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Author Topic:  Reworking Shops  (Read 532 times)

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Dolfo

« Reply #15 on: 15, November 2022, 19:16:46 »
Spellcasters don't care about weapon level. They only want the extra stats. So this is a big advantage for casting mages and priest, when they can use a level 1 weapon + 7 pow/wisdom. If we go this way, we should at least make this small weapons break faster or giving less parry chances? We can also say, that higher weapons lead to higher spell fumbles. This will keep the market open for low level weapons. We can test parry on weapons, when we increase ac for weapons. Where a dagger grants low ac and long sword grants more ac and a polearm give the most ac. But i would prefer in future to have a real parry logic and a real evade logic, to split this AC evade, AC parry, AC armor.
Don't believe the shit, you hear in mainstream. Believe your own body. Your body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. Man in White don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of your life. You are not the patient, you are their customer. Never forget this!

Shroud

« Reply #16 on: 15, November 2022, 20:57:33 »
Saying spellcasters don't care about weapon level is probably an exaggeration. It's in same way you can say warriors don't care about spell fumble or anything else. If you have plans for mages to turn pow to str etc then weapon level would be quite important. Having said that considering the number of equipment slots it's probably not a huge advantage and spellcasters would be more constrained in other slots since they need to take SF into consideration.
Doesn't matter, you'd die anyway. ;D Shroud's a hacker. After many hours of deep thought I have came to that conclusion.

Dolfo

« Reply #17 on: 15, November 2022, 22:57:50 »
I mean if i play classic mage, i try to find a pow+7 weapon, with luck it is a one handed, so i can also use a shield. I don't care about damage of weapon or level when it has +7 pow. Why you defend spellcasters like your own life?  ;D They are still the most op class to reach level 110, can fight masses and can storm also spell reflecting mobs. Sure in some situations a late game fighter is stronger, but the way to reach 110 with both classes is a different. And fighters need a good weapon, where mages can go without a weapon. Fighter is the class most dependent to items, where mages can train to 110 naked, if you like this fetish.  ;D

So yeah what i have said is, give the mages the most fragile daggers with pow7 and they are lucky, give the fighters the most damage on weapons and they are lucky. So fighters need to find 2handed, where mages can use all onehanded for there pow buff. So its harder for fighter to get good gear.

Currently weapon level is no advantage for mages, if they don't fight close. I would love to find a pow+7 level 1 sword for my char.
« Last Edit: 15, November 2022, 22:59:45 by Dolfo »
Don't believe the shit, you hear in mainstream. Believe your own body. Your body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. Man in White don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of your life. You are not the patient, you are their customer. Never forget this!

Shroud

« Reply #18 on: 16, November 2022, 02:15:44 »
Actually I think the pow+7 weapon is being a bit over exaggerated in importance. If you assume that Robe, Hat, Bracers, Armour, Shoulder, Weapon, Belt, Shield, Leggings, Shoes and Gloves can all be pow+7 the a pow+7 weapon is potentially only 1/11th of possible gain and that assumes nothing from rings and amulets nor guild bonuses. With mage equipment you might also have SF issues in future since currently I think anything with under -5 SF casts everything with ease and considering kaotm gives -50 it's hard to get over. If however spells do have higher SF requirements then mages might need to get a lot pickier with items and might not have leeway to equip +SF items even if it gives high pow.

I'll also add that personally I don't have any issue with it being possible to enchant items so I wouldn't see any issue for a warrior to find a good weapon and then enchant it to +7 str (or whatever you prefer) with enough gold.

In terms of balancing I think best thing to aim for is that 1h Warrior is equivalent to 1h Mage. Then when working out 2h balance you try to work out lost stats through not equipping a shield and transfer that to damage. Same would be done for polearm with some of the stats transferred to defence. This assumes you don't add things like parry etc
Doesn't matter, you'd die anyway. ;D Shroud's a hacker. After many hours of deep thought I have came to that conclusion.

Dolfo

« Reply #19 on: 16, November 2022, 06:21:52 »
Funny. Sure +7 on weapon a mage don't need that much, when he have +7 on all his other items. But:
1. Its still more damage and mana. Could be one spell cast lesser to kill a monster.
2. Tell me a better sword for a classic spell casting mage.
3. This is what i meaned, a mage can go without a weapon, where a fighter is dependent to a good weapon.

This is the reason i thought also of splitting the 3 level 1 daggers to fighter/thief class, mage class, priest class. Like mages run with a kind of spell ritual dagger, priest with a kind of charisma ceremoniel dagger. The smallest dagger is mostly the best weapon for a mage. Classic mages uses daggers or staffs.

But back to topic and to make it easier.
How can we differenciate between a small dagger and a large dagger? Only these 2 weapons. If we find a solution for this problem, we come closer.

It could also be the costs of a weapon and the break factor, like a cheap club is an ideal beginner weapon, cheap to buy, cheap to repair.
« Last Edit: 16, November 2022, 06:23:42 by Dolfo »
Don't believe the shit, you hear in mainstream. Believe your own body. Your body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. Man in White don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of your life. You are not the patient, you are their customer. Never forget this!

Dolfo

« Reply #20 on: 30, November 2022, 01:39:31 »
Silence is also an answer.  :P I exported all the weapons, sort them and noticed, they are somehow balanced, but more a kind of fast and random balance. I put all 1 handed pierce in a npc shop to see their grafics in connection. I tried to sort them by level, by damage and by grafics.


First i would try to order them to level 1,2,3,4... to start the process of ordering. These levels can be later adjusted to higher ranges. I have also noticed, we have a lot of lower impact gear, but at high level impact is the worst. Also we have only 2 polearm impact weapons.  ::)
Don't believe the shit, you hear in mainstream. Believe your own body. Your body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. Man in White don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of your life. You are not the patient, you are their customer. Never forget this!

Dolfo

« Reply #21 on: 30, November 2022, 08:55:46 »
Because of the masses of weapons, i updated npc shop logic. Scripters can now define groups for their shops, working like a kind of filter, showing only special types and subtypes.



Shop script looks now this way.
https://github.com/Kamor/Dolfo/blob/main/maps/planes/human_plane/castle/scripts/wapo.lua
You see a lot of definitions only to handle our normal weapons. I will first focus on armoury shops, as i said above. This is easier to balance, than this ton of weapons.  ::)
Here is the required npc_shop.lua "plugin" scripters normaly not need to touch to make a shop working.
https://github.com/Kamor/Dolfo/blob/main/maps/scripts/npc_shop.lua

You can still build small shops without groups, like before.
« Last Edit: 30, November 2022, 09:04:41 by Dolfo »
Don't believe the shit, you hear in mainstream. Believe your own body. Your body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. Man in White don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of your life. You are not the patient, you are their customer. Never forget this!

Dolfo

« Reply #22 on: 06, December 2022, 06:23:46 »
I have a prototyp of an examine dialog for npc_shop.

This is a pain of work to connect a c function with a lua command. You need to change code at 6 places. New shop only works now with new command player:ExamineItem.
Code: [Select]
local result = player:ExamineItem(ob)
ib:AddMsg(result)
The ExamineItem function can now be extended for better output results, also possible would be a compare with the equipped item. I choosed to build a new small examine_item function, because originally examine logic is to massiv and a pain to use for other things like the originally examine command.
Don't believe the shit, you hear in mainstream. Believe your own body. Your body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. Man in White don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of your life. You are not the patient, you are their customer. Never forget this!

_people_

« Reply #23 on: 06, December 2022, 23:29:26 »
Your progress is looking good :)

Most of the complexity behind adding Lua hooks comes from the fact that it was written as a plugin. On top of that, the plugin system was overhauled when we converted from Python to Lua in 2007 and there are still relics of the old plugin system floating around the code.

The plugin system is perhaps a bit unnecessary. While it does provide some benefits, such as the ability to reload the plugin on the fly (so we could, in theory, fix a bug in the Lua plugin without rebooting the server). In practice, these benefits aren't really used or necessary. I've done some basic testing, but I still don't trust the system is tested thoroughly enough to safely hot-swap the plugin on the fly. On top of that, we have only 1 plugin. I've considered adding MySQL support as a plugin (to enable synchronizing accounts with website features), but MySQL integration isn't at the top of my priority list and it may be better off in the server core rather than a plugin.

I may eventually remove the plugin system and directly link Lua. This would benefit procedural dungeons a bit, since ATM the system needs to support Lua 5.0 (gameserver version), 5.1 (required by the UI framework used to create dungeon templates), and 5.4 (installed on the servers to run the RDG as a separate program).
-- _people_ :)

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