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PurpleYouko

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Everything posted by PurpleYouko

  1. You're looking in the wrong STB. lol Item 100002058 is item type 10 which is found in STB table LIST_USEITEM.STB Rusted Iron is item 1 in table LIST_NATURAL.STB and would appear as item number 12001 in LIST_BREAK if any item number is greater than 999 (2058 in this case) the format of the type number changes so type 10 becomes 10000
  2. Since craft recipes and breaklist tables are contained in STBs I bet I could throw together a utility that would automatically load up the break table (with reduced amounts just to make it fair) in under an hour. lol Stuff that isn't actually craftable would take a bit longer though
  3. Most pets have some pretty limited functionality in their AIP files. Those could easily be rewritten though.
  4. Also needs a slightly different mechanic for acceleration and top speed to make it work really well As far as I knew we could already do that with the arrow keys. We always could anyway. You press the UP arrow to move forward then just hold down the right mouse button and move the mouse to steer. I always drive my cart like that.
  5. How about adding a whole lot more variables (from craftable or dropped items) that can be used to tune up carts for maximum performance? I don't mean to say brand new variables as such, just more variability on custom wheels, engines, accessories, fuel types and so on. Ways to make all the carts that people own more unique and variable. Then we can have automated cart race features to see who has the fastest cart and who can drive it the best. Add to this a league table where we keep track of the best drivers and we can have our very own ROSE Formula 1 series.
  6. Could add some of the more obscure map scrolls just as drops via monsters in those maps. Gives us a new thing to farm for and sell later.
  7. And therein lies a large proportion of the problem, ROSE never really had much end game content to keep players interested. They skip over all the fun stuff, quests, lore and so on to get to PVP then it's just a giant snore fest until they quit playing
  8. PurpleYouko

    PET SYSTEM

    That's a good idea. The ability to select specific items that a pet could pick up so that it doesn't just grab all the trash items
  9. That's just an STB setting. Trivial to change
  10. PurpleYouko

    PET SYSTEM

    well you would probably only be able to bring out one pet at a time to show them off. Basic collectable pets should not really do anything other than follow you around and maybe help to pick up drops. A summoner class would be very nice. The difference being that their pets would actually have active benefits with either buffs or by taking over the main combat functions from the player. Kind of like combining a bonfire and a few hunters.
  11. Well if it was to happen then it would have to be made such that existing buffs would also be scaled down too. There wouldn't be all that much advantage in this cleric hot spot happening really. I do understand your point about enjoying one-shotting the monsters in APlains but I don't think that is a good enough reason to not scale levels down when so many benefits could be had from doing so. If we are to have any kind of events which are open for noobie players on the lower level maps then it's kind of unfair to them if a level 100 dude comes along and starts mass killing everything in sight. Otherwise we are saying that only high level players can get in on the events. In what universe is that fair?
  12. So I have mentioned faction a few times in the last day or two. I suppose I had better elaborate on my meaning a bit. What I propose is a kind of reputation system with certain monsters. Not necessarily all monster types but certainly a few of the major ones. Imagine this scenario. Jelly Beans and those little Golems don't like each other so when they meet in the wild they might fight each other. Players can take sides in their war by choosing a faction to support. If you choose to support the Jellys then they will appear friendly to you (friendlier as your reputation with them increases) Killing a Jelly decreases your reputation (it can become negative) This reputation can be read and used via AIP to change the aggression level that these factions feel towards you. If you spend your life murdering every jelly bean that you meet then they will begin to attack you on sight whereas if you avoid killing them, take part in quests to build your reputation, sign onto their faction and kill their enemies (the golems) then even the most aggressive Jelly will view you as a friend and will not attack even if you go right up to them. This is just a concept but from reading the client source I see definite hints that this kind of thing was initially intended by the designers. I think this kind of thing might be well worth exploring further. The Down side: In order for rival monster types to actually fight each other there needs to be a complete overhaul of the way that teams are designated. Currently all monsters are designated as being on the same team so they cannot fight each other. Except for summons who are automatically assigned to the team that their owner is a part of. In most cases that is just "player" except in PVP zones. My proposal would mean a rewrite of this whole mechanism. It's not all that hard to achieve though. Just needs a decent manager class to be written so that it can spool up new "team ids" for any team in the game. Parties, Clans, monster factions and other potential groups would all need unique identifiers. Since the current party code is rather horrible, something like this could simplify the entire system and bring it all under one central umbrella. Well those are my thoughts anyway.
  13. PurpleYouko

    PET SYSTEM

    Agreed. And for that reason these pets need to be permanent. You spawn or unspawn them at will and the capsule or whatever they come from, stays in your inventory. yes it will clog up your inventory after a while but that's better than the one use capsules that we have now. Maybe we could have an extra tab in our inventory just for a pets collection. "Gotta catch them all" after all
  14. The server will know when the last Jelly Mother is killed so we can do one of a number of things. Automatically spawn a new scout in a random or specific location and allow it to wander around and start a new spawn so that the whole process can begin again. Some sort of server wide conservation quest could begin by announcing to all that the last known Jelly bean has been killed and begging players to begin a hunt for any isolated jelly bean populations. After that then a specific item could be introduced as a drop (rarity to be determined). This item is something like the "last Jelly bean egg" or whatever. The first player to return one of these to the NPC running the quest will receive a reward. Gift Points, A Title "Jelly Bean Savior", greatly enhanced reputation with a jelly bean faction and/or any number of potential things Some other method of restarting. Intervention by Arua perhaps? Either way we would have some way to initiate the jelly Bean population again
  15. What about players who don't want to be forced into doing these dungeons? Casual players who just want to hang out in towns but still support the game by buying IM items and just want to be able to share them between their many completely legitimate accounts. Personally, I have never been in a dungeon. I don't have enough time available to dedicate an hour or more in any session. I rarely get more than 20 minutes of uninterrupted gaming time then have to go AFK for an hour then play another 15 minutes then AFK again. It's also the reason that I rarely join partys. I can never dedicate enough time to do anything to earn these points.
  16. I'm not sure what about mining doesn't fit with the world of Rose. It wouldn't affect gameplay in any real way. In fact the mining concept is already explored with the Goblin mines and with Moldies and their pickaxes. We could limit mining of minerals/metals to specific places such as "the mines" I think it would just bring more variety, more things to do and more general interest
  17. My concept of dynamic moving spawns wouldn't necessarily mean anything that a noobie couldn't handle. (for jelly beans) I propose that a roving jelly scout finds an empty space (not too many jelly bean monsters nearby) and it will morph into a "jelly Mother" (think a modified Jelly King) which will then begin spawning new regular jelly beans around it at a relatively low rate (1 every 20 seconds perhaps) once it's new spawn is full (defined maximum)it can generate a new scout every 10 minutes and the process continues. While a noobie may not be able to handle a Jelly Mother, it wouldn't be too hard to kill. once she is dead then that spawn is gone forever so the advancement of jellys is pushed back. Nice. I like that concept
  18. Personally I think the entire "extra stats" system is kinda shitty. It works in a really bizarre way. These appraisal stats can be assigned to an item by means of a "gem" variable at the base level. This value reads from LIST_JEMITEM.STB to get the actual stat values which are displayed. That's why when you add a gem to the item it removes the extra stat value. Terrible idea and easily fixed to be fair. The first 300 values (0 - 299) of that STB just contain various stat combinations in no particular order so controlling which ones to use on low or high level items is pretty much impossible. values 300 and up represent a Gem that has been added to the item. Once again; If you add a gem to an item you will overwrite the extra stat value because they take up the exact same position in the items data It is a relatively easy thing to do to add an extra pair of stat values to the basic item structure. Instead of using a fixed set of values from an STB we can make them infinitely variable. Stat1 type, Stat1 value, Stat2 type and Stat 2 value. That way the appraisal system could be used for those stats rather than for the gem stats. it would be relativel easy to write a function in the code that will limit any initial values based on the relative value of the dropped item, It would also be possible to add a method of refining these stats using (craftable maybe) refining tools or runes or whatever or at an NPC. The possibilities are endless and it's way more versatile. The down side of this system: There is no easy way for a player to add an item with such a specific type of stat onto a shop wishlist. The Hardened White Knight Gun with 100 CON and 75 AP extra stats that you want to buy might not actually exist in the entire world. What happens when somebody has one but it only has 73 AP? It would require a complete rethink of the wish list system for personal shops. Possibly the way items are auto-priced too. I think it's doable but not without a few problems. PS I have some pictures of items with this system already working on my test rig on my PC at work. I can post a few images when I get back to work on Tuesday
  19. Fair criticisms for sure. I've thought about those kind of issues a little. I'm not proposing that the map becomes unplayable, just that any potential boons given by the crystal will be removed. Possibly all the NPCs are in a bad mood or something. (alternative set of dialog options?) The frequency of attacks could be modified such that they are more manageable. The idea is really that something like this system will help to bring the entire population together on a regular basis, And to give maxed out players something interesting to do.
  20. I designed the very basic TD system over 10 years ago now. I think it could be an incredible addition to the official server if implemented correctly. for anyone not familiar this is the basic concept. Every map has a "defense crystal" or equivalent. When it is healthy then everyone on the map get some enhancements. Slight stats buff, a little more XP, higher drop rate. Whatever is decided on. If it is destroyed then it gets infected by the devilpest and all the benefits are reversed. at certain intervals (maybe once per hour) a random map is attacked. An attack consists of a series of waves of monster that are spawned at a designated spot on the map. They follow a set path defined by a Waypoints table in the database. if a monster reaches the defense crystal then it despawns and takes away one health point. If 100 points are lost then the map is lost and the crystal morphs into an evil crystal. The start of the attack triggers a server wide announcement calling for defenders. Everyone can then come and help defend the crystal on that map. the kicker isthat TD monsters cannot be killed by AOE attacks so each one must be targetted individually. They don't fight back. They just keep running towards the defense crystal. CAN YOU STOP THEM? if a map is lost then a local NPC will initiate a server wide quest for collection of ingredients to regenerate the crystal. Some sort of reward points can be given both for killing TD monsters and for taking part in the regeneration quest. Spend them later on special items. if an entire Planet should fall then xp and drop rates will drop to close to zero and you will get to find out a little more about the mysterious antagonist who is behind these attacks There is a whole section of Rose oriented lore behind all this stuff. I'm an amateur SciFi and fantasy author in what little spare time I get so I've worked this stuff up pretty thoroughly over the years. Mechanics will certainly require a little bit of hard coding but can mostly be handled via QSD I have worked out a basic outline for expanding the good old TD concept into a full game feature
  21. I would be more than happy to join if I was invited to. Ideas are what I live for.. I have tons of others. My one drawback is getting my head around the code in that official SHO server. lol, It kind of screws with my head following that damn code. I will be posting more concepts as time goes on
  22. I did it in under 4 hours at normal rate. On a high rate server you would easily hit level 100 in 10 minutes. Some of these really high level PServers allow you to hit max and reborn in 30 minutes. It gets SOOO boring
  23. It seems to me that enticing players to go back to lower level maps requires two things. A reason to go there. Several possible reasons spring to mind. Events such as an attack on a particular map, farming for particular mats that can only be found there, Particular NPCs that perform tasks such as refining, repairing or whatever but can only be found on this map. If anyone has ever heard of the Tower defence game that I worked on years ago then this would be a perfect example. A mechanism by which the higher level players are actually able to do whatever is required of them on a low level map. Farm the drops, kill the monsters for some reasonable gain, take part in the event. You get the point, right? This then ties in to some other suggestions that have been made in other threads. scaling down effective levels so that the high level players can actually farm drops on this map and take part in server wide events without having too much of an advantage. This is a perfect example of what that suggestion could play into. Dynamic events triggered by something in a given map. Monster spawns invading in a town triggering a server wide event.
  24. I would vote for the exact opposite. The durability/lifespan feature of Rose is just about the worst thing in the entire game. The way it works is that the lifespan (rate of decay with use) of an item is determined by the Durability of the item. Whenever an item lifespan is getting low you can repair it either with a repair hammer or at specific NPC locations. When you repair the item it's Durability decreases so the next time around it degrades slightly quicker. Price for repairs depends on the value of the item so with particularly valuable items you very quickly reach a point where your weapon or armor (or whatever) gets destroyed so fast that it becomes the limiting factor when you are out farming. It literally costs more in repair bills than you can make from farming. I absolutely despise this mechanism and would like to see it go away forever.
  25. Yes it does. All positional data sent into the graphics engine (znzin) includes X, Y and Z positions. TRose code specifically sets all the Z to ground level before refreshing the graphics on every cycle. As I said before we have a function that allows players to gradually fall to ground level when they run off a cliff. This is the only place (that I have come across) in the trose code where it ever sends in a non-ground level Z position. For a few seconds you are effectively flying. All we would need to do is to bypass the fall function and you would just keep walking at the same level through the sky. I've tried it. Comment out one function call, recompile and you are flying
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