[WIP] Reaper quest

Content and general development discussion, including quest scripts and server code. TMW Classic is a project comprising the Legacy tmwAthena server & the designated improved engine server based on evolHercules.


Forum rules

This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.

Its current use is for the continued development of the server and game it has always served: TMW Classic.

nmaligec
Warrior
Warrior
Posts: 253
Joined: 08 Apr 2010, 01:55

[WIP] Reaper quest

Post by nmaligec »

For convenience I thought we should centralize the development of this quest. I got involved first through the graphics thread, so sorry if I am ignorant of the the other people working on this quest.


1. Graphics
The graphics for the main boss are being discussed in this thread
http://forums.themanaworld.org/viewtopic.php?f=8&t=8633


2. Map & Tileset
There is a discussion on the tileset here
http://forums.themanaworld.org/viewtopi ... =8&t=11264

I don't think the map design has a separate thread but as far as the combat is concerned, a few things have to be done to keep it working as planned:
  • The boss fight needs its own map
    The boss map should be small, maybe from 1 client screen to at most 3 (preferably it is close to being square)
    There are no restrictions on maps leading up to the boss map
3. Scripts
The script to activate the quest and the dialogue has to be tracked down. Please post a link to the thread if it exists or reply to this one with the details


4. SFX
I will have to request some sound effects for the new mobs that were made for this quest. Would background music be desireable too, since this is a boss battle? At the very least the reaper should get a full set of effects for
  • hit
    miss
    hurt
    die
Unfortunately until I finish working what types of attacks are possible, I don't know how the sfx should sound.


5. The xml and server db entries
I have been working on this and made some progress. I have 3 new mobs entered: Reaper, The Lost, (spinning) Scythe.

The major problem I have is with displayed decent visual effects for the attacks. For the reaper to have long range attacks, I cannot rely on just the spritesheet with a default attack animation. To look right, it will how to dynamically display an effect over its target (similar to some magic attacks). Anyway this is eating up much of my time, but in the end I think it will be worth it if it will make the boss fight stand out against the everyday battles.
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 16:31

Re: [WIP] Reaper quest

Post by Wombat »

Rough Draft by kaster. Alons is working on an improved dialog and this quest may need some alterations once we get closer to having the maps made for 027-3 (Crypt upper) and 027-4 (Crypt lower: Reaper room).

Code: Select all

027-2.gat,25,30,0	script	Alacrius	183,{

	if ($@FIGHT_ALACRIUS_STATUS != 0) goto L_Enjoy;


	mes "[ALACRIUS]";
	mes "\"Hello, I'm Alacrius. \"";
	next;
	mes "[ALACRIUS]";
	mes "\"Very long time ago, i figured a way to cheat the death and the limits of time and space. You may think it actually is evil, but I made it because of true love... \"";
	next; 
	mes "[ALACRIUS]";
	mes "\"The reaper kidnapped my beloved wife, and took her to the underworld, so I had to find a way to stop him, and as time went by, I became what you can see now... But if you dare to cheat death, time and space you'll have to pay a high price... \"";
	next;

 	mes "[ALACRIUS]";
	mes "\"Being away from the time and space doesn't allow me to try to save my beloved wife... I need your help, do you think you have what it takes to handle the most powerful monsters over the world of Mana? \"";
	next;

	menu	
		"Let's go",L_PLAY_OK,
		"No thank you",-;
	close;


L_PLAY_OK:

	if ($@FIGHT_ALACRIUS_STATUS != 0) goto L_AlreadyStarted;
	set $@FIGHT_ALACRIUS_STATUS, 1;
	set $@MO_REAPER, 0;
	startnpctimer;
	set @PRIZE, 1;

	goto L_Exit;

L_Enjoy:
	if ($@MO_REAPER == 1) goto L_AllDead;
	mes "[ALACRIUS]";
	mes "\"...Please hurry up, the time is running...\"";
	goto L_Exit;

L_AlreadyStarted:
	mes "[ALACRIUS]";
	mes "\"The Reaper is alive.\"";
	goto L_Exit;

L_Exit:
	close;
	end;


// Time to fight
OnTimer10000:

        monster "027-2.gat",0,0,"Hunter Quest1",1003,1,"Alacrius::OnDeadReaper";
        monster "027-2.gat",0,0,"Hunter Quest2",1002,6,"Alacrius::OnDeadLost";
	
	end;

OnDeadReaper:
        set $@MO_REAPER, $@MO_REAPER + 1;
	killmonster "027-2.gat","All";
        end;

OnDeadLost:
	set $@MO_LOST, $@MO_LOST + 1;
        end;


OnTimer120000:

        set $@MO_REAPER,0;
	set $@FIGHT_ALACRIUS_STATUS, 0;
	killmonster "027-2.gat","All";
	stopnpctimer;
	setnpctimer 0;
	set @PRIZE, 0;
	npctalk "Oh my beloved wife, you could not have been rescued! I will have to purge my mistakes again...";
	npctalk "Please, help my beloved wife!!";

	end;

OnDead:
	end;


L_AllDead:
	if(@PRIZE == 0) goto L_NOHERO;

	getinventorylist;
	if (@inventorylist_count == 100) goto L_TooMany;
	getitem "CasinoCoins", 1;

     	mes "[ALACRIUS]";
	mes "Thank you very much, you saved my love!! Here you are, a prize according to the dangers you've been exposed to.";
	set @PRIZE , 0;
        set $@MO_REAPER,0;
	close;
        end;

L_TooMany:
        mes "[ALACRIUS]";
	mes "You have no room for the reward.";
	close;

L_NOHERO:
        mes "[ALACRIUS]";
	mes "Sorry, but you didn't save my love... Try it again when you're ready...";
	close;
        end;
OnInit:
        initnpctimer;
	stopnpctimer;

}
Current character is "Abolish".
nmaligec
Warrior
Warrior
Posts: 253
Joined: 08 Apr 2010, 01:55

Re: [WIP] Reaper quest

Post by nmaligec »

So far the boss fight itself is really coming together. I have everything except the reaper's main attack figured out. Right now its just a lame particle effect. Later on once I figure out some stuff with mob skills, it might actually look decent.

Right now I would REALLY like to have the basic boss battle map. It doesn't have to be the all the maps for the quest, just the arena map where the reaper will be. This would be great to test out how the fight will play out.

If the tile set isn't done yet, maybe if I could get the final map with placeholder tiles for now. Also a brief explanation of how to add a map to a test server would be appreciated.
User avatar
argul
Novice
Novice
Posts: 237
Joined: 08 Aug 2010, 18:43

Re: [WIP] Reaper quest

Post by argul »

---
nmaligec
Warrior
Warrior
Posts: 253
Joined: 08 Apr 2010, 01:55

Re: [WIP] Reaper quest

Post by nmaligec »

Great! So I guess all the mapping for the reaper quest is done. Thanks Argul and MerlinX.

Wombat,

I hate to ask, but would you be able to manage putting the quest together? I didn't think things would stretch out this long. I have mid terms coming up so I won't be able to do too much.

I have given up on getting sfx, no replies to my request on the sound forum. I would have tried to record something if I had time...

I do plan on improving the boss fight, and adding the xml for the reaper blade. This shouldn't take long. These will just be modifications to the database files and I can do this independently.

Basically if you could make sure the script that starts the quest is updated for the new maps, and incorporate the reaper (mobID 1111) on the boss level.

If there are going to be maps leading to the boss battle map, I thought they could have all the skeleton variant, mobs with the new skeleton mage on the deeper levels.

As for the boss map, it should only contain the reaper. The skel mage won't appear with the reaper, unless they are absolutely necessary for some reason. IMHO, there will be enough going on in the boss fight, that the mages would just distract from it.
nmaligec
Warrior
Warrior
Posts: 253
Joined: 08 Apr 2010, 01:55

Re: [WIP] Reaper quest

Post by nmaligec »

A quick update on progress:

I have almost everything I need to complete a stripped down version of the quest. Mainly I am giving up on trying to make a ranged attack gfx work, as well as adding some extra script commands that would have made for a more memorable play experience. On the up side, it will still be a very challenging and original quest that can be released sooner.

What I need:
- A skeleton key inventory icon.
- A graphic update on the spinning scythe.
- A ghost mob based off the player sprite.
- A special floating skull mob.
- A ranged attack particle and attack frame updates to the reaper sprite sheet (this wont get used in the first release but will come in handy later on, if I can make a fix for it).
- Boss background music.

I will get the tough stuff taken care of, but I will leave some of the more mundane tasks for someone else.

What I will leave for someone else:
- Adding appropriate mobs to the crypt map, with appropriate drops and stats if they are new.
- Determining the quest reward.
- A few story dialogue elements that will need to be filled in. I will clearly label where a creative writer needs to add stuff. A list of the relevant script files will be posted here once I get the technical part of the scripts done.
User avatar
skipy
Knight
Knight
Posts: 781
Joined: 08 Nov 2008, 22:06

Re: [WIP] Reaper quest

Post by skipy »

"- A graphic update on the spinning scythe."

i have seen and played with this in game ...and i dont see a need for a graphic update on the spinning scythe ...
what you have in mind ??

"A ranged attack particle and attack frame updates to the reaper sprite sheet (this wont get used in the first release but will come in handy later on, if I can make a fix for it)." -->what did you have in mind ??

----skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


"A mulatto, an albino
A mosquito, my libido
Yeah, hey, yay"---Nirvana
User avatar
Alige
TMW Adviser
TMW Adviser
Posts: 1398
Joined: 09 Jan 2010, 19:22

Re: [WIP] Reaper quest

Post by Alige »

@nmaligec -> I talked to Wombat and apparently, you needed an item for the crypt, dropped by Vampire Bats. He told me that a blood stone, a bit smaller than the gemstone b, would be good.
Here is what I made in 10min. Please edit it or tell me what I need to improve, but I think it could be cool.
generic-bloodstone.png
generic-bloodstone.png (3.02 KiB) Viewed 4188 times
Moreover, I would like you to see that (which is not really good for a ghost):
http://gitorious.org/the-alternate-worl ... -ghost.png
http://gitorious.org/the-alternate-worl ... eghost.png

And also this to give you ideas about skulls:
http://gitorious.org/the-alternate-worl ... relord.png
Image
User avatar
Alige
TMW Adviser
TMW Adviser
Posts: 1398
Joined: 09 Jan 2010, 19:22

Re: [WIP] Reaper quest

Post by Alige »

Any comment?
Image
User avatar
Reid
Lead Developer (SoM)
Lead Developer (SoM)
Posts: 1549
Joined: 15 May 2010, 21:39
Location: Artis
Contact:

Re: [WIP] Reaper quest

Post by Reid »

Ali-G wrote:Any comment?
Really, no. It's not pixelart. It's not a tmw item. Color isn't good.

http://www.lesforges.org/lister.php?cat=0


Really, it's a french site, if you want to do pixel art, follow that. I can't give a feedback in this thing with 4 red's point on it, i'm sorry.


I'm not being rude, I just tell the truth, it's not this style of item that will make tmw beautier.

Edit : it wasn't an egg?
"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 16:31

Re: [WIP] Reaper quest

Post by Wombat »

I did request a bloodstone, though I was thinking more of a fantasy stone. However, it does actually exist.

Image

Based on Ali-G's work, he does have the correct coloration of a bloodstone. Things missing is shading and gloss, though gloss is for polished stones, so this might be less necessary. The shape is egg-like and would probably be better to use a shape that is more like Crush's gemstone-b or podling's firerock, so people don't confuse it as an egg. Overall, this is a good first draft using the parameters I requested, though a little more work to pretty it up would be appreciated.
Current character is "Abolish".
User avatar
Alige
TMW Adviser
TMW Adviser
Posts: 1398
Joined: 09 Jan 2010, 19:22

Re: [WIP] Reaper quest

Post by Alige »

Here is what i did from Wombat's picture and salmondine's fire rock. I am open to any comments and suggestions about this.
Attachments
bloodstone.png
bloodstone.png (3.97 KiB) Viewed 4097 times
Image
User avatar
Wombat
TMW Adviser
TMW Adviser
Posts: 1532
Joined: 08 Aug 2008, 16:31

Re: [WIP] Reaper quest

Post by Wombat »

Ali-G wrote:Here is what i did from Wombat's picture and salmondine's fire rock. I am open to any comments and suggestions about this.
more shading is needed...the light comes from the northwest.
Current character is "Abolish".
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 16:08
Location: Germany

Re: [WIP] Reaper quest

Post by Crush »

Unfortunately it seems to me like I have to remind you all that you are in a development forum here. We have a common goal here, and this is completing the reaper quest. The flamewar I just had to delete was very counter-productive.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
enchilado
Knight
Knight
Posts: 972
Joined: 06 Mar 2009, 01:21

Re: [WIP] Reaper quest

Post by enchilado »

Ali-G, please note that when doing pixel-art, it is usual to use very few shades of the one colour. You seem to have used many different shades of green for this icon.

Now... ah, yes. This old graphics rating guide I made once - haven't tried it in a while, let's see if I'm still as fussy as I used to be:
Spammy's Graphics Rating Guide wrote:
  • General Shape: 8 / 10
  • Shading Quality: 7 / 10
  • Style: 7 / 10
  • Choice of Palette: 9 / 10
  • Palette Restriction: 6 / 10
  • Anti-aliasing: 6 / 10
  • Comments: Please note that you can go overboard with AA. Only particularly jagged-looking corners should use it - the icon doesn't need to blend into the background!
  • Total Rating: 7.35 / 10
Total Rating is made up of: General Shape 35%; Shading Quality 20%, Style 15%; Choice of Palette 10%, Palette Restriction 10%, Anti-aliasing 10%.
Post Reply