@Molly
1. Changes casters starting item to an about item, Could call it {cb Mystical {cx cloak. Give it the same stat as the glasses make it an about.
Agreed and already done. Same vnum, different item.
Awesome
2. Start them all out with the standard issue vest, waterskin, note that is found in the backpack on the ground before lionel
Agreed, except for the part that would demand coding.
I propose that we instead reset the waterskin and vest in the chest at Lionel.
Something with the waterskin that bugs me is they are not shown about hunger till they enter the school and it doesnt even apply to them till what level 10 or 20?
Should we even keep the waterskin?
3. Remove the travelers backpack before Lionel
Agreed. Move some of the content to Lionel's chest.
Awesome
4. Remove the about item found in Lionel box.
Agreed.
So Lionel's chest should contain:
- a pair of deer skin trousers
- a pair of deer skin moccasins
- a sub issue vest (new)
- a lantern (new)
- a waterskin (new)
- remove the bearskin from reset
Great! But refer to Number 2
5. Have Lionel walk casters through manifesting an item, either he gives them an item
or start them out with an item to manifest.
Agreed.
I too prefer the second option.
So, Lionel gives them a weapon and walks them through the manifest. (Script needs changing)
Good
5. Remove the flint and moccasins found in prehistoric area.
Agreed.
And why not put something else that is useful there instead?
Suggestions?
Maybe something for arms or gloves? Maybe beer skin gloves considering theres a bear in the area?
6. Remove the sword from the squire and change his description in the medieval area
The idea with the squire was that Fighters and Rogues might like different weapons.
So, maybe make the sword a bit better and the squire a bit stronger (8d9 damage, to match the dagger)?
Or make a small quest for the squire instead, where he asks you to fetch something somewhere else in the castle, and in return gives you a better sword? (I prefer the second choice).
He should also tell you to talk to the cook and say that she has a better weapon if you are a rogue. (Script needs changing).
I agree with the second choice, I would say make it class dependent.
Squire gives a quest for fighters, cook gives one for rogues and Gandalf gives one for mages.
If you are the wrong class have them point you to who to see. The sign where the cook would need to be changed because it says to talk to the cook for a quest. Could maybe move the sign to the squire. Make it some kind of board with flyers up with people who could use a spare hand.
7. Give them a reward for the maze.(Money, Exp, Earring?)
Agreed. So:
- Add an earring, found somewhere in the maze. Perhaps in the grass, (visible container)?(new)
- Keep the spectacles
Make it in a visible container when they find their way out.
8. Move green banana to a neck slot so it doesn't interfere with the face mask slot.
Agreed.
- Change the bandana to neck
– or maybe make it a double wear_loc item, for those that may have missed the mask?
Agreed
9. Is olive branch adequate enough for casters? 1.44 multi. Seems more for melee fighters with the 10d10 and 25 max hit.
Perhaps give two other choice for the Olive branch, one for each class type?
Suggestions?
Something else I noticed with casters recieving the olive branch is that they are forced to put a timer on their reward. And the timer expired i think around 4-5 days for me.
So Id say lets remove the olive branch as a whole, and replace it with 3 weapons, one for each class but make it have the same scripts the branch had.
Let fighters get either an axe or a mace, lets start to go ahead and veer away a little with always using swords.
10d/10d
2 str
25 max hit
Rogues
Dagger or I was thinking more of something along the lines of sometype of gloves with claws?
2dex
5hitroll
Casters
Lets give them a staff, have it give the same ulti as a reg staff you can woodsing. Give it a decent timer(or can this be removed, Or can it change into another object and you can have one of the caster trainers embue magic back into it to put its timer back on it?)
2 int
4 cha
Stats dont have to be what I suggested but i figured somewhere along the lines of stats would be useful for damage.
10. Discussion of adding a identify script on to the seeker feather.
I'd rather we add a small quest in Future for an item with a script to cast identify, restricted for first remort.
(The feather already has too many scripts on it).
Also I have my doubts about the grenade in future, since grenades don't seem to work in the present code.
(Either remove the grenade or fix the code).
How about we change the remote you get off the captain into an item that you can use to identify.
Call it a tricorder for anyone that never watched star trek
In Star Trek, “tricorders” are handheld devices used for sensor scanning, data analysis and recording data. Or maybe move it to the diploma.
11. Removing all of the drop outs in school except one at the start, and telling them how to recall out if they wish to leave the school and return later.
Agreed. I'm all for this.
- Remove all exits down except the first one.
- Add some info about Recall command and Feather in the rooms between each Dimension
12. The newbie donation pit. Is it needed?
- Remove the Newbie donation pit. (It probably doesn't work anyhow).
One thing about this is the quest for the tradepoints will need to be moved. Honestly he didnt feel right there to me, to me he does feel like he was thrown in. I will have to think about maybe where to move him to.
I assume that the general plan would be to have all wear_loc slots filled after they leave Mudschool and the Newbie Areas, including the Arena.
Not necessarily first class objects, but something good enough to start them out.
Ill explain further shortly