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Author Topic: Royal Estates - Thieves and Specials  (Read 6316 times)
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Excalibur
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« on: May 02, 2004, 01:42:51 PM »

First: GREAT WORK, my compliments to everyone involved in this project !!!

Second: I have a small problem: when you try to rob a house, first you fight the guardian, second if someone is in the house you have to fight the champion, and finally you should have the chance to loot the house, but after I've beaten the champion I get back to Royal Estate with no chance to loot.

How could be solved this ?

Rgds Excalibur
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strider
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« Reply #1 on: May 02, 2004, 01:46:35 PM »

It's my thinking that once you wake someone up in the house, you decide to run.

The only "Logical" way to make this otherwise would be to allow the thief to fight the "Next" player. . . then the next player, and just fight EVERYONE that's asleep in the house. After beating all of them, then you can loot it.

Even the toughest characters on my site would need to heal eventually. "Backstab" only goes so far.

Perhaps another thing to put on the wishlist?
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Excalibur
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« Reply #2 on: May 02, 2004, 01:50:57 PM »


Second: I have a small problem: when you try to rob a house, first you fight the guardian, second if someone is in the house you have to fight the champion, and finally you should have the chance to loot the house, but after I've beaten the champion I get back to Royal Estate with no chance to loot.

I've digged in the code and I've found that when you beat the champion in pvp.php this part of code is executed:
Code:
else if ($badguy['location']==2){
addnav("Return to Your House","houses.php");
so you don't go back to loot section but you go back to main manu.

I've tried to modify it with:
Code:
addnav("Return to Your House","houses.php?op=swipe&id=$session[housekey]");

and you go back directly to loot the house.

I'm not sure if this is a good solution, but it works for me  Wink

Rgds Excalibur
« Last Edit: May 02, 2004, 01:55:24 PM by Excalibur » Logged

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Excalibur
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« Reply #3 on: May 02, 2004, 01:54:55 PM »

The only "Logical" way to make this otherwise would be to allow the thief to fight the "Next" player. . . then the next player, and just fight EVERYONE that's asleep in the house. After beating all of them, then you can loot it.

I think that when you've beaten the Champion[/b] of the house you should have the right to loot.
I agree with you that if you have to fight ALL the player in the house you should have the chance to heal somewhere, and before fighting the champion you have already struck the Guardian  Wink

Rgds Excalibur
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strider
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« Reply #4 on: May 02, 2004, 02:13:32 PM »

Well, I disagree. . . I don't think you should have a chance to heal in the middle of a fight. A well established thief wouldn't try to loot a house with 7 characters sleeping in it.

Equally, I want the estates "Somewhat" safe to sleep in.

If you choose an empty estate, you get the spoils. If not, you'll just have to fight your way through or die trying. Such is the life of a thief. Even Lonestrider would agree. . .(evil grin)

Let's hear some more opinions.

As for the code you've bypassed above, if you'd like to have the character be rewarded by beating the champion, that's the best way to do it sire. I don't think the stock release will come that way though.

But each to their own realms.
« Last Edit: May 02, 2004, 02:14:31 PM by strider » Logged
Talisman
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« Reply #5 on: May 02, 2004, 02:18:28 PM »

A well established thief would also scout out his mark so as to avoid breaking into a house with many occupants, especially strong ones...but there is no external indication for the thieves to follow.
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zousug
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« Reply #6 on: May 02, 2004, 02:19:31 PM »

Well, I disagree. . . I don't think you should have a chance to heal in the middle of a fight. A well established thief wouldn't try to loot a house with 7 characters sleeping in it.

Equally, I want the estates "Somewhat" safe to sleep in.

If you choose an empty estate, you get the spoils. If not, you'll just have to fight your way through or die trying. Such is the life of a thief. Even Lonestrider would agree. . .(evil grin)

Let's hear some more opinions.

As for the code you've bypassed above, if you'd like to have the character be rewarded by beating the champion, that's the best way to do it sire. I don't think the stock release will come that way though.

But each to their own realms.


i also disagree, you should not be able to rob a house (u get theoption but if its got players in it and u defeat one) that has players sleeping in it..
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Excalibur
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« Reply #7 on: May 02, 2004, 02:24:34 PM »

As for the code you've bypassed above, if you'd like to have the character be rewarded by beating the champion, that's the best way to do it sire.

I mean that if you don't find anyone in the house you go directly to the loot section, so if you beat the Champion you should have more right to loot Grin
But, of course, this is my opinion.
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zousug
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« Reply #8 on: May 02, 2004, 02:28:58 PM »

I mean that if you don't find anyone in the house you go directly to the loot section, so if you beat the Champion you should have more right to loot Grin
But, of course, this is my opinion.

i agree on that bit.. but what i disagree with is.. if a thief has to fight 9 players that are in a house to get the look a thief wouldnt go there.. they would bypass the house all togeather..

if it is just one player in the house yes i understand him being able to loot the house Cheesy

just not with 2 players or more Cheesy
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strider
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« Reply #9 on: May 02, 2004, 03:27:27 PM »

I've created a new topic for discussing options like thievery and such.

Now, personally, I think we'll do one of two things for the thieves:

1) They can attack the house, taking a chance and fight the guards, the champion then get a choice:
    A) Fight the next person, trying to get deeper into the house. When there's none left, they can
         loot.
   B) Run away after each fight beyond the first, with a chance that the sleepers are too fact to let
        them run away.

That's my thought. I don't want the thieves to see "EXACTLY" how many people are in the house, but maybe a small feature that gave them a clue if anyone was there or not might make life easier.

Once you jump into this course though, I don't think I'm going to give the thieves a chance to heal. They have to die sometimes.

This will have to be in another version though.
« Last Edit: May 02, 2004, 03:28:14 PM by strider » Logged
zousug
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« Reply #10 on: May 02, 2004, 03:29:19 PM »

stider thats a good idea Cheesy

and i agree they shouldnt be able to heal..
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Voratus
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« Reply #11 on: May 03, 2004, 07:50:18 AM »

A well-established thief would be able to steal from an estate even if there were people sleeping inside. Wink Perhaps a bungle once there might wake them.

Here's an idea for the next version. Instead of a generic guard, how about having it so that the owner can buy and install traps. Some cheaper ones which are easy to disarm, and some more expensive ones which are more difficult.
When a thief is trying to raid the house, they would have an option to search for traps. A successful ability check (getting a random number and basing the results on the user's thievery) would allow the thief to detect and disarm a trap, then they can continue. If they fail the ability check, they don't detect a trap.
When the thief finally gets done looking for traps (by either detecting and disarming them all, or by failing to detect one), any set traps go off, doing damage, negative buffs, etc, and would also awaken (a trap going off would make noise) anyone sleeping...queue the fight scene.
Otherwise, if the thief gets in clean, its easy pickings.

Additional thought. When detecting traps, it could be like in the old Bard's Tale, when you detect a TRAP NAME, then when you attempt to disarm, you have to put in TRAP NAME to disarm it. This way, if you don't detect a trap, you could still guess for one to disarm, but if you try to disarm the wrong one, any remaining get set off.
Woe if a critical failure on the ability check reveals a WRONG TRAP.
« Last Edit: May 03, 2004, 07:52:58 AM by Voratus » Logged
zousug
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« Reply #12 on: May 03, 2004, 06:55:43 PM »

mm, nice idea Cheesy

i like Cheesy make it more fun lol Cheesy

though still have the guards.. but make it so u have a chance to slip past them.. if u do and set off a trap by acident then the guard comes and he is the first (or one of the ppl) you fight.. Cheesy
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strider
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« Reply #13 on: May 09, 2004, 05:32:35 PM »

A well-established thief would be able to steal from an estate even if there were people sleeping inside. Wink Perhaps a bungle once there might wake them.

Here's an idea for the next version. Instead of a generic guard, how about having it so that the owner can buy and install traps. Some cheaper ones which are easy to disarm, and some more expensive ones which are more difficult.
When a thief is trying to raid the house, they would have an option to search for traps. A successful ability check (getting a random number and basing the results on the user's thievery) would allow the thief to detect and disarm a trap, then they can continue. If they fail the ability check, they don't detect a trap.
When the thief finally gets done looking for traps (by either detecting and disarming them all, or by failing to detect one), any set traps go off, doing damage, negative buffs, etc, and would also awaken (a trap going off would make noise) anyone sleeping...queue the fight scene.
Otherwise, if the thief gets in clean, its easy pickings.

Additional thought. When detecting traps, it could be like in the old Bard's Tale, when you detect a TRAP NAME, then when you attempt to disarm, you have to put in TRAP NAME to disarm it. This way, if you don't detect a trap, you could still guess for one to disarm, but if you try to disarm the wrong one, any remaining get set off.
Woe if a critical failure on the ability check reveals a WRONG TRAP.

I like your ideas Voratus... I was thinking about a "Case Joint" option in the next version. . . then the ability to rob after getting an "estimate" of defenses. Based on how many Skill points you have, your estimates get better and you can get away with cleaner robberies.

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Excalibur
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« Reply #14 on: May 10, 2004, 12:32:52 AM »

I like your ideas Voratus... I was thinking about a "Case Joint" option in the next version. . . then the ability to rob after getting an "estimate" of defenses. Based on how many Skill points you have, your estimates get better and you can get away with cleaner robberies.

Well, I've modified the link in pvp.php when a thief get back to the house from
Code:
addnav("Return to House","houses.php?op=swipe&id=$session[housekey]");
to
Code:
addnav("Return to House","houses.php?op=breakin2&id=$session[housekey]");

This way the thief has to battle against ALL house's occupants, then finally can go to loot.

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Spock: Random chance seems to have operated in our favor.
McCoy: In plain, non-Vulcan English, we've been lucky.
Spock: I believe I said that, Doctor.
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