User:Nard/brouillon3: Difference between revisions
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Sent to Jenalya. Discussed with Var about it. | Sent to Jenalya. Discussed with Var about it. | ||
<pre style="color:purple"> Gina's observation: "First i need to think about, i am not sure if developers should play with Pinky genes".</pre> | |||
=== realization === | === realization === | ||
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</effect></nowiki> | </effect></nowiki> | ||
--[[User:Nard|Nard]] 03:10, 19 June 2012 (CEST) | --[[User:Nard|Nard]] 03:10, 19 June 2012 (CEST) | ||
<u>New Idea</u>: The diseased pinkies could be healed with a spell (reward pink antenna and better experience). Maybe it is incompatible with infector's script. | |||
--[[User:Nard|Nard]] 10:56, 19 June 2012 (CEST) | |||
Revision as of 08:56, 19 June 2012
Developers template project
| Quest Developers | |
|---|---|
| Authors | |
| Scenario | None |
| Programmation | None |
| Contributor(s) | None |
| Graphic Artists | |
| Maps | None |
| Tile graphics | None |
| NPCs | None |
| Items | None |
| Sound | |
| Sound fx | None |
| Music | None |
| Developpeurs | |
|---|---|
| Auteurs | |
| Scenario | None |
| Scripting | None |
| Contributeur(s) | None |
| Artistes graphiques | |
| Cartes | None |
| Décorations, textures | None |
| PNJs | None |
| Objets | None |
| Son | |
| Effets sonores | None |
| Musique | None |
Diseased Pinkies
background
At (rare) random times and for a limited (short) duration; an evil fluffy ("Grey Fluffy" or "mrgrey Fluffy" or "GM Fluffy" :) ) appears in Pinkie areas. It has a contagious disease which turns pinkies into "evil pinkies" (black, dark blue...) and spawns new ones (pinkies reproduce at a higher rate when they are sick). They are aggro, can poison, and hit much harder (comparable to green slimes) . They drop Black Antennas, Black Pinkie Hat, Black Pearls, Pink Pearls, dark-blue pearls.... Event stops when either evil fluffy is killed dropping a bunch of nice items (so players have also interest to stop event as items will be rares) or with time out. The event could be also triggered by a player; killing sick Mouboo or cutting desert tree branch for instance or by a GM.
Sent to Jenalya. Discussed with Var about it.
Gina's observation: "First i need to think about, i am not sure if developers should play with Pinky genes".
realization
An invisible NPC controls the event upon a random date (or on reception of a message?): pseudo code:
at server start, initiate first random date: InfectionDate
On reception of DiseasedPinkieStart set InfectionDate to now
set FinishDate to InfectionDate + DurationToChoose /* DurationToChoose=30mn
Disease_Loop:
if InfectionDate is greater than Now goto Disease_Later:
Start_Pinkie_disease:
spawn InfectedFluffy( 1)
Override map's script
Turn Pinkies into DiseasedPinkies /* can be progressive if possible. Insert in temporized loop?
If {mobcount (InfectedFluffy) <1} set DiseaseEradicated to true
If Now >= FinishDate set DiseaseEradicated to true
If DiseaseEradicated is true goto Disease_Finished
gotoDisease_Loop:
Disease_Finished:
kill remaining DiseasedPinkies
Set InfectionDate to Now + random_time_interval /*statistics to be defined: specify mean and time range (Poisson distribution?)
Disease_Later:
goto Disease_Loop
end
Mobs
Infected Fluffy (InfectedFluffy)
- status:
- spawns DiseasedPinkies as Santaslimes spawns (or similar)
- aggro
- poisons
- drops:Black Pearl( 50%),Black Fur (50 %),Black Fluffy hat (100 %)...
Diseased Pinkie (DiseasedPinkie)
- status: comparable to greenslimes or tougher with pinkies' characteristics
- aggro
- poisons
- drops:Black pearl ( %), Black antenna( %), Black Pinkie Hat( %), ...
first drafts by Var
graphics :
(maybe i could do better but not atm :p i was thinking about a shining metallic pinky but uhmm might be weird) i'm still working in the script.
Ciao :D
Script by Var
So far this is the code. i'll add more soon
Code:
//
008-1.gat,36,26,0 script Andra 201,{
mes "[Andra]";
mes "\"Hello, my name is Andra, what's yours?\"";
next;
input @name$;
mes "[Andra]";
mes "\"Hello, " + @name$ + "! What is your favorite number?\"";
next;
input @num;
if (@num == 5) goto L_Same;
mes "[Andra]";
mes "\"I don't like that one.\"";
npctalk "Infection date, set to " + $@InfectionDate + " " + gettimetick(2);
close;
L_Same:
mes "[Andra]";
mes "\"Mine too!\"";
close;
L_Spawn_Infected:
//timer enabled each 1/2 minute
OnTimer30000:
//resetting the timer to enable the loop
setnpctimer 0;
//No infection date set? then init it
if ($@InfectionDate == 0) goto L_InitInfectionTime;
//infector spawned? then just do nothing
if ($@Infector_spawned != 0) goto L_Pass;
//Time to start of the infection?
if ($@InfectionDate <= gettimetick(2)) goto L_StartInfection;
//debug info
set $@infectedleft, ($@InfectionDate - gettimetick(2));
npctalk "Next infection in: " + ($@infectedleft) + " seconds.";
end;
L_StartInfection:
//If the infection is already running then do nothing
if ($@Infector_spawned != 0) goto L_Pass;
//Start a new infection
set $@Infector_spawned, 1;
npctalk "An infected maggot appeared!!";
areamonster "008-1.gat", 36, 26, 37, 27, "The evil maggot", 1002, 1, "Andra::OnInfectorDead";
goto L_InitInfectionTime;
OnInfectorDead:
//workaround to init again the infection and show a message of end of infection
set $@Infector_spawned, 2;
goto L_InitInfectionTime;
end;
L_DeadMessage:
set $@Infector_spawned, 0;
npctalk "The infector died!!";
end;
L_Pass:
end;
L_InitInfectionTime:
//Min each half day
set @Days, 1/2;
set @Min_rand_time, 24 * 60 * 60 * @Days;
set @Max_rand_time, 24 * 60 * 60 * @Days * 11/10;
//remove the comment and the *debug* infection date for the release version
//set $@InfectionDate, gettimetick(2) + rand(@Max_rand_time) + @Min_rand_time;
set $@InfectionDate, gettimetick(2) + 60;
if ($@Infector_spawned == 2) goto L_DeadMessage;
close;
OnInit:
set @Infector_spawned, 0;
initnpctimer;
end;
}
edit: i find out that i miss one thing to make it work as you wish........... http://eathena.ws/wiki/index.php?title=Areamobuseskill that function will let a script to "order" mobs to use a certain skill (transformation in this case) so ...... there is another way to do it but it won't be the same thing as you wanted
Ideas:
1) ask to add that thing (i see it hard....)
2) change something in the event :s (but it will be turn just into another cindy quest thing)
huggies, V.
_________________ Non sprecare tempo con qualcosa ke è già belle che morto, lascia ke i cadaveri giokino nel loro piccolo ed inutile angolo di universo continuando a sognare ke sappiano fare ciò ke non sanno fare.
Me: The idea I had was that the diseased mob would turn pinkies to sick as it meets them. Now it has to be feasible. I don't know actually. Fun has priority one in my opinion.
In general opinion green is the color associated with poison and disease. blue-grey-metal color surprised me a bit but why not?
I think now that infector could have a particle effect. I thought about the potions effect but green and I found a funny unused player glow in client data.
here are both:
(could be named: lime-violent-glow.particle.xml)
?xml version="1.0"?>
<!--
Green-ish particles that fly up to the sky; based on Crush's Soul Menhir effect.
-->
<effect>
<particle position-x="0" position-y="0" position-z="0">
<emitter>
<property name="position-z" min="16" max="48"/>
<property name="vertical-angle" min="0" max="90"/>
<property name="horizontal-angle" min="0" max="360"/>
<property name="power" min="10" max="25"/>
<property name="lifetime" value="1"/>
<property name="output" value="1"/>
<emitter>
<property name="gravity" value="-0.4"/>
<property name="momentum" value="0.9"/>
<property name="image" value="graphics/particles/gloworb-medium.png|W:#a0ff00"/>
<!--lime color-->
<property name="lifetime" value="25"/>
<property name="fade-in" value="5"/>
<property name="fade-out" value="20"/>
<property name="output" min="0" max="1"/>
<property name="output-pause" min="30" max="80"/>
<property name="randomnes" value="200"/>
</emitter>
<emitter>
<property name="gravity" value="-0.4"/>
<property name="momentum" value="0.9"/>
<property name="image" value="graphics/particles/orb-small.png|W:#a0ff00"/>
<property name="lifetime" value="25"/>
<property name="fade-in" value="5"/>
<property name="fade-out" value="20"/>
<property name="output" min="0" max="1"/>
<property name="output-pause" min="30" max="80"/>
<property name="randomnes" value="200"/>
</emitter>
</emitter>
</particle>
</effect>
color of prticle effect could be set to medium-dark grey if we intend to suggest pollution.
Now playerglow.particle.xml. I like the idea of the bat even if a vulture would do it better :)
<?xml version="1.0"?>
<!--
Proof of concept of animated stationary particle effects (a bat ) and some
orbiting yellow particles. Rather useless but could be used as a template for
more useful status effect particle effects.
-->
<effect>
<particle position-x="0" position-y="0" position-z="64" lifetime="-1">
<animation imageset="graphics/sprites/monster-bat.png" width="37" height="38">
<sequence start="1" end="4" delay="50"/>
</animation>
<emitter>
<property name="position-x" min="-1" max="1"/>
<property name="position-y" min="-1" max="1"/>
<property name="position-z" min="0" max="0"/>
<property name="power" min="0" max="3"/>
<property name="vertical-angle" min="0" max="360"/>
<property name="output" value="1"/>
<property name="lifetime" value="60"/>
<property name="fade-out" value="30"/>
<property name="acceleration" value="0.1"/>
<property name="momentum" value="0.998"/>
<property name="image" value="graphics/particles/orb-medium.png|W:#a0ff00"/>
<!--color changed from yellow to lime-->
</emitter>
</particle>
</effect>
--Nard 03:10, 19 June 2012 (CEST)
New Idea: The diseased pinkies could be healed with a spell (reward pink antenna and better experience). Maybe it is incompatible with infector's script.
--Nard 10:56, 19 June 2012 (CEST)