|
|
(2 intermediate revisions by the same user not shown) |
Line 1: |
Line 1: |
| == Developers template project ==
| |
|
| |
|
| <table style="width:300px; float: right;" class="wikitable">
| |
| <tr><th colspan="2">Quest Developers</th></tr>
| |
| <tr><th colspan="2">Authors</th></tr>
| |
| <tr><th>Scenario</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>Programmation</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>Contributor(s)</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th colspan="2">Graphic Artists</th></tr>
| |
| <tr><th>Maps</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>Tile graphics</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>NPCs</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>Items</th><td> {{{Dev|None}}}</td></tr>
| |
| <tr><th colspan="2">Sound</th></tr>
| |
| <tr><th>Sound fx</th><td> {{{Dev|None}}}</td></tr>
| |
| <tr><th>Music</th><td> {{{Dev|None}}}</td></tr>
| |
| </table>
| |
|
| |
| <table style="width:300px; float: right;" class="wikitable">
| |
| <tr><th colspan="2">Developpeurs</th></tr>
| |
| <tr><th colspan="2">Auteurs</th></tr>
| |
| <tr><th>Scenario</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>Scripting</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>Contributeur(s)</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th colspan="2">Artistes graphiques</th></tr>
| |
| <tr><th>Cartes</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>Décorations, textures</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>PNJs</th><td> {{{Dev|None}}} </td></tr>
| |
| <tr><th>Objets</th><td> {{{Dev|None}}}</td></tr>
| |
| <tr><th colspan="2">Son</th></tr>
| |
| <tr><th>Effets sonores</th><td> {{{Dev|None}}}</td></tr>
| |
| <tr><th>Musique</th><td> {{{Dev|None}}}</td></tr>
| |
| </table>
| |
| done:
| |
| * [[Template:Quest dev]]
| |
| * [[Template:.Fr:Quest dev]]
| |
| * [[Template:.Es:Quest dev]]
| |
| * [[Template:.De:Quest dev]]
| |
|
| |
| == 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.
| |
|
| |
| <span style="color:purple;"><b>Gina's observation</b>: "First i need to think about, i am not sure if developers should play with Pinky genes";</span>
| |
| === 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 :[[File:Bluepinkie.png]][[File:Grayfluffy.png]]
| |
|
| |
| (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:
| |
|
| |
| <nowiki>//
| |
|
| |
| 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;
| |
|
| |
| }</nowiki>
| |
|
| |
| 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)
| |
| <nowiki>?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></nowiki>
| |
|
| |
| 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 :)
| |
|
| |
| <nowiki><?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></nowiki>
| |
| --[[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)
| |