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Re: [MOB] Bunny concept

Posted: 29 Apr 2015, 22:05
by pateame
I think you are right, sorry about my paranoid reaction. As the concept needs more debate, let's talk about rabbits on TMW. We can find references of rabbits in two NPCs, a playboy girl who sells food to visitors at Dimond's Cove and a guy dressed like a rabbit that appears on Easter long time ago.
ImageImage

I just forget about Rouge NPC in the Sanguine Vault's duel arena.
Image
Just an idea: ¿Is possible to do a PVP quest like the "hungry fluffies" challenge?.
Ex: In a PVP battle, two players have to kill as much bunnies as they can, but need to drop food and keep safe from opponent. When you got killed, you are respawned in same area but with -1 of killed bunnies. When time up, player with the higher number of kills win.

Re: [MOB] Bunny concept

Posted: 30 Apr 2015, 00:36
by SDN
lol what a conspiracy theory. XD
pateame wrote:I have no idea of how to introduce this mob ingame. Maybe we can make it dyeable like chocolate bunnies for Easter or Christmas, or use it for a future pet system. I just enjoy modifying my gameplay with custom updates. Have fun!
Ah, make it dyeable, please. Hehehe.... :P

Re: [MOB] Bunny concept

Posted: 03 May 2015, 20:15
by Rubikon_
pateame wrote:I think you are right, sorry about my paranoid reaction. As the concept needs more debate, let's talk about rabbits on TMW. We can find references of rabbits in two NPCs, a playboy girl who sells food to visitors at Dimond's Cove and a guy dressed like a rabbit that appears on Easter long time ago.
ImageImage

I just forget about Rouge NPC in the Sanguine Vault's duel arena.
Image
Just an idea: ¿Is possible to do a PVP quest like the "hungry fluffies" challenge?.
Ex: In a PVP battle, two players have to kill as much bunnies as they can, but need to drop food and keep safe from opponent. When you got killed, you are respawned in same area but with -1 of killed bunnies. When time up, player with the higher number of kills win.
Maybe it can be a quest like Raging Quest
*You should be level 65.
*You need to drop Carrot to spawn bunny mobs
*You should kill at last 70 bunnys
*If you are level more than 65 there can be spawned stronger mobs to do it more difficult.
*Reward can be exp 50.000-100.000exp Random 10.000gp-35.000gp Random too.
*Also we can bring in game Sailor Hat or Captain's Hat
When you kill 70+ bunnys you can win the cash and exp and than next time i can do a quest for the hat.

Re: [MOB] Bunny concept

Posted: 03 May 2015, 21:30
by Virtual Reality
Rubikon wrote: *You need to drop Chicken Legs to spawn bunny mobs
:alt-2:
Why not carrots or something? Unless we're going for more of a Rabbit of Caerbannog kind of bunny.

Re: [MOB] Bunny concept

Posted: 03 May 2015, 22:21
by Rubikon_
Virtual Reality wrote:
Rubikon wrote: *You need to drop Chicken Legs to spawn bunny mobs
:alt-2:
Why not carrots or something? Unless we're going for more of a Rabbit of Caerbannog kind of bunny.
Sorry it was my wrong so i changed from chicken legs to carrots im sorry again.

Re: [MOB] Bunny concept

Posted: 03 May 2015, 23:35
by Virtual Reality
Rubikon wrote: Sorry it was my wrong so i changed from chicken legs to carrots im sorry again.
That's fine. It was pretty funny :lol:
I like the idea, but is killing the bunnies the best activity? Maybe you should #chipchip them like fluffies?
Perhaps the bunnies could be aggro for some reason, but you have to #chipchip them all without killing them (so you have to stay alive somehow without fighting back)?
I'm just spouting ideas here.

Re: [MOB] Bunny concept

Posted: 20 May 2015, 03:45
by pateame
SDN wrote:Ah, make it dyeable, please. Hehehe.... :P
It's done now, dyeable spritesheet and XML were updated in the first post. As it's dyeable now, I'm going to suggest some color ideas for it, but feel free to colorize bunny as you like.
Image #000000,64727a,8996a0,a6afbf,dce9f3,ffffff (White)
Image #835d03,b47f00,e5d5b0 (Caramel)
Image #441e00,583420,b36e36 (Chocolate)

Re: [MOB] Bunny concept

Posted: 21 May 2015, 21:01
by Steingej Eisenserg
try hue shift: blue shift for shadowy and red shift for light... thats when the power of the dye system kicks in for real...
ie: your dye string: #Darkbrown, #Brown, #Lightbrown becomes #DarkGreenBrown, #Brown, #Lightbrownorange. Get the idea?

Re: [MOB] Bunny concept

Posted: 22 May 2015, 03:41
by pateame
Steingej Eisenserg wrote:try hue shift: blue shift for shadowy and red shift for light... thats when the power of the dye system kicks in for real...
ie: your dye string: #Darkbrown, #Brown, #Lightbrown becomes #DarkGreenBrown, #Brown, #Lightbrownorange. Get the idea?
I used "Mana Dye Tool" (https://github.com/jaxad0127/ManaDye/) to do a try. This tool let us preview a dyeable image with our own values at left, and compare it with a reference image at right:
Image
I just put random numbers at first time, but with your suggestion I got the following combination:
#2f2804,#462804,#cf743d
and now it looks much beter, thanks for your help!

Re: [MOB] Bunny concept

Posted: 12 Jun 2015, 16:26
by wushin
I like the new bunny.

Re: [MOB] Bunny concept

Posted: 13 Jun 2015, 02:00
by pateame
It seems not possible to do color hue shift with mana client. IDK what's wrong with this because ManaDye show me a different result. I suppose that dyeable system is different now, or some coding stuff is missing. When trying to test these colors ingame (#2f2804,#462804,#cf743d) I got a blue bunny. :lol:
Image lol

Re: [MOB] Bunny concept

Posted: 13 Jun 2015, 02:35
by gumi
pateame wrote:It seems not possible to do color hue shift with mana client. IDK what's wrong with this because ManaDye show me a different result. I suppose that dyeable system is different now, or some coding stuff is missing. When trying to test these colors ingame (#2f2804,#462804,#cf743d) I got a blue bunny. :lol:
Image lol
We use dyecmd to test the dyes

Re: [MOB] Bunny concept

Posted: 13 Jun 2015, 06:22
by pateame
False alarm! :oops: Everything is ok with dyeable system and both tools, I just did a mistake whe coding the XML file in first testing,
I put this value first, but it had the blue bunny problem:
 <sprite>monsters/butterfly.xml|#2F2804,#462804,#CF743D </sprite>
and to fix the problem with the #, It should be:
<sprite>monsters/butterfly.xml|#2F2804,462804,CF743D</sprite>
Image #!

Re: [MOB] Bunny concept

Posted: 24 Sep 2015, 20:27
by wushin
Made a PR for this and cleaned up the xml and added to the license file. Discussion on use and stats can commence. This art will go into next release.

https://github.com/themanaworld/tmwa-cl ... a/pull/286

Re: [MOB] Bunny concept

Posted: 24 Sep 2015, 20:42
by soseki
They should drop rabbit ears, not the ones we had introduced some years ago, maybe a new color, but make it very hard to get like the Red Nose or the Kid Book, if that isn't the hardest make the probability even smaller.
A good spawn place is the same map used for the Golden Apple annual quest.

Also is it possible to make it run away from you instead of hit you back?