Monster Points used for refreshment

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xand
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Monster Points used for refreshment

Post by xand » 10 Sep 2005, 00:46

It seems as if Monster Points got erased again...
Well some maggots seem to still give Mopts.

I thought about that and that matt (I think :roll: ) said he wanted GP from
Monsters just like in SOM (and most other SNES RPGs).

That lead me to the thought that this could be really easy to implement
(Every Monster can have an Event that starts on its death giving .. well whatever the scripter thinks is a reward)

But again Elven doesn't seem to like that and maybe it's not a good solution for an MMORPG.

Now how about a chief in town that gives Players who hunt monsters in his town refreshment?
I'm thinking mostly of new arrows as resupplying is really expensive. :?
He could give food or maybe potions too.
So it's like MonsterPoints tell the mayor you are a brave monster hunter.
And it should be clear to him that helping his city out (even if not on purpose)
cost you a lot of arrows and potions or water and food. Maybe you want to go to
the inn too.

Expl:
Mobpts || stuff
5 || 1 arrow
50 || 1 iron arrow
80 || piece of bread (HP)
400 || next time inn free (depends on the price)
10000 || re-sharpen the sword
100000 || you became really famous -> item /entrance somewhere

I know it could be a problem if the values are unbalanced and a player sells arrows
gotten by Mobpts, but anyway those are not worth much and bread maybe cheap too. :D

Please tell me what you think about it, it's easy to do and maybe worth testing... :roll:
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Post by Bjørn » 10 Sep 2005, 00:53

xand wrote:It seems as if Monster Points got erased again...
Well some maggots seem to still give Mopts.
Yeah about the thing we tried with all monters giving monters points: that screwed up monster spawns in a rather big way so it was basically all reverted back to previous behaviour.
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Post by xand » 10 Sep 2005, 01:51

Yeah about the thing we tried with all monters giving monters points: that screwed up monster spawns in a rather big way so it was basically all reverted back to previous behaviour.
Yes I saw that...
But well what should I say... Did you enter the cave lately ?
Most of the time the way to the 2nd level is full of monsters (I MEAN that)
and if you start trying to kill 'em soon you're surrounded and dead anyway.
Just running past sometimes works.

And in the second level is a ridiculous amount of spiders (20+)
I tried to get a shortsword and managed to get one, but the treasure box
really is surrounded by spiders and yellow blobs.

Once you reach lv2 you only run from one place to the other trying to avoid spiders...

It seems to me as if something is wrong with a naming convention.:roll:
I had that once and the result was that some monsters respawned as other monsters.
That seems to be the case as 2 hours ago the cave was playable.
Spiders still seem to increase in numbers...

To clear a misunderstanding:
The monster-point approach was scripted differently as respawning was managed by the script itself.
But it is possible (and tested before) to leave it as it is but just add a "give monster points"-event on mobdeath.
The only problem I encountered was that the area of monster spawn can't be clearly defined
(or it just didn't work for me) the way it was first (just random spawn on the whole map).
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Post by ElvenProgrammer » 10 Sep 2005, 09:39

Here is alink to the script used for monster guide

http://cvs.sourceforge.net/viewcvs.py/t ... iew=markup

and this is where cave monsters are initialized

http://cvs.sourceforge.net/viewcvs.py/t ... iew=markup

If someone thinks something is wrong, please report it, so we can try to fix it
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re

Post by Bear » 13 Sep 2005, 02:02

Eeh, i remember submiting a working version to you >.>

I tested the one i made, it works fine, but i did a bit of re-tweaking on the monsters points, because some monsters gave a BIT more than they should have.

Check ur e-mail :o
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Post by ElvenProgrammer » 13 Sep 2005, 07:31

I once replaced the script with the one you sent me, but it wasn't working that well, so I restored this version.
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Post by Bear » 13 Sep 2005, 18:56

Realy ?!!?

Aah, umm, if you can, site the problem it was giving you. Because it worked, it just takes some time for the server to count the point gained after killing the monster >.>
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Post by xand » 14 Sep 2005, 09:36

Bear, I wrote a script too and I tested it on my own server.
(d/l from Elven) And strangely it worked fine for me but then on the server
it didn't work.
The only Problem were the spawning locations.
The Monsters seemed to only respawn in lower right corners of maps.
(I used areamonster command as the monster 0,0 is not nice and using
monster x1,y1,x2,y2 did never seem to work for me...)
Maybe you could help me here a little ?
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Post by khandy » 17 Sep 2005, 03:07

ElvenProgrammer wrote: and this is where cave monsters are initialized

http://cvs.sourceforge.net/viewcvs.py/t ... iew=markup
FWIW: You could modify the treasure bit so that you get better/different treasure if you have more keys.
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Post by xand » 19 Sep 2005, 11:48

OK now I put a new patch on Sourceforge.
IF (only if) it's broken like the versions before,
the only thing that happens will be that you don't get
MonsterPoints (Monsters will respawn no matter what
if they apper on server start)

Now how about changing the Rewards master?
At least give him an extra option to exchange some
Monsterpoints for arrows. (or apples)

And maybe a real big amount of MonsterPoints for a Headband/...
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