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Player Update
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Falkhor
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PostPosted: Wed Jul 16, 2003 2:27 pm    Post subject: Player Update Reply with quote

Update!

Yes, we know you've been waiting for this.
Secrets revealed, mysteries solved, etc. etc.

Goals and guidelines:
Both Tuskan and Har-Rhun are one and the same world but two isles with their own atmosphere and enviroment. Scripts for both mods will be developed in a concerted effort so players can move from one mod to the other with no problems or conflicts.
We've set up agreements on who keeps track of what, how to do things that affect both mods, like item and monster strength. A Shared mastermod will be used for such things from which both teams can then pick whatever they need without fear for inbalance. it will also be used to test scripts and the like before they are implemented in the two mods.
Finally we are discussing the Application Forms we'll be using to determine who gets access to the mod and who won't. So start thinking up backgrounds and the like cause it wil be asked for.

*Development Team
So far the team consists of:
Glithander: Design/History
Gorbguy: Server/Database
Fooz: Database/Forum
Conrad Hollows: Design/History on Har-Rhun Mod (name might change)
Falkhor: Design/History on Tuskan Mod/Item Evaluation
Solocore: Scripting
Zedium: Area Building
Shadowcore: Scripting
Little Teapot: Scripting
Griff Inn: Area Building/Scripting
Shadowleaf: Scripting/Area Building
Cattibri: Scripting/Area Building
Wehnoka: Troubleshooter/Novice Area builder
Muric: Trouble Shooter
Ultrafoo: Trouble Shooter/Area Builder
Jase: Quest scripting
Scorp: Area Builder/Scripting

Scripts
We're hammering out the module event scripts first. These will be explained in more detail by Griff Inn's post so people know exactly what the event scripts do. Basically they are the groundworks for the mod, determining factors like death, resting, saving, item special powers and more fun stuff.
-Modevent OnClientLeave: We have come up with a script to make death and damage persistent. No more relogging to return refreshed.
We came up with an Inn save points that are persistent so you can travel across the mods even if it crashed you can restart at the last Inn you logged out. We also have a small script that saves your character when you log out.
-Modevent OnLevelUp: A small script saves all characters after someone has leveled up. Another safety net.
-Modevent OnItemActivated: A technical discussion about the advantages of ExecuteScript vs If/Else statements.
-ModEvent OnPlayerDeath: This one deals with many issues.
We have worked on scripts that will send the player to the Palace of Judgement, bypassing the respawn button.
The player leaves behind a copy of his body, with an as yet to be determined amount of loot.
In the Palace of Judgement a player can wait to be raised or decide to pass on to the afterlife realms to make his own way home.
Each alignment has its own starting Afterlife plane. Ideas have been discussed about players acting as temporary proxies for their deities, servants as it were, though this will be some time before it is implemented
Special cases in the script are being worked on to make other scripted events complete, like when you are killed by assassins or bountyhunters.
-Modevent OnPlayerDying: This script determines what happens when the player gets hurt so bad he starts slipping towards death. Teapot came up with a bleeding script based on 3rd Edition AD&D, though we're not entirely sure at this point whether or not it needs adjusting for this mod.
-Modevent OnHeartbeat: This one checks every 6 seconds whether it needs to activate scripts. This is the one that often causes lots of lag in a amod and to bypass this we will likely work with a Worldclock that runs timebased events on both mods. This means when it's winter in Tuskan it's winter in Har-Rhun, night and day run simultaneously and years will pass. It can also be used for a lot of other time based events.
-Modevent OnPlayerRespawn: A small script was suggested for xp/gold loss on hitting the respawn button but the death script might entirely bypass the Respawn function.
-Modevent OnPlayerRest: For now the standard 5 minute break before another rest was suggested. We're looking into things to make this more interesting.
ModEvent OnClientEnter: This script handles events when a player just arrives in the mod. It sets a random amount of starting money when starting with a new character ranging from 2500 to 5000 goldpieces.
The script also checks whether you already logged in with another character that server restart and denies access if so.
The script gives you an Emote wand as player, and DM tools as DM.
DM's are scripted in.

Other Important Affairs
There are a lot of possibilities and the scripts that have been worked on so far are the following:
-Crime and Punishment: Guards and npc witnesses will perceive crime, meaning murder, assault, breaking and entering, pickpocketing. When detecting these crimes he reports this to the Sherrif. When a player is careless in his criminal acticities eventually he will have a party of bountyhunters chasing his hiney, gets banned from the city and/or loses reputation in town, making trading with merchants very difficult. Far from finished as we want to make NPC AI as good as possible.
A small detail of this is also that certain npc like guards send a DM message so Storytellers can jump onto a crime scene and take control in an IC fashion. The goal here is to make the enviroment interactive without too much unnecesarry interference from the DM's.
-Guilds: The basic structure of guilds will be as follows:
There are no strictly player guilds, in fact when first entering the mod you will notice they are NPC controlled. once level 5 a player can join an organisation of his choice and climb up in rank through running Guild specific quests. These will hopefully eventually run against eachother so players might get into conflict with eaqchother over guildaffairs. one quest might involve stealing an item that another guild needs to protect, etc.
The advantages in rising in rank involve: Guild items at level 5-10-15, these are basically upgrades as you move up in rank and include 1 guildweapon, 1 guild armor and 1 special item that is different for each guild. You also get the chance to take on a guild specific henchman.
Once a player reaches level 20 he can make a bid to take over the guild and from that point on the guild is player controlled. Having npc being part of a guild also allows a DM stories that involve intrigue, betrayal, loyalty and revenge.
Temples will also have a relic to protect, a powerfull artifact that is not meant to be taken out of the temple. Should this happen, then they are obliged to return it. Another tool for intrigue and PvP conflict.
most human temples already have armors and maces as guilditems, though all need to be linked to guildquests, something Jase wil be working on once I get around to sending him a resref list icon_wink.gif.

Player interaction: We're putting to a vote the name of the project, that means the overhead name that covers both Tuskan and Har-Rhun.
The Tuskan team has already started accepting player created items and areas and these will pop up sometime in the mod when accepted.
Also we'll be starting selling houses next week.

--------------------------------------------------------------------------------

Tuskan 1.1 Update

-Fixed exits in Merchant, Hive and Docks area.
-Rotated major outside areas so compass heading makes sense.
-Fixed links so you can now move up north to the swamps or east to the jungle and desert areas.
-Added a few more extortable npc's to Tuskandale.
-Orphanage, Griff Inn casino, kobold hideout and escape route added to the Hive.
-A few mapnotes added to Merchant and Hive. More will be added as the city expands.
-Replaced lizard men in Galantea's lair with draconians.
-Made the escaped convicts so they can be ignored or provoked into an attack.
-Added a few items based on the new spelleffects available in SoU, like a dagger of shattering that can shatter into a caltrol effect once a day or manticore gloves that can fire off sharp fletchettes or a potion of dragonbreath allowing the player to use a dragonattack once.
-Send off the druid areas to Z for adding to it and expanding on it.
-Accepted a couple of player items.

Phew, I think that about covers my update...


Last edited by Falkhor on Wed Jul 16, 2003 10:04 pm, edited 3 times in total
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Ultrafoo
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PostPosted: Wed Jul 16, 2003 6:31 pm    Post subject: Reply with quote

Wow, what a big update, i think everybody, myself included, is extremely excited to continue making Tuskan the new best mod ever! icon_wink.gif
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Maelstrom696969
PostWed 07/16/03 10:00pm
Good luck and all, and maybe I'll be checking it out sometime, but don't ever speak for me.

(no offense)
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Sarah
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PostPosted: Wed Jul 16, 2003 10:16 pm    Post subject: Reply with quote

Ok. Only one question

Quote:
ModEvent OnClientEnter: This script handles events when a player just arrives in the mod. It sets a random amount of starting money when starting with a new character ranging from 2500 to 5000 goldpieces.
The script also checks whether you already logged in with another character that server restart and denies access if so.
The script gives you an Emote wand as player, and DM tools as DM.
DM's are scripted in.


Now, I play under Sep's account. Does this mean that if the server doesnt restart, one of us wont get to play at that time? Or is it going to be like Dyso where we logged in, got sent to a ship, got booted or logged out, and logged back in and everything was fine?
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Falkhor
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PostPosted: Wed Jul 16, 2003 10:22 pm    Post subject: Reply with quote

Hmmm, that would mean the first, I imagine...
Dyso's system of relogging was set up this way too btw. The fact that you could bypass it was a bug. icon_wink.gif.
But that doesnt solve the issue. We'll toss it around to see if there's a solution.
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PostPosted: Wed Jul 16, 2003 11:27 pm    Post subject: Reply with quote

A more likely solution would involve both you and Sep submitting player applications, and also using different Gamespy accounts. When you say Sep's account, do you mean you share one Gamespy account, or one CD Key?

Fooz
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PostPosted: Wed Jul 16, 2003 11:30 pm    Post subject: Reply with quote

Quote:
Shadowcore: Scripting



why? how? Fooz....what are you on?!!
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PostPosted: Thu Jul 17, 2003 12:07 am    Post subject: Reply with quote

Whatever it is, it makes me want to go pick up bags off the ground, over and over and over ...

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PostPosted: Thu Jul 17, 2003 12:41 am    Post subject: Reply with quote

I"m willing to help on this Mod as much as possible, I can't script however icon_sad.gif please if you guys need anything (testing troubleshooting, etc.) let me know.
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Norrec
PostThu 07/17/03 1:08am
I guess Red Hashmeers mod idea didnt work... that sounded cool. Oh well, keep up the good work.  Reply with quote
 
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PostPosted: Thu Jul 17, 2003 1:53 am    Post subject: Reply with quote

I believe that a PC maintained police force in the towns could be good. One thing that the WG could have used would have been say a wand of jailing and having that item jail a char for a finite time ie 5 min (a little bit like daeth was handled in Dyso). This would add a certain amount of respectability and credibility to the force.

Maybe we could even have different levels of artifacts that would be linked to the status of the character (maybe 1 /day at start...... 5 or 10 per day for commander level)...

On other notes I believe that Sarah and Sep use the same key and the same Comp (Sarah is Mrs. Sep......), when one leaves the other takes over.

Willing to do some testing of the new Mod just pm me and let me know if you are interested
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Falkhor
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PostPosted: Thu Jul 17, 2003 3:08 am    Post subject: Reply with quote

The city guard in Tuskan will be one of the guilds players can join and they would have their own equipment. With the addition of subduel damage that we're now discussing a player guard could capture someone. Since the cityguards are linked to the whole justice system and will have more npc members as player members we're gonna have to look how to make the npc's and players who belong to the cityguards but i suppose they could get the ability to put a warrant out for someone's arrest. Personally I'm not much in favor of the old teleport jail item but a more in character approach to capture rather than kill a suspect would be cool.
As the guards are a guild they would also have the henchman bonus meaning you can patrol the street with a collegue.
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PostPosted: Thu Jul 17, 2003 3:58 am    Post subject: Reply with quote

Foozbane wrote:
When you say Sep's account, do you mean you share one Gamespy account, or one CD Key?


Both... one game (thats why we're never on at the same time) and one account (saves from the minor annoyance of having to log out as each other and log in as ourselves)

Anywho. Thanks for considering it icon_smile.gif Appreciate it!
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PostPosted: Thu Jul 17, 2003 4:01 am    Post subject: Reply with quote

Woohoo, gues I'm on scripting and building after all icon_smile.gif Foo and I have a rather decent sized city started, probably for har rhun, although we'd like to hear some input as to what you'd like us to script into it! The designs all done we just need to set up the merchants and scripts mostly and I've got the city gaurd patrolling and dealing with miscreant law breakers now icon_smile.gif
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PostPosted: Thu Jul 17, 2003 4:13 am    Post subject: Reply with quote

So wait a minute... is this for Tuskan? Or is this for the new 'project GorbGuy?'

And what is this Har Rhun you guys keep talking about?
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PostPosted: Thu Jul 17, 2003 4:38 am    Post subject: Reply with quote

Fox: to clarify -- this new project is a combination of Tuskandale, AND the new 'project GorbGuy' as you put it. We are planning on making two mods, destined to run on separate servers but existing in the same world, and seamlessly integrated together via server-hop. Har-Ruhn is the current name of the 'project GorbGuy' mod which is being developed and Tuskan will be the other mod. See the poll in "Idea Mill" if you would like to help select the name for the whole world icon_smile.gif

Sarah -- what will probably happen is that you will have to switch gamespy accounts when you two switch off. The details of this are still being worked out, though. Finding a solution that lets people switch accounts if they want to, while at the same time preventing relog abuse, is high on the priority list.

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Grusk
PostThu 07/17/03 8:12am
*Takes a deep breath, then shakes his head.*

Got nothing, but it sounds like a great start.
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PostPosted: Thu Jul 17, 2003 12:26 pm    Post subject: Reply with quote

This is exactly what was needed. I am glad you all are sharing the progress of your project.

As for Sarah and I, we will be using the same CD-key, but if needed we can create a new Gamespy ID. If you decide to script it to allow only one CD-key... well...
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PostPosted: Thu Jul 17, 2003 5:52 pm    Post subject: Reply with quote

OMG Sarah, you and Sep share the same Gamespy account??? You mean, all those times....when I thought it was you......

OMG Sep......

I love you, Man.
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PostPosted: Fri Jul 18, 2003 3:24 am    Post subject: Reply with quote

??? You can really move to jungle and desert now.I found areas full of faeries and evil panthers but when go East I jump back once to Vampire lair?
Any other clue of direction.
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PostPosted: Fri Jul 18, 2003 6:19 am    Post subject: Reply with quote

*smiles, as the two servers existing off one database reminds him of the old Dyso days when the two servers were linked through the Planar Core.*

Sniff....*cries*

On a side note - Yes, Scorp and I have developed a 5 area (so far) city containing: [Format: Area:Things in the area]

Main City: Barracks, Main Shops for all classes.

North City: North Gate, Thieve's Guild(Complete with an awesome Merchant script, i might add. icon_lol.gif )

Docks: Boathouse(To be added WAY later when more areas are completed...ships you one way to a far away place for a fee).

Thieve's Guild: Major interior building, similar to Dyso setup - hidden trapdoor, merchant only sells to Rogues of level 5+ - Higher buyback rates. Also will hold custom thieve's items approved by Falkhor.

Boathouse: Nothing too exciting yet..just some designs, read above for it's later function.

On the way: Patroling guards, merchants finished, Castle, complete with IC Jail and King(For quests, maybe Mayor or Baron instead?) and a portal room(Like Dyso), Custom Items(Mostly for Rogues), Guardhouse(Another Jail), Barracks(Quests and eventually soldier hiring, and if Falk's idea is approved, payments for bounties on PKers), Wizard's Tower(with some custom mage items), and much more...We'll keep you posted...i probably forgot a ton so Stay tuned icon_smile.gif
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PostPosted: Fri Jul 18, 2003 8:36 am    Post subject: Reply with quote

You know.... seriously, I don't mean to spam, but people need to stop whining about dyso no longer being hosted.... sheesh... its getting old really fast.
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PostPosted: Fri Jul 18, 2003 9:09 am    Post subject: Reply with quote

Quote:
I"m willing to help on this Mod as much as possible, I can't script however please if you guys need anything (testing troubleshooting, etc.) let me know.


I'm sure many people out there would like to help as much as possible, is there a place we can sign up?
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PostPosted: Fri Jul 18, 2003 10:04 am    Post subject: Reply with quote

It'll be a while yet before any testing begins, although you can log into the Tuskandale server right now if I'm not mistaken. I think it is going to be a few weeks at the very least, however, before there is really anything available to test.

We have a pretty tight development team put together right now, so we are only adding new team members on an as-needed basis. If you have some strong worldbuilding skills/experience and you would like to contribute, however, feel free to send me a PM.

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PostPosted: Fri Jul 18, 2003 11:18 am    Post subject: Reply with quote

Make sure this starting city isn't too big, its something I dislike about most mods, including tusken. Say 2 street areas at most, plenty of buildings aren't so bad.
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PostPosted: Fri Jul 18, 2003 11:24 am    Post subject: Reply with quote

I agree with Uin.
When I first arrive to a MOD, and the the starting city is HUGE, I just get lost and loose interest.
Make it small so that it can be decently explored.
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PostPosted: Fri Jul 18, 2003 11:48 am    Post subject: Reply with quote

Agree, and when there are huge bigs cities there are huge big boring gaps with nothing there. Of course, not all cities are amazingly intresting everywhere, but from a player-to-have-fun point of view, its quite boring.
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PostPosted: Fri Jul 18, 2003 12:45 pm    Post subject: Reply with quote

I agree. That was one of the things that put me off about Tuskan right away. I absolutley hate cities that big. I think its frustrating to go 3-4 maps and still not hit a blade of grass.
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PostPosted: Fri Jul 18, 2003 10:42 pm    Post subject: Reply with quote

Just remember if you need any help I'm here. I'm working on my own mod at the moment too, so I could show you that module to show I'm capable.

I have a problem with scripting though, but I have good quest ideas and ideas for different areas.
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Grusk
PostFri 07/18/03 10:46pm
Hey Fooz, question: Where is the bathhouse!?

Or is that still just an idea that is heavily agreed, but not finalized?
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