner should work, in theory?


 
      
Kamina
 
PostPosted: Thu, Jan 23 2014, 16:57 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

Doesn't work, the NPC has their own faction.

_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
Glim
 
PostPosted: Thu, Jan 23 2014, 17:00 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Ah, darn.


 
      
Kamina
 
PostPosted: Thu, Jan 23 2014, 17:03 PM 

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Joined: 05 Jul 2007
Location: Kent, England.

It is noted though, that by "killing" someone's companion, the faction is briefly hostile, however any new bottled NPCs are neutral to the "killer".

If someone has logged off leaving their NPC in a doorway (which I doubt has ever happened) the only way to execute them is to kill them.

But that's the issue I'd have with the ability to have more than one NPC on a character, knowing from two bottled NPC characters they are finicky and even having another one would cause waaaaay too much hastle.

_________________
Image
"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
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