User:Kribbel: Difference between revisions

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imported>Kribbel
Farting NPC
imported>Kribbel
add flow charts
 
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* create/draw sprite for NPC or use setOutfit method [DONE with setOutfit, drawn would be better]
* create/draw sprite for NPC or use setOutfit method [DONE with setOutfit, drawn would be better]
* create a house with garden for him to live [DONE]
* create a house with garden for him to live [DONE]
<gallery>
File:Flips_KISS.png|flow chart (simple)
File:Flips_advanced.png|flow chart (advanced)
</gallery>


==== beggar/pauper ====
==== beggar/pauper ====
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==== The Two Old Guys | Farting NPC====
==== The Two Old Guys | Farting NPC====


Two old men sitting on a bench. Names could be Hans and Franz or like in the movie [https://www.imdb.com/title/tt0083109 »The Cabbage Soup«] Claude and Francis. Hans lets regularly one off. Franz comments on that. Franz doesn't want to talk to the player. Hans talks a bit nonsense, talking about stories he doesn't know either or at least won't tell.
Two old men sitting on a bench. Names could be Hans and Franz or like in the movie [https://www.imdb.com/title/tt0083109 »The Cabbage Soup«] Claude and Francis. Hans lets regularly one off. Franz comments on that. Franz doesn't want to talk to the players “What are you standing around here? Go and do hero stuff!” Hans talks a bit nonsense, talking about stories he doesn't know either or at least won't tell.
Every few minutes or so:
Every few minutes or so he farts. And a few seconds later Franz reacts to it like:
*Hans lets one off
*Hans farts that it thunders
*Hans breaks wind
*Hans lets it rip
And a few seconds later:
*Franz retches noisily
*Franz retches noisily
*Franz holds his breath and waves his hand before his face "Eek!"
*Franz holds his breath and waves his hand before his face "Eek!"
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*"Stop eating that dam cabbage soup!"
*"Stop eating that dam cabbage soup!"
*"Could someone cram a cork into his ass, please!"
*"Could someone cram a cork into his ass, please!"
He could also react to the stories. A specific reaction to every story would be reasonable instead of a handful general ones working with all stories and picked randomly.<br />

Claude Conteur is good to go. I still have to figure out Francis' interaction before he could join him.
For a few seconds there should appear a message to the player that comes near or stands near Hans
"The air smells like an old man's fart. Is it magic?"

Hans:
"Oh, hello there."
(No matter which usual trigger (help.job,offer,quest) the player uses, Hans will say the following.)
"Have you ever heard the story of…"
* "…the dwarf that fell into the wishing well?"
* "…the ogre that found a fish pie in a hollow tree?"
* "…the gnome that begged the witch to turn him into a mighty bull elephant?"
* "…the pandas that planned to take over the world?"
* "…the clownfish that together with a surgeon fish searched the whole ocean for his son that got lost?"
* "…the leprechaun that forgot where he had hidden his pot of gold?"
* "…the brave chicken that killed the egg stealing hero?"
* "…the heroes that entered the Deniran Caves and found nothing?"
* "…the soldiers that entered the Semos Dungeon to be never seen again?"
* "…the band of orks from Kotoch that tried to cross the mountains of Ados in the winter?"
* "…the barbarian that dug a tunnel under the ocean?"
* "…the rotten zombie that slept in Ados Swamp?"
* "…the cannibal that had a lemon as his head?"
* "…the hero that learnt flying by reading a do-it-yourself book in the library?"
* "…the amulet that whoever it wore was able to understand the speech of all animals?"
* "…the rise and fall of the rat people's kingdom?"
* "…the assassins that secretly took over the whole Deniran Empire without anybody noticing?"
* "…the hero that became an eternal prisoner to hell's demons?"
* "…the fire elemental and the ice elemental that went on a school exchange programme to each others family?"

*NO -> "Me neither." Hans giggles ---> IDLE
*YES -> "Oh that's great because I forgot it. You should go and write it down." ---> IDLE
*Franz: What are you standing around here? Go and do hero stuff!

'You see an old Deniran citizen sitting on a bench.'
NPCs should always face in one direction and not turn when talking to a player.
??At 0_deniran_city (38,11)&(39,11), bench and more flowers around it??
??or 0_deniran_city_sw (45,11)&(46,11)??
body=0,dress=42,head=0,mouth=3,eyes=5,mask=0,hair=39,hat=0,detail=0
npc.setOutfit(0, 42, 0, 3, 5, 0, 39, 0, 0);
npc.setOutfitColor("dress", Color.GREEN); //needs import java.awt.Color;


=== Maps and areas ===
=== Maps and areas ===
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* Nicklesworth would be the obvious solution. Would also be a level barrier to the players, because they need to go to amazon.
* Nicklesworth would be the obvious solution. Would also be a level barrier to the players, because they need to go to amazon.
* Player would need to translate a few things correctly to Nicklesworth as part of a quest to be able to speak to merpeople under water. That way it is made sure players understand the concept. Communicating with merpeople has to be impossible when the quest isn't finished, although the language may be used correctly. (check of quest slot)
* Player would need to translate a few things correctly to Nicklesworth as part of a quest to be able to speak to merpeople under water. That way it is made sure players understand the concept. Communicating with merpeople has to be impossible when the quest isn't finished, although the language may be used correctly. (check of quest slot)

==== Painting Area ====
“Looks like a young artist did a little painting here.”<br />
Have an area of several tiles of cobblestone/cobbled paving. Tileset of these cobblestones (ground/green_paving.png) needs to be coloured in a couple of basic colours (white, black, red, yellow, blue, orange, green, violet, brown, pink, light blue, light green, plus the already existing greyish one which is used as nothing/uncoloured. This way pixelart can be created in that area as some kind of street art. The idea is that a kid used pavement chalk to colour the cobblestones/cobbled paving, every stone (or it's more every set of stones because they are so small) in one colour. One tile in Tiled would be 4 pixels. The three layers 0_floor, 1_terrain & 2_object can be used but this limits colours to a maximum of three per tile. If the area is properly defined it would be only one layer and four colours possible per tile of course. Players could create their own pieces of art and send them in. The pieces of art should change every few days. The area could be at 0_ados_wall_n south of the DM Arena in the hexagon 97,102 | 97,124 | 126,124 | 126,107 | 111,107 | 111,102 But players would not have to use all the space. This would allow up to 60x46 pixels but excluding 32x10 in the upper right corner. Or 0_ados_city_n 54,126 | 74,126 | 74,103 | 54,103. This would allow up to 42x48 pixels.

Here are two quick monochromatic examples, done by using the other cobblestones from the tileset green_paving.png on layers 1_terrain & 2_object. Collision is used to mark the painting area.
<gallery>
File:Painting_area_1.png
File:Painting_area_2.png
</gallery>
But would anyone – except for maybe me – want to create such paintings?


==== Deniran Museum ====
==== Deniran Museum ====
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Plant creatures and nymphs take revenge for the damage people did south of the river over the decades. The clearing of 0_kalavan_castle_w was the straw that broke the camel's back.
Plant creatures and nymphs take revenge for the damage people did south of the river over the decades. The clearing of 0_kalavan_castle_w was the straw that broke the camel's back.


===== Bank robbery =====
A band of robbers has robbed the bank in Semos. They cracked open all chests and ran off with the contents. Only if all robbers are caught and brought to justice the chests' contents can be returned by the bank management to the players.

The chests in the bank need to point to an empty chest or they should better be not possible to open or even vanish so that players can't put items in the now empty chest which might cause problems when the items return. (Dagobert “I'm so sorry, but your vault is currently inaccessible. I'm told the #FCSI is still processing the scene and securing evidence. Please talk to the detective over there for more information. Please excuse me, I'm still pretty jazzed.” “FCSI? Faiumoni Crime Scene Investigation of course! I'm told they are the best of the best of the best.” Although a CSI would make no sense, when there is already a deadly manhunt going on, does it?)

It needs to be made sure that it's not possible to access the chest in a different bank (Vault, Ados, Nalwor, Deniran, Magic Bank)

Lieutenant Coolumbo (he's so cool, from Royal Faiumoni Police Department = RFPD) supervises the search for the robbers. He's in the bank near entrance and bulletin board. Do we have a trench coat? <br />
There is a “wanted” poster (wanted dead or dead) which shows the robbers (and bounty) and they are ticked off one by one when they are caught/killed (like in Kill Dark Elves). It's assumed that the share of stolen goods is immediately returned to the bank when the robber is killed. <br />
There is a bounty on every robber that is given to the player who kills the robber and divided like XP when several heroes damage the robber. <br />
A shout to all heroes when a robber is caught/killed to inform them. “Lieutenant Coolumbo shouts: Lefty was killed by hero1 and hero4. Good work! There are still four robbers on the loose.”<br />
Admin Sign “Semos Bank was robbed. The robbers are still on the loose. They are armed and extremely dangerous. Contact Lieutenant Coolumbo in Semos Bank for more information.”

The robbers could not act like the usual creature. Their goal is to run away, so they'd not engage the heroes but try to get away from them. They'd be as least as fast as the heroes, which is the maximum speed of 1. They'd all use range attack that reaches at least as far as the longest heroes can use (5?). The robbers could be of different level (not under 50 or even 100) but be pretty tough in general i.e. the Def is clearly higher than that of a normal creature of the same level. They should not appear in or near Semos City, because they'd want to get away from there as fast and wide as possible (and it would be to dangerous for new players, instant death). They could be able to move from map to map and should be smart enough not to get cornered to easily.

* How many robbers? Maybe a dozen. A leader, a deputy, maybe some specialists(chestcracker, explosives expert, doorbreaker/door kicker, headsmasher…), some guys who do the dirtywork(thug)
* What are their names? Every robber receives a name and has his own image on the bulletin board, don't have to be unique though, so they can be identified. Name for the band of robbers (maybe after the leader, like "Dillinger Gang")?
*All Risecia wear a red head scarf/napkin. Those sprites could be used wearing e.g. blue ones.


==== Gathering/Fetching ====
==== Gathering/Fetching ====
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** baby angels eyes
** baby angels eyes


===== Find Santa's reindeer etc. =====
Santa's reindeer (or helpers etc.) ran off (why?), except Rudolf who stays in Semos City and is not a part of this quest. “The commonly cited names of the nine reindeer are Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donner, Blitzen, and Rudolph,…” this means players have to find the eight remaining ones and bring them somewhere save, otherwise Christmas would be at risk. Hurry and save Christmas!

Creatures try to attack the lost like they do with sheep. Only these don't die but run off like cats and appear fully healed at a different place to be found again. Therefore no corpse! Message "x seems to have disappeared. It must have run off really fast."
Teleporting by scrolls with the lost owned should be prohibited, otherwise bringing the lost back would be to trivial. Message:"Its aura prohibits the teleporting of the reindeer." "You can't teleport with the reindeer owned." or something. The lost shouldn't appear in the world all at once, but one by one over a longer time span e.g. 2 weeks. But there doesn't have to be necessarily only one or two in the world at the same time. This is, so the quest can't be over after a few hours. But of course it should be assured that players have enough time to complete the quest. Note: The lost stay at the place where they spawned and don't teleport away like e.g. Rose Leigh all the time. But they will leave the map when they get killed. The lost could make some noise so the players hear when they are on the same map or near them on the same map (like Rengard, who whistles)
Problem: There are so many creatures in the world, that the lost will very soon after they appear in the world appear in an area etc. where aren't any creatures to kill them i.e. a calm city and then stay there. Thus there would be only a low probability to meet them in the wild, because they will die there fast. That's not good. They should only be attacked when owned or were already owned. This would reset after death.

NPCs:
* One NPC that gives the quest and
* one NPC the lost have to be brought to. Can be one and the same NPC. Maybe tigertoes has one or two northpole dwellers that can be used for this.

Buildings:
* a pasture or some interior where the found and brought back can be gathered and the players can see how many are still to be found. Maybe pasture in 0_semos_plains_n at (59,105)-(75,112)

Rewards:
* ???, maybe Santa arrives only after completing this


Other:
* requires new entity that is like sheep and cat in some ways.
* requires a spawner for pet-like entities at random or previously defined places with a delay


==== Other ====
==== Other ====