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SeraphimDeX1DEV
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Age: 20
Joined: 14 Feb 2008


PostPosted: Wed Feb 27, 2008 11:56 pm Reply with quoteBack to top

To-do list: red means done, (?) means unsure
  • Boost Harm and heal spells (done: see formula below)
  • Fast Buff Rod (with Arres's personal touch! Very Happy)
  • Add Shadow Plane
  • Revised drop/boss system (?)
  • Replace old maps with new and fix some map transitions (partially done)
  • Get rid of Myth sewers (ie only one way out of Myth) and/or make Chud immune to mind (?)
  • Enabling then slightly nerfing Divine Power + Battletide
  • Kill shout also tells location
  • Restng restricted by counts, not time (partial update: rest decreased to 1 hour)
  • Making onhit property a "unique", and limiting the duration to 1 round (or something reasonable)
  • Disable resting in faction boss area
  • Move pawn further away to counter gold exploitation
  • Improve GP economy (it's too easy to get gold atm)
  • More subraces (all of the subraces up to the point that cep was at are now in)
  • Disable multiclass XP penalty
  • Clean up Loft (done: moved crafter to a separate area)
  • Balance pure fighters
  • Only non-40s can get runes
  • Add something in Elven Crack
  • Add invisible cloaks
  • Epic Warding duration to infinite (thus will wear off after max dmg absorbed)
  • Mord Sword fixed to per round (I'll make the other summons the same)
  • Extend server duration til reset (done: 3 hours)
  • Increase max XP
  • Unnerf song + curse song (?)
  • Add blank scrolls + wands, make crafting lose only GP, no XP
Code:
/*
  Flel's Healing Nerfs (modified formula by Arres)
    - Heal (NW_S0_Heal)
    - Mass Heal (NW_S0_MasHeal)
    - Harm (NW_S0_Harm)
    - Greater Restore (NW_S0_GrRestore)

    - Healing is capped at                   6 * C + 1d6 * C  or average 9.5 * C
    - Greater restore/harming is capped at   4 * C + 1d6 * C  or average 7.5 * C
    - Mass heal is capped at                 3 * C + 1d6 * C  or average 6.5 * C
       where C = caster level

    - Harm/heal can never bring a creature below 1 HP
*/


-Unholy Editor Arres

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Last edited by SeraphimDeX1DEV on Fri Feb 29, 2008 4:42 pm; edited 3 times in total
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shillow carin
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PostPosted: Thu Feb 28, 2008 12:41 am Reply with quoteBack to top

ok ON HOLD FOR NOW AS the starting point is wrong at the momunt.

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hobbes3k
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PostPosted: Thu Feb 28, 2008 1:11 am Reply with quoteBack to top

I modified the 00matt_fountain and _mod_playerrest so that clicking on the fountain allows X rests (no time restriction). After X rests, the player is unable to rest until he visits the fountain again.

At the moment I decided X = 5. This new rest system is to complement the fast buff rod that will be implemented soon (hopefully).

Now I need the script that sets local variables unpon player login. We no longer need the variable i_TI_LastRest. Now we call a new local variable called restCount.

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coldvoid
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PostPosted: Thu Feb 28, 2008 1:12 am Reply with quoteBack to top

Please increase reboot time to at least 2 hours.
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Eliar
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PostPosted: Thu Feb 28, 2008 2:34 am Reply with quoteBack to top

I don't like your fountain idea, Arres. I would rather the old one than that.

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SnakeZ
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PostPosted: Thu Feb 28, 2008 2:42 am Reply with quoteBack to top

thx for all hard work Smile

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hobbes3k
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PostPosted: Thu Feb 28, 2008 3:06 am Reply with quoteBack to top

Eliar wrote:
I don't like your fountain idea, Arres. I would rather the old one than that.


On CW the fast buff rod was used in conjunction with unlimited rest (no time restrictions). Now unlimited rest would mean we won't need the Fountain of Eternity anymore. But how can we get rid of something so traditional to DeX? Also I didn't like the unlimited rest because sometimes in PvP people could simply run, rest while out of combat, buff up, and then come back and fight. Though we can never take that out (that's what monk builds are for lol), we can "limit" the number of unlimited rest.

But what I *really* didn't like about the 4 hour rest restriction was how it makes all casters leechers when leveling. What's the points of using your spells to hurt the monsters when you can only rest every 4 hours? It's pointless and that's why you rarely see casters level. Most of the time, they just sit back and leech.

Now I'm also planning on scripting transition timers (from CW) to common PvP areas (ie Sweeping Prairies). This will limit how far people can run. Now don't get me wrong; running is perfectly a legit strategy, but running *out* of the maps seem a bit lame to me. Also for the rest limitation, I think I will make it allow more rest at lower levels, like 20 allowable rests from level 1-10, 15 allowable rest level 11-20, etc. Then at level 40 only 3 allowable rests. This will also limit the number of time someone can run away, rest, and rebuff in a war.

I'm also going to make Chud immune to mind-affecting (for obvious reasons). If a caster wants to level, then use your offensive spells! You shouldn't be able to dominate some personal pker/free leech tank (you have other summon spells for that Razz).

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Zerohour150
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PostPosted: Thu Feb 28, 2008 4:21 am Reply with quoteBack to top

hobbes3k wrote:
Eliar wrote:
I don't like your fountain idea, Arres. I would rather the old one than that.


On CW the fast buff rod was used in conjunction with unlimited rest (no time restrictions). Now unlimited rest would mean we won't need the Fountain of Eternity anymore. But how can we get rid of something so traditional to DeX? Also I didn't like the unlimited rest because sometimes in PvP people could simply run, rest while out of combat, buff up, and then come back and fight. Though we can never take that out (that's what monk builds are for lol), we can "limit" the number of unlimited rest.

But what I *really* didn't like about the 4 hour rest restriction was how it makes all casters leechers when leveling. What's the points of using your spells to hurt the monsters when you can only rest every 4 hours? It's pointless and that's why you rarely see casters level. Most of the time, they just sit back and leech.

Now I'm also planning on scripting transition timers (from CW) to common PvP areas (ie Sweeping Prairies). This will limit how far people can run. Now don't get me wrong; running is perfectly a legit strategy, but running *out* of the maps seem a bit lame to me. Also for the rest limitation, I think I will make it allow more rest at lower levels, like 20 allowable rests from level 1-10, 15 allowable rest level 11-20, etc. Then at level 40 only 3 allowable rests. This will also limit the number of time someone can run away, rest, and rebuff in a war.

I'm also going to make Chud immune to mind-affecting (for obvious reasons). If a caster wants to level, then use your offensive spells! You shouldn't be able to dominate some personal pker/free leech tank (you have other summon spells for that Razz).

Wouldn't it be possible to script it so you couldn't transition if there were enemies around?


Granted such a script could have its own drawbacks, and more thought would need to go into spawning.

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Eliar
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PostPosted: Thu Feb 28, 2008 6:40 am Reply with quoteBack to top

Hmm.. seeing mages using spells to level. Sounds like a weird concept to me. That'll be something new. Err.. this post almost sounds sarcastic. It isn't.

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vendetta
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PostPosted: Thu Feb 28, 2008 11:01 am Reply with quoteBack to top

good, chud is ridiculas

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ezramun
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PostPosted: Thu Feb 28, 2008 11:31 am Reply with quoteBack to top

hobbes3k wrote:
Eliar wrote:
I don't like your fountain idea, Arres. I would rather the old one than that.


On CW the fast buff rod was used in conjunction with unlimited rest (no time restrictions). Now unlimited rest would mean we won't need the Fountain of Eternity anymore. But how can we get rid of something so traditional to DeX? Also I didn't like the unlimited rest because sometimes in PvP people could simply run, rest while out of combat, buff up, and then come back and fight. Though we can never take that out (that's what monk builds are for lol), we can "limit" the number of unlimited rest.

But what I *really* didn't like about the 4 hour rest restriction was how it makes all casters leechers when leveling. What's the points of using your spells to hurt the monsters when you can only rest every 4 hours? It's pointless and that's why you rarely see casters level. Most of the time, they just sit back and leech.

Now I'm also planning on scripting transition timers (from CW) to common PvP areas (ie Sweeping Prairies). This will limit how far people can run. Now don't get me wrong; running is perfectly a legit strategy, but running *out* of the maps seem a bit lame to me. Also for the rest limitation, I think I will make it allow more rest at lower levels, like 20 allowable rests from level 1-10, 15 allowable rest level 11-20, etc. Then at level 40 only 3 allowable rests. This will also limit the number of time someone can run away, rest, and rebuff in a war.

I'm also going to make Chud immune to mind-affecting (for obvious reasons). If a caster wants to level, then use your offensive spells! You shouldn't be able to dominate some personal pker/free leech tank (you have other summon spells for that Razz).


i liked our old fontain. we have portscrolls so mages can port to loft and rest.
with X rests its now easy to solo factionboss
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SeraphimDeX1DEV
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Age: 20
Joined: 14 Feb 2008


PostPosted: Thu Feb 28, 2008 12:17 pm Reply with quoteBack to top

good point. I will take into consideration. I wanted to change the timer on it but it would kinda defeat the purpose to give them an amount of rests per fountain visit. Makes it easy to solo just about any boss.

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SeraphimDeX1DEV
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PostPosted: Thu Feb 28, 2008 12:31 pm Reply with quoteBack to top

and DANGT! I thought i moved that stupid start point back. Wow im smart XD. I will have it fixed and up tonight.

Sorry for the delay

Seraphim

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hobbes3k
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PostPosted: Thu Feb 28, 2008 12:49 pm Reply with quoteBack to top

SeraphimDeX1DEV wrote:
good point. I will take into consideration. I wanted to change the timer on it but it would kinda defeat the purpose to give them an amount of rests per fountain visit. Makes it easy to solo just about any boss.


Easy fix. Make the boss area unrestable!

Also this is what I think about the dopk weapons and runes:

Onhit property will be unique and all onhit will only last 1 round. Overdmg *will* be illegal! I will modify Seed's illegal item checker to get rid of overdmg weapons, then I will have to somehow find a way to modify weapons to only have 1 round onhit.

Runes can only be used for non-40s and they will be adjusted to help leveling.

I really hate to see such good code go to waste, and since I am not good at *creating* code (I'm not familiar enogh with NWN objects and functions), I'm afraid once we get rid of it, it'll be gone forever.

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Last edited by hobbes3k on Thu Feb 28, 2008 12:55 pm; edited 1 time in total
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SeraphimDeX1DEV
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Age: 20
Joined: 14 Feb 2008


PostPosted: Thu Feb 28, 2008 12:53 pm Reply with quoteBack to top

wouldnt you ultimately need to make the castles unrestable...well really all they have to do is find a way to get far enough away form the action to port out and rest again. Soooo. We would need to make boss rooms and areas unrestable and really non-portable...The only way out is death kinda thing....

edit: Actually that wouldnt work either because then if you dont die you cant leave lol. Maybe an on death trigger to allow porting? As in on boss death

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