Thread: Some points
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Old 11-22-2006, 07:41 AM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
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Quote:
Originally Posted by sfisque
1) how do you specify if a spawn is singular and should never spawn again unless the zone is reset? basically, my realm is going to be for a very small group of friends, and i wanted to simulate a real world, where, lets say, they go and clear out a bandit camp for a quest, the bandits dont respawn, because, well, they killed them. i'm going for a "no camping" approach where everything is "linear" in the sense you cant just sit on spawns and crank up the levels artificially. in the spririt of World of Warcraft, i want questing to be preferable to camping. of course, i'm planning on making "critters" respawn like normal, because there's always deer and bears to be hunted.
My server is attempting to do similiar effects with quest spawn of mobs. when a player/ group enters the zone (low player numbers here, same as yours), a proximity trigger will spawn all the mobs in the zone. Once they are killed, there is no respawn due to no spawn table for the mobs. The zone then resets if the players leave the zone and reenter (for others who want to hunt there). This gives the feeling of the ldon fights, instead of camping spawns. But it does take alot of work on the pl files.

Quote:
Originally Posted by sfisque
2) how do you mark a spawn as truly unique, like sleeper. that way i can tag a named mob like, the Frenzied Ghoul, to never spawn again once he's taken down, unless of course, i forcibly respawn him.
You could always make a quest file to force a spawn of the mob upon death, but in a 'safe box' area that no players can access. (off the map, or such). Then make sure the mob is set for unique, so only one can spawn. Thus no respawns will be allowed until a GM (only one with access to the mob's location), kills the named mob. This is a rogue work around, and Im sure it could be done without all this work, but this is off the top of my head.
Quote:
Originally Posted by sfisque
3) is there a way to mark recipes as "always succeed". i plan on mimicing WoW's approach where you always succeed on a combine, but limiting materials so that "desireable combines" become truly unique or hard to come by, like crafting a racial weapon, or crafting fiery chainmail gauntlets. basically i want to promote tradeskills without the drudgery of doing tons of combines just to get a success. i was planning on setting the minimums above 1, so that lowbies cant just go to a loom and craft a 10 slot haversack, per se, as well.
Go into the tradeskills section of the database and change what is returned on combine failure.

Quote:
Originally Posted by sfisque
4) is there a way to adjust the "skill up" percentage on skill attempts. since i'm going for a non-grinding environment (casual play), i'd like to see players not have to go and cast the same spell 309023920 times just to max out Divination for level, or sitting with their back to a mob while a friend heals them just to max out Defense. figure a player should be able to modestly skill up within the time it takes to level, or maybe come up 1 shy of max.
off the top of my head,. yes. But I'd have to do more research into what section of the emu deals with skillups. I'm certain you can change this on your side to any rate you desire, but I honestly have too much on my plate atm to look for it. Sorry for the cop-out on that part.


Hope this was of some help, even if it's not really much.
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