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)
Links
Dynamic Quests Ilia quest by V0id