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Old 08-27-2010, 12:35 PM
Reiker Reiker is offline
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Join Date: Oct 2009
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Quote:
Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
Coding it in aside, this would be pretty easy to manually do on a case by case basis in game.

Have someone create a fresh level 1.
Nuke all of the items in their inventory.
#name a_fire_beetle001 (numbers work in pc names just like npc names, they dont display so you could have an army of whatever NPC with the same name)
/be [appropriate syntax for the mob]
#level whatever level
#cast appropriate undispellable gm event buff to tweak stats to match the mob
#setallskill to match the level
Give them a poof-on-death gm event weapon/armor so they can actually hit people

If I get permission to do something like this, I'd be willing to do this once a week or so.

Here were the original patch notes:
http://www.tski.co.jp/baldio/patch/20011107.html
This kind of ruins the fun of the randomness of where you start and what kind of mob you spawn as, though. You'd need to have an NPC that runs a similar script (randomly picks which newbie area you'll start in, gives you illusion, debuff, other stuff). The problem with this is the illusion will need to be given in the zone your monster is in. So possibly an invisible NPC in each "m zone" that somehow detects new "m players" and gives them the correct illusion accordingly. Stormhaven had this, only it was an NPC that gave out random illusions (the code for the NPC is available on the eqemu forums). It could be altered to give a specific illusion based on some serverside-flag your character received when you chose to spawn as a monster.

Now, you could just put an npc in each starting area that does all of this (limited only to new level 1 chars) but that would mean a lot of extra non classic NPCs. The only other way I can think to do it is to be based on some non-classic race/class combo. Such as enabling GoD serverside and making all berserkers start in an obscure part of the world next to a player monster granting NPC. Players still won't be able to access GoD zones but I'm not sure what kind of retroactive effect this will have, such as enabling Luclin models (I didn't suggest Vah Shir since that requires the enabling of the Luclin expansion and Luclin models, or Froglok as that requires LoY which enables maps). I've never really played around with server locked expansions. But say for example you start a ogre/troll/barbarian/dwarf berserker, the spawn point is set to the top of Kurn's Tower (impossible to get there by normal means). You hail an npc and receive your alterations, a script randomly assigns you a zone/monster, you're teleported to the appropriate zone, and an invisible npc in that zone detects your arrival, and illusions you accordingly to your server flag.

Seems like too much work to get "right."

Edit: Forgot one important aspect of this. How will you code the pvp portion of this? As far as I know, there's no way for a player to be set as an NPC (could be wrong, just haven't seen it). So the player monster will have a blue PC player name, sort of ruining the surprise that the mob is being controlled by a player. But then how do you allow other players to attack the player monster? You could have the player monster auto-flag PVP, but then the player would also need to be flagged PVP to attack.
Last edited by Reiker; 08-27-2010 at 12:39 PM..