Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Feature Requests

Development::Feature Requests Post suggestions/feature requests here.

Reply
 
Thread Tools Display Modes
  #1  
Old 03-26-2007, 01:07 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

I like the idea of individual exp mods per npctype.. that has a lot of practical uses for content design.

Not sure on level ranges though, mobs don't just range from level x to level y.. it's more like level x to level y hitting for x to y, having x hp to y hp. Would need a lot of ranges in practice to just save some time from making multipul versons of the same mob.
Reply With Quote
  #2  
Old 03-26-2007, 02:59 PM
RangerDown
Demi-God
 
Join Date: Mar 2004
Posts: 1,066
Default

If you're making multiple camps that spawn the same level range of kobolds, you should be making all those camps point to the same few npc_type records that you made for each level of kobold. If you're making new npc_type records for each camp, you're putting unnecessary database work on yourself.

While an exp mod would be useful for some custom server creators, I don't see any mechanic in the Live game where the amount of exp you get for a certain mob is any more or less than you get for another mob of the same level within the same zone.
__________________
<idleRPG> Rogean ate a plate of discounted, day-old sushi. This terrible calamity has slowed them 0 days, 15:13:51 from level 48.
Reply With Quote
  #3  
Old 03-26-2007, 09:48 PM
Culex
Fire Beetle
 
Join Date: Jun 2006
Posts: 7
Default

KLS: Yeah, it came to me later on that there would need to be ranges on pretty much all the other stats as well. Which would be a whole lot of work to put in.

RangerDown: Hehe, don't worry about me making multitudes of npcs for each zone. I recycle as effectively as I can think of in regard to npcs. The idea was just that I could have one npc entry instead of 10 for an npc that can spawn 10 different level versions of itself. The intention was not to have same npcs of the same level giving different amounts of exp, it was to have same npcs of different levels giving scalable amounts of exp...and reducing npc_types clutter.


But like KLS pointed out, yeah there would need to be a whole lot more columns than what I originally thought for ranges on stats of all kinds to scale along with the level and exp.


Unless of course, one has categories of stats each referring to a certain defined factor for that category...


Culex
Reply With Quote
  #4  
Old 08-26-2007, 10:19 AM
bushman77
Hill Giant
 
Join Date: May 2003
Location: In the bush
Posts: 129
Default level ranges

i've looked at the ethernalquest project, which dont seem to be updated no more. all the data for the game was stored in a text file instaed of a mysql DB and each zone had a file for the corresponding mobs and quests aswell as a couple fo other thing.
ie halasmob.txt
this file contained all the spawn points and loots and stats for each mob
it even contained a level range for each mob too.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 09:01 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3