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Messages - Mordecai

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46
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 17, 2008, 03:15:28 pm »
This is a nice idea because it turns skills into a commodity.
Skills can be gained at the end of quests and such.

And because skills get wiped as you remort, it will mean people will learn to use new skills that are not as hard to get.

47
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 16, 2008, 07:21:11 pm »
This code will be in today, as it has been written already, just not added to the game yet.

New command called: show trainers
This command allows builders to see which mobs have been set as trainers throughout the game, and what skills they have been assigned to teach.

Delete command is fixed since the earlier update i put through today, on OLC for removing skills/spells that trainers teach.

Incidentally, I fixed the issue where if you tried to delete a segmented mob's segments when it had none, you would get stick in the OLC screen and had to disconnect to get out.

Next:
The command practice will be updated, so that it scans through all of the mobs in the room you are in, then shows the mobs name and what they can train you in.
This will handle multiple mobs that can train in the same room as each other.

48
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 16, 2008, 07:11:24 pm »
Code: [Select]
1) armor                 2) teleport
 3) bless                 4) blindness             5) burning hands
 6) call lightning        7) charm                 8) chill touch
 9) clone                10) colour spray         11) control weather
12) create food          13) create water         14) cure blind
15) cure critic          16) cure light           17) curse
18) detect alignment     19) detect invisibility  20) detect magic
21) detect poison        22) dispel evil          23) earthquake
24) enchant weapon       25) energy drain         26) fireball
27) harm                 28) heal                 29) invisibility
30) lightning bolt       31) locate object        32) magic missile
33) poison               34) protection from evil 35) remove curse
36) sanctuary            37) shocking grasp       38) sleep
39) strength             40) summon               41) suffocate
42) word of recall       43) antidote 1           44) sense life
45) animate dead         46) dispel good          47) group armor
48) group heal           49) group recall         50) infravision
51) waterwalk            52) gate                 53) minor identify
54) remove alignment     55) locate person        56) poison 2
57) poison 3             58) poison 4             59) antidote 2
60) antidote 3           61) evil eye             62) absolve
63) chain lightning      64) recharge             65) meteor shower
66) stoneskin            67) steelskin            68) hold person
69) paralyze             70) holy word            71) holy shout
72) haste                73) shield               74) group shield
75) acid arrow           76) flame arrow          77) cone of cold
78) knock                79) protection from fire 80) protection from cold
81) earth elemental      82) water elemental      83) air elemental
84) fire elemental       85) fire shield          86) life transfer
87) mana transfer        88) protection from good 89) mind fire
90) mind electricity     91) mind water           92) mind ice
93) ice shield           94) thorn shield         95) mana shield
96) mirror shield        97) holy shield          98) static shield
99) fortify mind         100) fortify body         101) sweet dreams
102) devine mind          103) numb mind            104) slowness
105) flight               106) battle rage          107) embue armor
108) magic bubble         109) psi panic            110) nightmare
111) vitalize             112) dispel sanctuary     113) forsee
114) mana blast           115) confuse              116) corrupt armor
117) weaken               118) soulsmash            119) demonshreak
120) lifesuck             121) burning skull        122) heart squeeze
123) facemelt             124) electric blast       125) inferno
126) water to wine        127) midas touch          128) polymorph
131) backstab             132) bash                 133) hide
134) kick                 135) pick lock            136) flank
137) rescue               138) sneak                139) steal
140) track                141) mount                142) riding
143) tame                 144) snare                145) throw
146) bow                  147) sling                148) crossbow
149) dual                 150) encircle             151) blackjack
152) advanced melee       153) firearm              154) push
155) scan                 156) brew                 157) scribe
158) tinker               159) poison weapon        160) retreat
161) filet                162) disarm               163) forage
164) trap aware           165) parry                166) mounted combat
167) trample              168) joust                169) grapple
170) drunk                171) hand-to-hand         172) melee
173) master melee         174) hamstring            175) short blade
176) dodge                177) phase                178) charge
179) grip                 180) face                 181) focus
182) martial arts         183) slip                 184) manipulate
185) holy strength        186) berserk              187) meditate
188) woodsing             189) hyperactivity        190) true strike
191) strangle             192) fortify              193) manifest
194) scalp                195) brace                196) behead
197) bladedance           198) longarm              199) cleave
200) smash

49
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 16, 2008, 03:24:27 pm »
There is actually a code patch i can add, that lets builders select what they want a guildmaster to teach.

Please go for it, Mord, that would make things a lot easier for everybody, seeing as there will be so many trainers to set up.

Okay, in MEDIT you have a new menu item called X)
Using that you can assign mobs skills that they will be able to teach people in the future.

Just the assigning part is functioning at the moment, since it was the most important.
The ability for people to train at these mobs will be in next.

50
Suggestions & Ideas / Re: PK
« on: March 11, 2008, 11:23:12 pm »
I like the idea of having a PK flag for zones, which is kind of like the ARENA flag for rooms.

Zone PK flag would make non PKers, killable under same rules as an area room flag does.
And for people already PK, it would allow their corpses to be lootable/junkable/unrecoverable.
And when you entered the zone, you would receive a notification that you are in an unprotected PK area.

It would allow us to put a difficulty factor on some of the zones.


51
Suggestions & Ideas / Re: Spells
« on: March 09, 2008, 11:47:05 pm »
even a new spell system that just let's us research our own spells, name them, give them their elemental strengths, and have their strength depend on how strong the caster is, aswel as when we researched them.. Researching could cost cash, more cash = stronger spell.. (up to a limit of course).. It'd also mean we wouldn't need so many spells that just don't seem to make sense..

Thoughts?

As much as having massively customisable spell system sounds great, it has many draw backs.
The more variables you have to learn, the longer it takes to learn how to play, and it is harder to make successful intuitive choices from the start.

I am happy to clean up, rearrange, or reduce our existing spells.
But for customisable stuff, I think i will leave that to the professions that molly is making.



52
Scripting Board / Re: General Scripting Suggestions
« on: March 09, 2008, 11:36:39 pm »
Code: [Select]
  else
    wait 1 s
    say I can only take full containers! This is wholesale, not retail.
    say All vegetables in it have to be of the right kind too!
    wait 2 s
    give %object.name% %actor.name%
    drop %object.name%
    say You go and get it right, and then come back again.
    give %object.name% %actor.name%
    drop %object.name%
    say You go and get it right, and then come back again.
  end

    give %object.name% %actor.name%
    drop %object.name%
    say You go and get it right, and then come back again.

Has that segment too that can be removed while refactoring.

%object.name% normally has multiple arguments, such as, 'small sword rusty'
So the script would actually be doing this:
give %object.name% %actor.name%
would be
give small sword rusty mordecai

So, it needs the keyword TO added in.

give %object.name% to %actor.name%

Since when you use the keyword TO it handles multiple arguments on either side.

IE:
Give fluffy kitten to black spider

53
Scripting Board / Re: Code related error perhaps?
« on: March 03, 2008, 04:30:18 am »
It seems to work fine for me with that script I just posted, i just tested it.

54
Scripting Board / Re: Code related error perhaps?
« on: March 03, 2008, 04:18:34 am »
Code: [Select]
wait 1
set nroom %self.room%
%echo% A thick, suffocating musk wafts into the room.
set dirs north south east west up down
set rdirs southen northen western eastern below above
while %dirs.car%
set dir %dirs.car%
set dirs %dirs.cdr%
    set rdir %rdirs.car%
set rdirs %rdirs.cdr%
eval rm %%nroom.%dir%(vnum)%%
if %rm% && %rm% != %sroom%
  %at% %rm% %echo% A thick, suffocating musk wafts in from the %rdir% room.
end
done
if %sroom%
  %at% %sroom% %echo% The strong, oily musk dissipates.
end
set sroom %self.room.vnum%
global sroom

Okay, fixing the code now.

55
Scripting Board / Re: Code related error perhaps?
« on: March 03, 2008, 01:13:37 am »
Are you sure that the room he is in gets the message with asound?

56
Scripting Board / Re: Code related error perhaps?
« on: March 02, 2008, 09:38:07 pm »
It is probably the %at% code for rooms.
I havent fixed that yet.

Why didn't you use the %asound% command for this script?
Try this?
Code: [Select]
Name: 'Troglodytes Smell!',  VNum: [57702], RNum: [ 3881]
Trigger Intended Assignment: Mobiles
Trigger Type: Entry , Numeric Arg: 100, Arg list: None
Commands:
wait 1
set nroom %self.room%
%asound% A thick, suffocating musk wafts into the room, the oily stench almost graspable in its richness.
if %sroom%
  wrecho %sroom% %sroom% The strong, oily musk wafts out of the room with the troglodyte.
end
set sroom %self.room.vnum%
global sroom

57
Suggestions & Ideas / Re: Movement Costs
« on: March 02, 2008, 09:32:29 pm »
As you remort, your movepoints are accumulative.

One of the reasons people remort a lot is for this constant gain.

Now the amount of movepoints it costs to do things increases by tier and level, so it makes it worthwhile to have a lot of them.
Because you get modifiers to your skills, and energy, and evasion, and all sorts of things based on the percentage of move you have left.

If I could go back in time and change it, I would.
I would prefer to have caps for Move and Mana of a rolling average of your last 8 classes or so.

58
Suggestions & Ideas / Re: Spells
« on: March 02, 2008, 09:28:12 pm »
Quote
Currently there are spells like demonshreak that arn't much better than spells like fireball.. Even though demonshreak is a tier 4 spell that requires -1000 align, and fireball is a tier 1 spell.. And with 'mind fire' fireball gets better anyway.. Some spells cost far too much mana for the damage they do, and some spells have timers so you can't cast them more than like once a day.  Undecided Some caster classes don't get spells that compliment their elemental strengths - or if they do, they're the crap spells that either cost too much mana, or have timer delays on casting multiple times..

Yes. Tried them out with gladiator chars, the tier 3 and 4 offensive spells don't seem comparable.

I like the idea of a new spell system, but would that be hard to implement in the code? Besides, wouldn't that pretty well remove the distinction between priest, mage and esper? (Letting mage, priest, esper research their own respective spells would be pretty much like just boosting up the spells currently)


Well, those spells like demonshreak, are circumstancially good.

If you cast demonshreak on a good aligned rogue mob.
You will do at least a modifier of 3.0x
Cast on a good aligned normal mob, you get a modifier of 2.6x
Cast on a good aligned player you get a modifier of 2.4x

And fireball, at its best:
Mind fire + cast during the day in a desert  = modifier of 2.15x

59
We have some stat counters in the game which i use to record a few menial things.

However, I think before we tweak gold, we need the stats on:
- Gold obtained by players per day
- Gold spent by players per day
- Gold obtained per zone
- Gold spent per zone

By having this data, we can see the gold turnover of the game, and adjust the available gold in the game accordingly.

60
Suggestions & Ideas / Re: PK
« on: March 02, 2008, 03:02:02 pm »
Even nicer would be to add in the equation some points awarded even to who lost in the fight.
Like if a tier2 attacks a tier4 and loses, he's awarded some PK points for bravery. That'll encourage players to PK at low tier.
And a Tier4 winning over a Tier2 will lose PK points, to descourage them from fighting low tiers.

We can't have negitive points or points for losing, because negitive points will put us back where we are now.
And points for losing is open for abuse.

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