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Re: new npc = a elf

Posted: 27 Nov 2009, 20:46
by AcnotAlpha
+2 is fine, probably just right for this hat, but it would still be nice if the devs would make it +5.

Re: new npc = a elf

Posted: 28 Nov 2009, 05:29
by Kage
I think you should increase it to more like 20k exp

considering the materials they are not easy for a lowbie to get. Plus players can just help kill one mob in the graveyard and get 1.5k exp if not more per kill. This should be a quest aimed for higher level players. As so we need more equipment diversity so I would say make it a range bonus. I am not sure what stat is best for that, maybe dex but then warriors will use it to.

I know eA has TONS of other attributes that are based off of level, skills, stats, and equipment.

If Freeyorp would comment on these.

Don't be afraid to take a step forward with quests and new items.

Re: new npc = a elf

Posted: 28 Nov 2009, 05:52
by Freeyorp101
All sorts of bonii can be added to a particular item in Athena: http://gitorious.org/tmw-eathena/mainli ... _bonus.txt

IIRC, not all of them work correctly, but most do


---Freeyorp

Re: new npc = a elf

Posted: 28 Nov 2009, 09:11
by lien
Now, in tmw, every new object is for higher level players
but during this time of new character arrives and as always the same item for all the new sound object for higher level players and not much difference in terms of dress (they all have "fancy hat")
and here is all what I meant but I'm leaving for the 4. because the +5 would compete with circlet and demon mask
as compared to the quest demon mask this quest is easier if not for exp 20 k I think this too but be 10 k exp even if it is not heroic

Re: new npc = a elf

Posted: 28 Nov 2009, 21:54
by AcnotAlpha
So currently we have this for npc code:

Code: Select all

 
025-1.gat,29,64,0   script   Elf   ?,{
  if(elfquest == 1) goto L_makehat;
  if(elfquest == 2) goto L_complete;
  mes "[Elf]";
  mes "\"Hello. Do you like my hat? \"";
  next;
L_Menu:
  menu
   "Yes, it's a nice hat.",L_good;
   "Who are you?" , L_question;
   "Bye",-,
   close;
L_question:
  mes "[Elf]";
   mes "\"I'm an elf, probably the only one left.";
   mes "Many years ago, there were thousands of us.  \"";
  next;
mes "[Elf]";
   mes "\"We all lived quite happily, until one day the lumberjacks came.";
   mes "They discovered our village, and destroyed it. \"";
   next;
   mes "[Elf]";
   mes "\"A couple hundred other elves and I were all that was left.";
   mes "The other elves decided to fight, but they were hopelessly outnumbered.";
   mes "They were all killed by the lumberjacks, and I am all that's left. \"";
   next;
menu
  "Is there anything I can do to help?",L_help;
  "Repeat, please ", L_question;
  "You are crazy!", L_death;
  "Zzzz...", -;
  mes "[Elf]";
  mes "\"You aren't even listening.";
  mes " Go away.\"";
  close;
L_help:
     mes "[Elf]";
  mes "\"Actually, yes. I fled the camp, and didn't have time to get anything but these clothes.";
  mes "I could use some new boots. Get me some, and I will make you a hat like this one.\"";
next;
     mes "[Elf]";
  mes "\"I will need 5 [Cotton Cloth]s, 2 [Dark Crystal]s, 1 [Green Dye],  and 1 [Fancy Hat], to make your hat.";
  mes "Will you get these for me?. \"";
menu
"Ok.", L_yes;
"No way!" , L_death;
"I am too busy to help you.", -;
close;
L_death:
mes "[Elf]";
  mes "\"You should be polite to your betters.";
  mes "Maybe this will help you remember.\"";
next;
   gmcommand strcharinfo(0)+":@die ";
close;
L_yes
  mes "[Elf]";
  mes "\"Now go bring me the items.\"";
  set elfquest, 1;
close;
L_makehat
  mes "[Elf]";
  mes "\"Did you bring me the items I asked for?\"";
  next;
if(countitem("CottonCloth") < 5) goto L_NoItem;
if(countitem("FancyHat") < 1) goto L_NoItem;
if(countitem("DarkCrystal") < 2) goto L_NoItem;
if(countitem("Boots") < 1) goto L_NoItem;
if(countitem("GreenDye") < 1) goto L_NoItem;
if (zeny < 5000) goto L_noZeny; 
delitem "CottonCloth", 5;
delitem "FancyHat", 1;
delitem "DarkCrystal", 2;
delitem "Boots", 1;
delitem "GreenDye", 1;
set zeny, zeny - 5000;
getitem "ElfHat", 1;
getexp 20000, 0;
set elfquest, 2;
L_noItem:
  mes "[Elf]";
  mes "\"I'm sorry, but you don't have all the items I asked for.";
  mes " Please bring 1 [Boots], 5 [Cotton Cloth]s, 2 [Dark Crystal]s, 1 [Green Dye],  and 1 [Fancy Hat]."
  mes " Come back later when you have them. \"";
close;
554 	

L_noZeny:
        mes "[Elf]";
        mes "\"I'm sorry, you don't have enough GP for the hat. You need 5000 GP for it.";
        mes " Come back when you have enough. \"";
        close;        
L_good:
  mes "[Elf]";
  mes "\"Thank you, I think it is too.";
goto L_menu
L_complete:
mes "[Elf]";
  mes "\"Thank you for your help. \""
close;
}
Stats planned are:
+7 Def
+4 Int
+3? bAtkRange

Do these look about right?

Re: new npc = a elf

Posted: 29 Nov 2009, 00:42
by Kage
well one thing to consider there is already two good items for mages, yet warriors and archers share the same helmet. We should work towards specializing armor. I don't think mages need another hat, but rangers do. Plus elfs are classically archers anyways.

As far as the experience thing goes, I think we should raise the amount of experience given by all quests. This is the first step towards a non grinding game. Players should be expected to complete quests to get to higher levels. not kill (x*7)^2 number of monsters. How ever this is just my opinion, so balance the quest exp how ever you see fit.

Re: new npc = a elf

Posted: 29 Nov 2009, 04:30
by Freeyorp101
Kage wrote:As far as the experience thing goes, I think we should raise the amount of experience given by all quests. This is the first step towards a non grinding game. Players should be expected to complete quests to get to higher levels. not kill (x*7)^2 number of monsters.
This gets my full support; this is something I wanted changed for quite a while now

OT: Would still need a lot more quests for this to become completely practical, but this is very definitely a step in the right direction (could something similar be taken into account for CR1? This could also further emphasize implied (or even explicit, if you want to keep track of that sort of thing) caps, if characters need quest experience to level at all efficiently. Again, there would need to be a lot more quests (and very preferably not just "fetch me <x items>" pseudo quests))


---Freeyorp

Re: new npc = a elf

Posted: 29 Nov 2009, 08:40
by lien
if we do this (not kill (x * 7) ^ 2 number of monsters) all people to doesn't the quest. because everybody kill all monster :lol: . Then I come on a level to require (i think lvl 30 or 40)

Re: new npc = a elf

Posted: 29 Nov 2009, 21:01
by Kage
lien wrote:if we do this (not kill (x * 7) ^ 2 number of monsters) all people to doesn't the quest. because everybody kill all monster :lol: . Then I come on a level to require (i think lvl 30 or 40)
Thats fine, ideally we should come up with a level which we want this quest done at. Then calculate what is a fair amount of exp for that level.

Say we pick level 53 for this quest. We find out how much exp it takes to get from 53 to 54... we will call this "x".

Then we determine the difficulty of the quest and divide x by a table, for example:

Easy = 15
Medium = 10
Hard = 5

So if we have a hard quest we do (x / 5) Which is 20% of the total experience needed to level
If we have a medium quest we do (x / 10) Which is 10% of the total experience needed to level
If we have a easy quest we do (x / 15) Which is about 6.66% of the total experience need to level

I think this is something that we should do for CR1. I might make a comment about it in the read only thread.

Re: new npc = a elf

Posted: 30 Nov 2009, 15:14
by AcnotAlpha
Okay, i'm not sure i'm getting everything, but it seems to be 2 things. 1, the stats should be more like +7 def, +0 int, and +3? bAtkRange, and 2, more exp?

Re: new npc = a elf

Posted: 30 Nov 2009, 18:01
by Kage
depends on what bAttackRange is.

Re: new npc = a elf

Posted: 30 Nov 2009, 18:47
by AcnotAlpha
bAtkRange is one of the bonuses defined in the text file referenced earlier, http://gitorious.org/tmw-eathena/mainli ... _bonus.txt

Re: new npc = a elf

Posted: 30 Nov 2009, 18:53
by Kage
AcnotAlpha wrote:bAtkRange is one of the bonuses defined in the text file referenced earlier, http://gitorious.org/tmw-eathena/mainli ... _bonus.txt
bonus bAtkRange,n; Attack Range + n

Won't that also effect warriors...

Re: new npc = a elf

Posted: 30 Nov 2009, 18:55
by AcnotAlpha
Yes, but it's the only thing directly affecting range that i saw.

Re: new npc = a elf

Posted: 30 Nov 2009, 18:59
by Kage
AcnotAlpha wrote:Yes, but it's the only thing directly affecting range that i saw.
We really need something that mostly or only benefits archers. If nothing else is suitable we can use dex I guess... since dex is mostly for archers anyways.