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Author Topic: Quests and storylines  (Read 8376 times)
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sntjohnny
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« on: January 28, 2005, 12:20:20 PM »

I think this is the place to post this...

I'm laying the foundation and its going pretty well.  Some ideas that I have for personalizing the game are currently above my capabilities.   However, I thought getting feedback on them and finding out if anyone else has thought about it- or are working on them already- would be a good idea.

I want to add a storyline where besides the impersonal level 15 dragon kill, there are various evil warlocks or wizards or what not that people in the game have to contend with.   For example, a warlock with, like, 1,000 hit points and superior weaponry gets released (either randomly, or by game admin design) into the forest, wrecking havoc with lives, gold, gems, etc.  

The difference between this creature and other forest creatures would be that the hit points against the warlock would remain diminished after each battle.  If I knock 100 points off his 1,000, the next person that faces him only has to take 900 points off.   Rinse and repeat until he's finally dead.

While he's at large, people's charm, bank accounts, estates, etc, are all affected by the 'weight of oppression.'

Having such a creature- or a supply of creatures- allows me to then put together 'quests.'

5-10 valiant warriors are able to assemble and journey together looking for the warlock to finally bring him down.  I envision the warlock having its own castle (like a battle arena) that people need to travel together to get to, and they need to have certain pieces in hand in order to enter the castle.  Like, a precious gem, and a sacred weapon, and a mystic key, etc.

They need to journey together to find these items while fighting creatures with diminishing hitpoints that again stand in their way.

Quests can be composed of the most valiant members of individual clans, etc, etc.

I'd want a series of such creatures that get progressively bigger (or one, that I can configure a lot- each one comes with servant creatures standing in the way of the questers.) working up until the big one in charge of everyone- 10,000 hit points, etc.  Defeating him brings an end to one age of middle earth, so to speak.

The current dragons can be tied into the story by having them be creatures that serve at the will of these evil warlocks.

I think having some sort of goal, and quest, and something for everyone to join in their fight against with some real consequence is a vital element to making this game fun for a lot of people, including myself.

I have many other ideas, but this is enough to lay out the direction I'm thinking.

What are your thoughts?
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sntjohnny
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« Reply #1 on: January 29, 2005, 08:17:38 AM »

So... how would be the best way to do this?

It sounds like a simple way, though not highly configurable, would be to create a creature but give it some new properties- example, the database records how many hit points it has left.   Flip a switch somewhere and EVERYONE going to the forest has to fight this creature until finally its hit points=0, in which case it is safe again to go to the forest.

This isn't very configurable, but it wouldn't be too hard, either, right?

If I were to use something as a template, what would be the best one to use?
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Sichae
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« Reply #2 on: January 29, 2005, 05:53:29 PM »

What you should do, is record the Creatures HP into a setting, and a hook in battle, that records how much HP damage is done. Then, once the battle is over "battle-victory or battle-defeat" use "set_module_setting("creaturehp", $top - $damagedone);"

You would also might want to do something else in hook for battle, which is:

If the creature's HP drops below (setting), it flees, in order for the next person to take it on.

This can also be done as a forest event, and then just create a battle string, and for creature HP, fetch the value for creature HP.

Look at some of the Forest Events that create Battle Strings.

Your idea is not at all hard to do, but it will take some work to complete.
« Last Edit: January 29, 2005, 05:56:26 PM by Sichae » Logged

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Turock
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« Reply #3 on: January 29, 2005, 06:01:52 PM »

The part that I found myself thinking about how it would be done is the grouping of characters to fight in a 'party' against one foe.
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Sichae
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« Reply #4 on: January 29, 2005, 06:14:09 PM »

The part that I found myself thinking about how it would be done is the grouping of characters to fight in a 'party' against one foe.

I *highly* doubt that that can be done.

What would best, is as I had suggested. Store the HP in a setting, set_module_setting(); after battle, to make it like he wished. If creatureHP is less than some value, then make $victory = true; to end the battle. Then, for the next person, create the battle string with the New HP.
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sntjohnny
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« Reply #5 on: January 29, 2005, 11:26:56 PM »

My thought was that it might be doable, but with maybe quite a bit more work then its worth.  For example, the battle arena allows players to compete while still online, but of course they have to take turns.  Creating an 'arena' for this fight doesn't quite seem worth it.

My other thought is that while this creature is on the loose, anyone going to the forest faces this creature.  What happens if two people go and fight at the same time?  I don't know enough to know what would happen.

The other thing that I'd like to see, though not immediately, is for everyone's charm, gold, and gems, take a hit for each day this creature remains undefeated.  I think I've seen bits and pieces of code out of several places that could pull that off (eg, taxation code that now only applies to gold could be used for gems and charm too).   Is that barking up the right tree?
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« Reply #6 on: January 29, 2005, 11:33:18 PM »

Code:
case "newday"
if ($creatureout==1 && $session['user']['gold'] >= $gold && $session['user']['gems'] >= $gems){
output("`nDue to the %s monster being out in the forest, you lose %s gems and %s gold.`n",$name,$gems,$gold);
$session['user']['gold']-=$gold;
if ($session['user']['gold'] < 0) $session['user']['gold']=0;
$session['user']['gems']-=$gems;
if ($session['user']['gems'] < 0) $session['user']['gems']=0;
}
break;

That would be the newday part. Where $gold and $gems are admin settable values.

As for the two people attacking at once... that would be difficult to handle. I guess, if someone engages into the fight, check to see if the creaturetype is equal to quest, if so, set up a setting, (set_module_setting("inuse",1)) then for the next person if that setting is checked, then says that it is already in combat.
« Last Edit: January 29, 2005, 11:35:08 PM by Sichae » Logged

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« Reply #7 on: January 29, 2005, 11:46:27 PM »

The other thing that I'd like to see, though not immediately, is for everyone's charm, gold, and gems, take a hit for each day this creature remains undefeated.  I think I've seen bits and pieces of code out of several places that could pull that off (eg, taxation code that now only applies to gold could be used for gems and charm too).   Is that barking up the right tree?

ye might wish to take a look at the code for the 'orb of souls' written by sneakabout. i dost believe that there is a daily loss that effects all players as long as the quest remains unfulfilled.
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Zach
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« Reply #8 on: February 05, 2005, 02:01:52 PM »

I really like this idea. Anyone know if someone is actualy working on it or if it's one of those things where everyone says "You know what would be cool.." and then noone does anything about it. Also, I'm thinking there needs to be something that alters the creatures stats based on how many DKs the player has, as otherwise it would be rather unfair to those with very few.
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CortalUX
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« Reply #9 on: February 05, 2005, 02:51:17 PM »

If no one is doing anything with this, if it's one of the 'someone's doing it' topics, as Zach said, I'd be happy to do this, as I've got stuck again, with my other ideas, so I'm taking some time out from them.
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sntjohnny
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« Reply #10 on: February 11, 2005, 08:09:41 AM »

Hey, no one is doing this.

I was going to do it but I got side-tracked by my job.  I don't have the know how to do it anyway, but I was going to start working on getting it.  If someone wants to do it FOR me that would be great.  If I could collaborate with that person about the different features and have them put them in, heck yea, awesome.

I'm afk for a week at a time at the very least from now on, though.  So, send me a private message and i'll respond just as soon as I can.
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« Reply #11 on: February 11, 2005, 08:27:31 AM »

I've kindof got sidetracked now- any basic code I can do, I will. I've got 3 or 4 major projects going- I'm helping as an admin on an LotGD, bits of my marriage script, and that (quite big file size now, and over 90 custom variables, forgetting the ones for users, drinks, mounts, creatures and so on..) fareast module.  Shocked
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sntjohnny
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« Reply #12 on: February 11, 2005, 08:38:28 AM »

Well, too be honest I'm not going to be able to do anything at all, basic or otherwise, for an indefinate time.  My capabilities are at the minimum unless I'm using a template, but my time limits are severely constrained right now.  And that's the real problem.

Whatever you are willing to do, even if its just to get it started so that I can work with it more on my own over the next weeks, is appreciated.
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CortalUX
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« Reply #13 on: February 11, 2005, 08:44:44 AM »

*nods*
Ok, I'll do some basic stuff and mail an attachment/pm the addy to you
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sntjohnny
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« Reply #14 on: February 13, 2005, 12:12:37 PM »

I'm going to be afk for another week here in about an hour or so, and though I might possibly check in, I know I won't be able to do any coding.   I thought I would share in a list fashion some of the features that I want to put into this.  Consider it a rough draft of ideas or even a wishlist.  I expect conversation on it, and as I've never written a module without a template, I am open to the fact that it can't all be done in the way I want, or done at all.

Quest Storyline:

I envision that periodically some evil will attempt to impose its will upon the land.  The minions of the most evil warlock/witch/dragon  now meet warriors in the forest and mercilessly slay them.  Also, the gold in the clans, the treasuries, the bank accounts, as well as gems, all begin being siphoned away for the dark purposes of the Evil.   The warriors must bring low the Evil before normal play can resume.

Layout:

I envision a 2-3 step journey to get to the home roost of the Evil where finally the 'final' battle can take place.   At each step, the warriors have to defeat a powerful minion.

Details:

The minions and the final Evil all have a set amount of hit points that do no reset.  Once they lose points, they will have the same amount of points when the next warrior encounters them.  The names and initial HP and atk/dfd settings for the minions and the final Evil are admin configurable.

Admins can configure whether or not the minions are in the forest or not.   Also, how frequently the minions encounter warriors in the forest should be configurable.  Admins can set it so that every journey to the forest brings about an end to the warrior.

Admins can configure how much evil the affect of this force in the land will exact.  Configurable would be how much gold and gems each player loses on each new day.  Possibly, people's spirits go down each day that the Evil is upon the land.   Configurable would be what locations gold and gems can be taken from- houses, bank accounts, clans, etc (ie, you can make it so no place is safe).

The battles:

The Mayor/Leader dude should be able to pay for worthy warriors to gather up and fight through the various stages where at last they can defeat the Evil.

One way to do such group battles might be to have each warrior's hitpoints, attack and defend points, mounts, specialties, etc, all combine into one 'warrior' for sake of the battle.

In that case, the mayor can designate one of the questers to be the leader, and it is the quest leader that does the fighting.  If the quest leader loses in its creature fight, all the people on the quest team die.  If the quest leader wins, the amount of points left are distributed evenly back to the players.

The other warriors are put into 'suspend mode' until the battle or the next 'new day.'  After the new day, the quest is reset.

Individual warriors can go and face the creatures as well, they need not be part of a quest team.

Other:

The plunder that the Evil had hoarded possibly can be calculated and deposited back into the treasury (or a portion of it) after it has been defeated.

Admins can configure the duration of the Evil oppression so that if no one has defeated it, it expires after a certain time, anyway.

Some messaging system, perhaps in the capital system, displaying updates for everyone about the status of the quest or the nature of the oppression, should be put in force.

Room for expansion of the module would allow for longer and longer journeys, and perhaps a castle or what not.

Other 'quest' elements could require that some objects be gathered before anyone can successfully get to the first step in the journey where they can fight one of the minions.  These objects can be hidden in various places, like the inn, the garden, etc.

For those who thrive on the evil alignment, serving the Evil can be an option.  If a person finds one of the quest objects and turns it in into the Evil instead of using it to unlock the next step in the journey can earn massive gold and gems from the plunder of the Evil, but have their evil alignment filled to the brim.

I'll stop there.  I hope I can check in later, but this is the type of thing I envision.
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