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The “How To” Guide for Legend of the Green Dragon:

Mount Editor

Author: JCP





Table of Contents

  1. Chapter 1: Introduction
  2. Chapter 2: Mount Editor Basics
  3. Chapter 3: Mount Editor Interactions
  4. Chapter 4: Dynamic Expressions
  5. Chapter 5: Mount Design Quick Guide

1. Chapter 1: Introduction

1.1. Author — JCP

1.1.1. I’m not a coder, but I have been the Head Administrator of the Central LotGD site for over 2 years. We have over 50 mounts, most of which I have been directly or indirectly involved in. Many of them are “proof of concept” mounts — mounts created to explore and test certain aspects of the Mount Editor.

1.2. Version — 1.0.3

1.2.1. This Guide was created using Version 1.0.3 of LotGD.

1.3. Objective

1.3.1. Mounts can add a lot of variety and texture to your server. They serve as a buff that a player gets every day. The buffs can be quite complex, and the editor isn’t always easy to figure out. This guide will walk you through all aspects of the editor, with explanations, examples, and comments from my experience using mounts on the Central Server.

2. Chapter 2: Mount Editor Basics

2.1. Mount Editor Home, Main

This screen consists of a table with 5 columns. Mounts are organized into categories and then by cost (gems, then gold).

2.1.1. OPS — There are 4 operations that can be performed on each mount.

2.1.1.1. EDIT — Opens up the mount in the Mount Editor.

2.1.1.2. GIVE — Give your current character the mount, useful for testing. This does not give the mount to another player. For that you will need to use the User Editor.

2.1.1.3. DEL — Deletes the mount. If there are no current owners, there should be no problems with the operation. If there are current owners, you should deactivate the mount first, and then try to convince players to switch. If you delete a mount that players own, they receive 100% of the gem cost and 0% of the gold cost as a refund. (If they sell back the mount at the stables, they receive 2/3 of both the gem and gold cost.

2.1.1.4. ACTIVATE/DEACTIVATE — Active mounts are potentially available for sale at the stables (DK cost, rarity, and location affect availability). Inactive mounts are available only through Super User intervention (the Give operation in the Mount Editor or in the User Editor).

2.1.2. NAME — The name of the mount.

2.1.3. COST — The cost to purchase the mount in gems and gold.

2.1.4. FEATURES — There are 4 features noted on this screen, which are explained in more detail

2.1.4.1. FF — How many Forest Fights the mount adds to or subtracts from the player.

2.1.4.2. TRAVEL — How many Free Travels the mount adds to or subtracts from the player.

2.1.4.3. DARKHORSE — If the mount allows the Forest Navigation to the Dark Horse Tavern (1 = yes, 0 = no).

2.1.4.4. RARITY — The daily percentage chance that a mount is available.

2.1.5. OWNERS — A numerical count of how many characters own the mount. This is a very good indication of the popularity of each mount, which can provide information about mounts that need adjustment or what types of mounts are valued more by your players.

2.2. Mount Editor Home, Navs

In addition to the Return to Grotto/Return to Mundane Navs, there is:

2.2.1. ADD A MOUNT — Opens up a blank Mount Editor screen to start creating a new mount.

2.3. Mount Editor, Main

The heart of creating a mount, with a lot of fields to enter information in. You will be leaving many of them blank, as no mount will use every field.

2.3.1. MOUNT NAME — The name of the mount.

2.3.2. MOUNT DESCRIPTION — What players see when they are deciding on which mount to purchase. While this can be a physical description, it should also give some indication of what the mount actually does, in order to make a good decision (and players will feel tricked or betrayed if they make a bad decision based on incorrect or inadequate information). The text can be quite long, as evidenced by the description for the MI’RAJ:

A large yellow hare with a single black horn. It is a bloodthirsty killer.

Merick warns you, "I wouldnae buy that'un m'self - it makes ye stronger the more wounded ye are, an' it helps the process along tae boot! That wee bunny's killed many a'owner. Only a darn fool would want'un, an' only the strongest adventurers can own one fer long."

2.3.3. MOUNT CATEGORY — An artificial way to organize your mounts. Players can still only have one mount, regardless of category, but they will complain that they want one of each. Categories can also be used to indicate certain things about the mounts. For example, on Central, MOUNTS are relatively low powered and universally positive, while EXOTIC MOUNTS are more powerful and may contain drawbacks. Note that the categories are alphabetical in the Stables and Mount Editor Home, so we would use MOUNTS - EXOTIC to keep the two categories closer in the list and to make sure players scroll through the regular mounts before they get to the exotic ones.

2.3.4. MOUNT AVAILABILITY — If you use Multiple Villages, different stables can have different inventories. This lets you select in which stable(s) the mount can be found.

2.3.5. MOUNT COST

2.3.5.1. DKs — The number of Dragon Kills a player must have before the mount is available for purchase. This lets you reward players by making more powerful mounts available as they advance in the game. It could also be used to force decisions about pricing — you could have mounts with exactly the same stats available at different DK levels — does the player pay more now or wait for the discounted version at a higher level?

2.3.5.2. GEMS — The number of Gems a player will need to pay to purchase the mount, in addition to the cost in gold, below. Remember that players will receive 2/3 of these back when they sell or upgrade their mount (or 100% in case of Deletion). You want to make sure that the gem costs for progressive mounts are not too extreme, depending on your server settings for gem finding and loss. For example, if a player has mount A and you expect him to upgrade to mount B, mount B’s gem cost — 2/3 of mount A’s gem cost should be a reasonable amount. If not, most players will be unable to purchase the next mount.

2.3.5.3. GOLD — The amount of Gold a player will need to pay to purchase the mount, in addition to the cost in gems, above. Remember that players will receive 2/3 of these back when they sell or upgrade their mount (or 0% in case of deletion). This means that mounts can be used to transfer gold across a DK. You should be able to make this an unattractive strategy, especially for advanced players, by using gems and rarity settings appropriately, but you should be aware that the strategy does exist. Try to avoid a mount system where players can easily switch from their preferred mount to an expensive one, kill the dragon, then sell off the expensive mount to generate a lot of gold instantly, and then buy their preferred mount again.

2.3.6. MOUNT FEED COST (GOLD PER LEVEL) — If the stables sell feed, this is the cost (multiplied by the player’s level) to recharge the mount.

2.3.7. DELTA FOREST FIGHTS — Mounts can adjust how many Forest Fights a player gets — both positively and negatively.

2.3.8. MOUNT MESSAGES / BUFF MESSAGES

2.3.8.1. NEW DAY — The message seen at the new day screen, usually used to indicate that the mount is fully charged.

2.3.8.2. FULL RECHARGE — If the mount buff is out of turns, this message will appear when the player encounters the Grassy Field.

2.3.8.3. PARTIAL RECHARGE — If the mount buff still has some turns remaining, this message will appear when the player encounters the Grassy Field.

2.3.8.4. BUFF NAME — The name of the buff, which will appear in the “Buffs” section of the player’s Vital Info.

2.3.8.4.1. EACH ROUND — This message is displayed in each combat round, independent of what actually occurs in that round. This is useful as an indication that the buff is still active.

2.3.8.4.2. WEAR OFF — This message is displayed when the mount buff runs out of turns.

2.3.8.4.3. EFFECT — This message is displayed when there is positive Minion Damage or there is a Regen effect of any kind.

2.3.8.4.4. EFFECT NO DAMAGE — This message is displayed when there is no Minion Damage, such as with a miss or when the damage is 0.

2.3.8.4.5. EFFECT FAIL — This message is displayed when there is negative Minion Damage, which is a healing effect.

2.3.8.5. Message Replacements can be used to provide context specific information:

2.3.8.5.1. {BADGUY} — The opponent name.

2.3.8.5.2. {GOODGUY} — The player name.

2.3.8.5.3. {WEAPON} — The player’s weapon.

2.3.8.5.4. {ARMOR} — The player’s armor.

2.3.8.5.5. {CREATUREWEAPON} — The opponent’s weapon.

2.3.8.5.6. {DAMAGE} — The amount of damage or healing done in the round. This is the most important replacement and is essential to informing players about what is going on.

2.3.8.5.7. Example: We use many of these replacements in our newday messages on Central. Offense-oriented mounts generally mention the player’s weapon at newday, while defensive mounts mention the player’s armor. Our BLACK UNICORN, a very powerful Prize Mount, has the following newday message: “The Black Unicorn prances elegantly towards you, its sleek body shining like black glass.`n`n "{goodguy}," its voice echoes in your mind, "Put on your {armor} and strap your {weapon} to the saddle bags - it is time to hunt a dragon!"

2.3.8.5.8. Note that there are only 3 conditional effect messages, which does limit the complexity of the mounts you can create. While the editor will allow you to create a mount that damages the badguy and heals the goodguy in the same round, the resulting messages will be confusing and not make any sense. It is possible to try to work within the limited messages, but simpler mounts are usually the better option.

2.3.9. EFFECTS — What the mount buff actually does.

2.3.9.1. ROUNDS TO LAST (FROM NEW DAY) — How many combat rounds the mount buff will last. This is one of the more important numbers to the players on Central, in general, they prefer a mount that lasts a longer time than one that is more powerful but with a shorter duration.

2.3.9.2. PLAYER ATK MOD — This number is multiplied to the player’s attack.

Note: Be very careful about multipliers, and make sure you understand them. A multiplier of 1.0 does not change a stat. Multipliers greater than 1.0 increase a stat, while multipliers between 0.0 and 1.0 will decrease a stat. A zero will reduce a stat to 0 and just cause problems. There’s also no need to put a very high value in here. Some of the most powerful mounts on Central only use max multipliers of 1.5 to 1.6.

2.3.9.3. PLAYER DEF MOD — This number is multiplied to the player’s defense.

2.3.9.4. PLAYER IS INVULNERABLE — This makes the player immune to regular attacks (but not minion attacks from enemy buffs). This is a very powerful effect and should be used sparingly, and probably with some penalties. We use this on the BASILISK, but we also reduce the player’s attack and slightly damage the player through a minion attack from the mount. Otherwise there would be no risk to the player and they would get a lot of flawless victories.

2.3.9.5. REGEN — This is a constant healing (positive) or damaging (negative) of the player each round, without the min/max spread or multiple occurrences that accompany a minion attack. Also, regen does not heal above the player’s max hitpoints.

2.3.9.6. MINION COUNT — This is how many attacks the mount will perform each round. Whether you consider them claws, bites, kicks, or whatever, the game refers to them as minions. Note that the maximum damage each round is the minion count multiplied by the maximum minion damage.

2.3.9.7. MIN BADGUY DAMAGE — If the minion damage affects the badguy, then this is the minimum of the damage range. If this is a negative number, then there is a chance to heal the badguy. This healing can bring the badguy above max hitpoints. This number can also be 0, which would be a miss, or a positive number for guaranteed damage. I prefer to use 0 for most mounts since I don’t like giving the player any guarantees.

2.3.9.8. MAX BADGUY DAMAGE — The maximum of the damage range if the minion affects the badguy.

2.3.9.9. MIN GOODGUY DAMAGE — Same as Min Badguy Damage, only it affects the player. You should only use badguy or goodguy damage, and not both. While possible, it’s also a bit confusing.

2.3.9.10. MAX GOODGUY DAMAGE — Same as Max Badguy Damage, but it affects the player.

2.3.9.11. LIFETAP — When the player damages badguy, this multiple of the damage is returned to the player as healing. Consider this a form of vampirism if it helps. If this value is 0.5, when the player hits badguy for 10 points of damage, the player receives 5 points of healing.

2.3.9.12. DAMAGE SHIELD — When the badguy damages the player, this multiple of the damage is returned to the badguy as damage. Consider this a form or energy surrounding the player — the badguy cannot get close enough to damage the player without getting hurt themselves. If this value is 0.5, when the badguy hits the player for 10 points of damage, the badguy receives 5 points of damage.

2.3.9.13. BADGUY MODS

2.3.9.13.1. BADGUY DAMAGE MOD — This number is multiplied to the damage inflicted by the badguy upon the player.

2.3.9.13.2. BADGUY ATK MOD — This number is multiplied to the badguy’s attack stat.

2.3.9.13.3. BADGUY DEF MOD — This number is multiplied to the badguy’s defense stat.

2.3.9.13.4. Notes: The Badguy Mods are very important tools. Players do not see these modifiers, because they work behind the scenes to adjust the combat difficulty.

2.3.9.13.4.1. Do not use these as the primary bonus for the mount. Players want to SEE the benefit. Having a mount give a player a 1.5 defense bonus is seen on the screen, while giving the badguy a 0.5 attack penalty is not.

2.3.9.13.4.2. Do use them to offset high player stat bonuses. Players may like big stat multipliers, but they can upset game balance. Shifting the odds towards the badguy a bit helps restore that balance. Giving your players stat multipliers of 1.7 while giving the badguy a stat multiplier of 1.2 will go unnoticed, yet help your game stay balanced.

2.3.9.13.4.3. Do use them in conjunction with the other effects. An increased damage multiplier combined with Damage Shield can be very effective.

2.3.9.13.4.4. Do use them to adjust your mounts without calling attention to it. If you lower a player’s stat bonus, they will notice and they will complain. But if you raise the opposite multiplier for the badguy, the players won’t have anything obvious to complain about while you achieve a similar result.

2.4. Mount Editor, Navs

In addition to the Return to Grotto/Return to Mundane Navs, there are:

2.4.1. ADD A MOUNT — Opens up a blank Mount Editor screen to start creating a new mount.

2.4.2. MOUNT EDITOR HOME — Takes you back to the listing of all the mounts.

2.4.3. MOUNT PROPERTIES — Takes you to the standard Mount Editor screen, where you probably are now, but this will come in handy as you visit other screens for the other modules that affect the mount editor.

2.4.4. There are also additional navs for some of the interactions detailed in Chapter 3.

3. Chapter 3: Mount Editor Interactions

3.1. Setting Availability

There are some general settings and some modules that affect the Mount Editor. These are the ones currently installed on Central. Most of these come from modules, and may not be available if the required module is uninstalled or deactivated.

3.2. Game Settings

3.2.1. Stables

3.2.1.1. Does Merick have feed onhand for creatures — Allows players to recharge their mounts once per day by purchasing feed at a stable. This can effectively double the duration of any mount buff, but it will cost the player some gold. (see 2.3.6.)

3.3. User Editor

3.3.1. Special Tab

3.3.1.1. Mount — You can assign any mount to a character.

3.3.1.2. Fed mount today — You can manually set this flag if a player is having difficulties with the stable feed.

3.4. Forest Specials Modules

3.4.1. Dark Horse Tavern

3.4.1.1. Can this mount find the tavern — Adds the Forest nav for a direct trip to the tavern, very useful for players who like to gamble. This feature made a lot more sense when there were only varieties of horses in the stables, as the ponies couldn’t find the tavern, but the horses could find the Dark Horse Tavern.

3.4.2. Gold Mine

3.4.2.1. Chance of entering mine — If the player enters the mine, this is the percentage chance that the mount enters as well.

3.4.2.2. Chance of dying in the mine — If the player dies in a mine collapse and the mount entered the mine, this is the percentage chance that the mount dies as well.

3.4.2.3. Chance of saving player in mine — If the player is caught in a mine collapse, this is the percentage chance that the mount will prevent the player from dying.

3.4.2.4. Messages

3.4.2.4.1. When mount is tethered — This message is displayed when the mount does not enter the mine with the player. There is a default message that will display if this text is blank. (This default message states that the entrance is too small for the mount, which does create an odd situation if you’ve created a small mount like a butterfly.)

3.4.2.4.2. When mount dies — This message is displayed if the mount dies in the mine collapse. There is a default message that will display if this text is blank.

3.4.2.4.3. When mount saves player — This message is displayed if the mount saves the player during the mine collapse. There is a default message that will display if this text is blank.

3.4.2.5. Notes

3.4.2.5.1. Players don’t like losing their mounts. Even with a very small chance of losing their mount, players will start avoiding the mines. This is not entirely a bad thing, as the mines become a place for beginning players who have little to risk to enter, while advanced players with much to risk (even on a less than 1% chance) will avoid it.

3.4.2.5.2. You can use the mine as the main purpose of the mount. The CANARY was created to always save a player who enters the mines.

3.4.2.5.3. Because many players will avoid taking their mounts into the mines, clever text messages will be wasted on them. The PARROT, for example, has a very nice death message that no one gets to see.

3.4.3. Grassy Field — There are no settings for this module, as the recharge messages are part of the standard mount information, but it is worth mentioning that this special affects players with mounts. It’s also one of the most elegant specials, as its simple outcome of losing one Forest Fight and recharging the mount is either loved or hated by players depending on when they encounter it during the game day.

3.5. Mounts Modules

3.5.1. Mount Rarity — This lets you assign a percentage chance for a mount to be available in the stables.

3.5.1.1. Percentage chance of mount being available each day — A percentage chance for the mount to be available for sale

3.5.1.1.1. This percentage chance applies to the entire game, so if you are using multiple villages, the rarity is checked first to determine if the mount is available that day, if it is, then all the stables that carry that mount will have it for sale.

3.5.1.2. Is mount unavailable today — Lets you force a mount to be available or unavailable on the current day, bypassing the rarity calculation.

3.5.1.3. Notes

3.5.1.3.1. This helps keep the mount list a bit more manageable if you have a lot of mounts

3.5.1.3.2. This adds to the unpredictability of the game; when players are not guaranteed that a purchase will be available, that will affect they purchasing decisions.

3.5.1.3.3. It also lets you set really rare mounts that can be seen as status symbols.

3.5.1.3.4. You should keep most of the standard mounts at 100% rarity so that there will always be something available for sale, especially for newer players.

3.5.2. Mount Upgrade — This lets you set a condition for one mount to ‘upgrade’ into another one, or disappear.

3.5.2.1. Mount to which this one upgrades — Which mount the current mount will change INTO.

3.5.2.2. Upgrade to nothing — A toggle to select if the mount will upgrade into NOTHING (i.e. disappear), which could be used for a ‘rental mount’ or another limited use mount.

3.5.2.3. Text to output when upgrading — The message a player will see when the upgrade occurs.

3.5.2.4. Requirements to upgrade — The criteria that must be met for the upgrade to take place.

3.5.2.4.1. Required DKs to upgrade

3.5.2.4.2. Required levels to upgrade

3.5.2.4.3. Required days to upgrade

3.5.2.4.4. Required forest fights to upgrade

3.5.2.4.5. The requirements are reset each time a new mount is obtained, and not tracked across different mounts.

3.5.2.5. Notes

3.5.2.5.1. Mounts can “upgrade” into anything — not necessarily to the player’s benefit, though that would be the best way to use the upgrade.

3.5.2.5.2. Mounts can upgrade into a mount that is available for sale, to save gold/gems or if the target mount is rare.

3.5.2.5.3. Mounts can upgrade into an inactive mount, which would only be available to the players that upgrade.

3.6. Village Modules

3.6.1. Multiple Cities — If there are multiple cities, it makes sense that mounts may affect how players travel between them.

3.6.1.1. How many free travels does this mount give? — How many Free Travels the mount adds to or subtracts from the player.

3.7. General Modules

3.7.1. Prize Mount — You can use a mount to reward players for donating to the site.

3.7.1.1. Which mount to award to players who have days? — Select the mount that will be used as a reward.

3.7.1.2. How many game days are awarded per $5 donated? — How many game days (note that resurrections will count against this total) will the mount be with the player.

3.7.1.3. Are prize mounts being handed out? — Is the reward currently being offered. You may want to use this reward sparingly in order to periodically encourage donations.

3.7.1.4. User Editor Interaction

3.7.1.4.1. ID of old mount — Keeps track of the mount the player had before the prize mount was awarded so that it can be returned to the player after the prize period is over.

3.7.1.4.2. How many days will the user get a special mount? — Sets the number of game days a player current has to use the prize mount. Should only be necessary in emergencies, since this is handled automatically.

3.7.1.5. Notes

3.7.1.5.1. Players cannot sell this mount. The prize mount is supposed to temporarily replace the player’s current mount. Because of this, players are unable to sell a prize mount back to the stables. Using a mount that is available for purchase is not a good idea.

3.7.1.5.2. You can use an inactive mount for your prize mount. This is a good idea.

3.7.1.5.3. Because of the temporary nature of this mount, you can make it a bit more powerful without having a drastic effect on game balance.

3.8. Lodge Modules

3.8.1. Named Mounts — This allows players to customize their playing experience and name their mount.

3.8.1.1. How many donator points does it cost to buy the first mount name change? — This is the initial cost to activate this feature.

3.8.1.2. How many donator points does it cost to do subsequent name changes? — Once a player already has a named mount, the cost to change that name is different (most likely less) than the initial cost.

3.8.1.3. User Editor Interaction

3.8.1.3.1. Name of mount (blank to use default mount name) — The text field for the player’s mount name.

3.8.1.3.2. Purchased a mount name in the past? — Flag for which cost (initial or subsequent) will be needed for the next change.

3.8.1.4. Notes

3.8.1.4.1. The naming convention is: “CustomName” the “MountName”. For example, Silver the Stallion.

3.8.1.4.2. The custom names are attached to the player, not the mount. If the player gets a new mount, then the name will be transferred. For example, if Silver the Stallion’s owner trades him in for a Gryphon, the new mount will be Silver the Gryphon.

4. Chapter 4: Dynamic Expressions

You are not limited to just numbers for many of the effects fields. You can use dynamic expressions to change the effects based on level, charm, age, race, hitpoints, or virtually any other parameter in the game.

4.1. Debug:

This is a note on the Mount Editor screen and needs to be stressed. Starting the fields with “debug:” will enable debug output and allow you to see how your expressions are evaluated. This is vital in order to make sure your expressions are working the way you expect them to work

4.1.1. You do not need to build the entire expression all at once. Start small, testing each part of the expression as you slowly add complexity. You will need to go to the Mount Editor Home, Give yourself the changed mount, and visit the forest for an encounter to see the new expression at work.

4.1.2. User Editor Interactions

4.1.2.1. Superuser Flags

4.1.2.1.1. Debug Output — Only characters with this flag set will see the debug messages. Most players will not see these outputs.

4.1.2.1.1.1. You may not need to ever remove the “debug:”, since only characters with the mount and this flag will ever see it.

4.2. Functions

There are many ways to manipulate the variables in expressions. Most mathematical operators (+, -, *, /, log, etc.) can be used. In addition, there are a few logical operators that you should be aware of:

4.2.1. Round

4.2.1.1. Format — round([expression],[number of decimal places])

4.2.1.2. Players don’t handle decimal hitpoints very well. Expressions that affect hitpoints, such as healing or damage, should be rounded to zero decimal places (integers only). For round(2.62,0), the function returns 3.

4.2.1.3. Minion counts are something else that should be evaluated to integers. It’s not really necessary, but you may prefer having some control of the rounding.

4.2.1.4. For multipliers, 2 decimal places is probably significant enough. Normally this shouldn’t be a problem, but there are some expressions that could evaluate to a lot of decimal places (1/3, for example), and you should be following a standard format.

4.2.2. Min

4.2.2.1. Format — min([value1],[value2])

4.2.2.1.1. More than 2 values can be evaluated.

4.2.2.2. Min sets a maximum value. I know. On the surface it is counter-intuitive, but follow it through: Min selects the minimum of the two values. For min(a,5), the function returns a, unless a is larger than 5, which will then return 5. So the min(a,5) function sets the maximum value to 5.

4.2.2.3. Use this to control the allowable range of values.

4.2.3. Max

4.2.3.1. Format — max([value1,[value2])

4.2.3.1.1. More than 2 values can be evaluated.

4.2.3.2. Max sets a minimum value, and is the opposite of min. For max(a,5), the function returns a, unless a is smaller than 5, which will then return 5. So the max(a,5) function sets the minimum value to 5.

4.2.3.3. Use this to control the allowable range of values.

4.2.4. Ceil

4.2.4.1. Format — ceil([expression])

4.2.4.2. Ceil rounds the expression to the next larger integer. For ceil(2.62), the function returns a value of 3.

4.2.4.3. This is useful to form damage/healing or minion count expressions.

4.2.5. Floor

4.2.5.1. Format — floor([expression])

4.2.5.2. Floor rounds the expression to the next smaller integer, and is in opposition to ceil. For floor(2.62), the function returns a value of 2.

4.2.6. There are many other operators and functions that can be used. Please refer to the Mathematical Functions section of the PHP documentation (http://www.php.net/manual/en/ref.math.php) for more.

4.3. Compounding

It is very tempting to make overly complex expressions. However you should be careful of some obvious pitfalls, like compounding.

4.3.1. Compounding will occur if you increase two dependant variables at the same time, such as minion count and minion damage. The result is a much faster escalation of damage, as both the increased minion count and increased damage interact.

4.3.2. In most cases, it is better to use dynamic expressions in either the minion count OR the minion damage fields, but not both. This allows for more control over the damage at each timepoint.

4.4. Module Preferences

4.4.1. Be aware of the note about getting any variable from any module, which means there are almost limitless possibilities for building a mount buff.

4.4.2. The format for module-specific variables is <[modulename]|[preference]>.

4.5. Simple Numeric Examples

4.5.1. Example — Max Damage based on Level (WYVERN)

4.5.1.1. (2*<level>)+5

4.5.1.2. Level is a great field to use for buffs. As players level, the effects change. Also, level has a fixed, closed range of the integers 1-15, making it easy to manipulate in your expressions.

4.5.2. Example — Minion Count based on Level (CLOCKWORK SCORPION)

4.5.2.1. (ceil(<level>/4))+1

4.5.2.2. Again, level is a common field to use. Note the use of ceil, which ensures an integer.

4.5.3. Example — Spirit Based Stat Multiplier (PERYTON)

4.5.3.1. 1.3+(<spirits>/10)

4.5.3.2. Note that spirits have a range of -2 to +2, with an additional value of -6 for a resurrection, so this multiplier will have a big penalty if players resurrect.

4.6. Simple Text String Examples

4.6.1. Objective — Text strings are difficult to evaluate in a numerical expression, so they must be converted to a number first, using if/then logic

4.6.2. Format — (<fieldname>=="value" ? [value if true] : [value if false])

4.6.3. Example — Racial multiplier (DWARVEN SPIRITS — yes, this is a drink editor buff from Central, but we don’t have any mounts that use this type of evaluation).

4.6.3.1. (<race>=="Dwarf" ? 1.25 : 1.1)

4.6.3.2. This looks at the <race> field. When <race> is “Dwarf”, then the function is evaluated to 1.25, otherwise the function is evaluated to 1.1.

4.7. Complex Examples

4.7.1. Example — Favor Based Stat Multiplier (NIGHTMARE)

4.7.1.1. round(min((1.1 + (<deathpower>/2000)),1.3),2)

4.7.1.2. First, we take the favor (i.e. deathpower) and divide by 2000 to get a nice, small number. Then add it to 1.1 to get our multiplier. Then we use min to set a maximum of 1.3. Note that this means the expression will max out at 400 favor. There’s no need to set a minimum value, since favor will not go below zero. Finally, we round the multiplier to 2 decimal places.

4.7.2. Example — Damage Based Stat Multiplier (MI’RAJ)

4.7.2.1. round(min((1+(max(0,(1-(<hitpoints>/<maxhitpoints>))))),1.6),2)

4.7.2.2. First, we get the health fraction of the player, then subtract that fraction from 1 to get the damage fraction. Since it may be possible for players to have temporary hitpoints above their max, we avoid any negative results by using max to set 0 as the minimum. Then we add this value to 1 as a baseline multiplier (this way any damage taken will be seen as a number above 1, and therefore an increase). Then we use min to set 1.6 as the maximum this expression can evaluate to. Finally, we round the multiplier to 2 decimal places.

4.7.3. Example — DK Points Spent on Forest Fights Based Stat Multiplier (CLOCKWORK CASSOWARY)

4.7.3.1. min(1.5,max(1.1,(0.6+(min((<turns>/50), (<heidi|newdayturns>-10-<spirits>)/<dragonkills>)))))

4.7.3.2. First, we get the newdayturns value from the heidi module, then subtract 10 for the base turns per day and the spirits value to get how many ‘extra’ forest fights a player currently has. Then we divide that number by the number of dragonkills to get an approximate value of how many dragon points were spent on forest fights. This number is then compared to the absolute number of turns divided by 50 in a min function, and the smaller number is used (we only want this mount to be effective when players have a lot of forest fights). Then the value is added to 0.6. A max function is used to set 1.1 as the minimum value of this expression, followed by a min function to set 1.6 as the maximum value.

5. Chapter 5: Mount Design Quick Guide

5.1. Objective

5.1.1. One of the main questions people have with the mount editor is that they know what they want the mount to do, just not how to do it in the editor. This chapter is designed to point users to the correct fields.

5.2. Damage

If you want the mount to cause damage to:

5.2.1. The Badguy

5.2.1.1. Minon damage, with positive values (see 2.3.9.6 to 2.3.9.8.)

5.2.1.2. Damage Shield (see 2.3.9.12.)

5.2.2. The Player

5.2.2.1. Regen, with negative values (see 2.3.9.5.)

5.2.2.2. Minion damage, with positive values (see 2.3.9.6, 2.3.9.9, and 2.3.9.10.)

5.3. Heal

If you want the mount to heal:

5.3.1. The Badguy

5.3.1.1. Minion damage, with negative values (see 2.3.9.6 to 2.3.9.8.)

5.3.2. The Player

5.3.2.1. Regen, with positive values (see 2.3.9.5.)

5.3.2.2. Minion damage, with negative values (see 2.3.9.6, 2.3.9.9, and 2.3.9.10.)

5.3.2.3. Lifetap (see 2.3.9.11)


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