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Re: new npc = a elf

Posted: 30 Nov 2009, 21:43
by Jaxad0127
What about something that gives a range bonus but greatly hinders a melee stat?

Re: new npc = a elf

Posted: 01 Dec 2009, 03:14
by Freeyorp101
Since you'd be using an equip script for a bonus call anyway:

In the item_db:

Code: Select all

<id>,	ElfHat,			Elf Hat,		5,	<other values here>, {},					{  callfunc "ElfHatRangeBonus"; }	
In scripts.conf:

Code: Select all

// Item Functions
npc: npc/items/purification_potion.txt
npc: npc/items/elf_hat.txt
In a new file, npc/items/elf_hat.txt:

Code: Select all

function	script	ElfHatRangeBonus	{
if (getequipid(equip_hand1) == 530 ||
    getequipid(equip_hand1) == 545 ||
    getequipid(equip_hand1) == 575 ||
    getequipid(equip_hand1) == 1200)
   bonus bAtkRange,3; // Value?
return;
}
An additional range of 3 would be quite significant, btw, especially with some of the upcoming skill additions. :|


---Freeyorp

Re: new npc = a elf

Posted: 01 Dec 2009, 15:18
by lien
Freeyorp101 wrote:Since you'd be using an equip script for a bonus call anyway:

In the item_db:

Code: Select all

<id>,	ElfHat,			Elf Hat,		5,	<other values here>, {},					{  callfunc "ElfHatRangeBonus"; }	
In scripts.conf:

Code: Select all

// Item Functions
npc: npc/items/purification_potion.txt
npc: npc/items/elf_hat.txt
In a new file, npc/items/elf_hat.txt:

Code: Select all

function	script	ElfHatRangeBonus	{
if (getequipid(equip_hand1) == 530 ||
    getequipid(equip_hand1) == 545 ||
    getequipid(equip_hand1) == 575 ||
    getequipid(equip_hand1) == 1200)
   bonus bAtkRange,3; // Value?
return;
}
An additional range of 3 would be quite significant, btw, especially with some of the upcoming skill additions. :|


---Freeyorp

Code: Select all

/ Item Functions
npc: npc/items/purification_potion.txt
npc: npc/items/elf_hat.txt
In a new file, npc/items/elf_hat.txt:

Code: Select all

function	script	ElfHatRangeBonus	{
if (getequipid(equip_hand1) == 530 ||
    getequipid(equip_hand1) == 545 ||
    getequipid(equip_hand1) == 575 ||
    getequipid(equip_hand1) == 1200)
   bonus bAtkRange,3; // Value?
return;
in your code you said that it will make bonus or penalty if they wear ID (arc weapon )

Re: new npc = a elf

Posted: 01 Dec 2009, 22:26
by Freeyorp101
In that script it will only apply the range bonus when the player has a weapon equipped that matches one of those IDs. No penalty applied anywhere there, why would you want that? :?


---Freeyorp

Re: new npc = a elf

Posted: 02 Dec 2009, 13:59
by lien
but then what is the bonus item? what it means "bAtkRange, 3"? (This should be a bonus for the bow but what?)

Re: new npc = a elf

Posted: 02 Dec 2009, 23:49
by Freeyorp101
The example I posted would increase the attack range of the character by 3 if the character had a bow equipped, since that was mentioned elsewhere

Kage wrote:We really need something that mostly or only benefits archers. If nothing else is suitable [...]
The reason for my example was to show that you can include checks so that certain bonii can be made to only apply when these conditions are met; in this example a range bonus only when a bow is equipped

You can replace the bonus there with anything else really; to be honest I think +3 range is rather excessive (especially when upcoming skill additions are taken into account)


---Freeyorp

Re: new npc = a elf

Posted: 03 Dec 2009, 01:08
by AcnotAlpha
Okay, I think I understand the code, and as for the bonus, that's why I put a question mark after it. I wasn't sure how much would be appropriate. But maybe we should put a speed bonus or something on too, because Elven Archers would be pretty good at speed shooting. It would make the hat more likely to be used by archers. Of course, I'm new to most of the RPG stuff, so I don't really know for sure.

Re: new npc = a elf

Posted: 03 Dec 2009, 01:28
by Kage
I also disagree with a distance bonus. I would much rather see more speed or more power. Maybe a dex bonus of 2 and a agi bonus of 3.

Re: new npc = a elf

Posted: 03 Dec 2009, 01:46
by Tiana
Sorry to jump in on this thread, as I am NOT an artist at all, but the discussion of attributes is of interest to me.

There is an item already finished that was designed for archers... I know because I wrote up the concept for the item. I believe even most of the scripting was done for this too. Feel free to PM me if you want to know more... I don't want to spoil anything :)

Just please keep the above in mind while designing attributes for this hat!

Re: new npc = a elf

Posted: 03 Dec 2009, 01:50
by Kage
Tiana wrote:Sorry to jump in on this thread, as I am NOT an artist at all, but the discussion of attributes is of interest to me.

There is an item already finished that was designed for archers... I know because I wrote up the concept for the item. I believe even most of the scripting was done for this too. Feel free to PM me if you want to know more... I don't want to spoil anything :)

Just please keep the above in mind while designing attributes for this hat!
By being on the forums everyone is already exposed to spoilers. Most people should understand this. Feel free to start a new thread. Keeping things in the dark doesn't help the content developers at all.

Re: new npc = a elf

Posted: 03 Dec 2009, 02:08
by AcnotAlpha
That would work too. Not as high a bonus, but it combines both, so it would be more useful.

Re: new npc = a elf

Posted: 03 Dec 2009, 02:17
by Kage
AcnotAlpha wrote:That would work too. Not as high a bonus, but it combines both, so it would be more useful.
I talked to Tiana, her item is already in git, and so I am say its closer to being done. I think they already have their script finalized (she said she has been working close with developers). She said the base level for her quest is 70. I think we should re aim our quest for level between 30 and 40. She told me the stat bonus that she desires for her item to have and I think it is suited for higher levels.

I think over all having a lower level archer head item and a higher level one would be good. So we need to look at the items. Maybe change snake tongues to cave snake tongues and replace dark crystals with pearls (maybe).

Re: new npc = a elf

Posted: 03 Dec 2009, 02:32
by AcnotAlpha
Well, my comment was directed at your comment saying agi and dex would be better than range. I hadn't refreshed my page, and I didn't notice the other comments.

Re: new npc = a elf

Posted: 03 Dec 2009, 17:02
by lien
yes it could be good but the pearls I think it's too hard

Re: new npc = a elf

Posted: 03 Dec 2009, 18:24
by Kage
lien wrote:yes it could be good but the pearls I think it's too hard
I think a level 30-40 can kill sea slimes?