maped thread - now even more difficult to use than ever

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Re: maped thread - now even more difficult to use than ever

Postby dirtyking » Tue Jan 22, 2019 4:01 pm

Is there a way to turn a tile sideways in mapped?

Is there a switch that can active the spawn of monsters like a boobie trap?
Kinda like a presser plate so rogues even invisible might set off if skill isn’t high enough ,
Or no matter what it goes off n not worrie about skill stuff if it’s too complicated,

Can someone make a ballron boss for my meat map ,
- balron at 100%, hybrid balron/demon @ 75%,demon/shadow @ 50%, & balron/shadow @25%
- can you make it spawn not summon a ring of Demons when at 3/4 hp
- spawn ring of shadow warriors at 1/2 hp
- spawn ring of shadow mages at 1/4 hp
- can’t take damage untill each round of spawns has been killed

Can we get heroic and epic on my map ?

How would I get a quest in my map , npc at the beginning that asks you to kill blood lords n bring him 10 skulls as proof , npc could even give quest for killing the boss after saying now you are worthy to kill him
After killing the bl’s, maybe first quest is kill 25 blood warriors , let me know what you guys think
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Re: maped thread - now even more difficult to use than ever

Postby LordMortiferus » Thu Jan 24, 2019 4:50 am

Hi DK,

1) You cannot turn tiles to my knowledge.

2) You can spawn/summon mobs via a script triggered by a stp-feature. Within that script you can define the skill threshold needed to trigger the trap.

3) To my knowledge everything you spawn with:
Code: Select all
Monster * spawn_near_id(int code, int id, bool no_fov_update=false);
Monster * spawn_at(int code, int x, int y, int z, bool no_fov_update=false);
Monster * spawn_near(int code, int x, int y, int z, bool no_fov_update=false);

can be banished unless you make the monster immune to magic by setting the MR to 9999(?). EDIT: I am not so sure about this anymore.
Changing sprites and spawning mobs is not really complicated. I think the Titan scripted by Ched has a feature similar to you last point about the damage.

4) technically you can set a lxy-feature to open a heroic/epic instance.
value = -maplevel (that is your starting maplevel multiplied by -1)
item = 0
dx = 1
dy = -1
text = spawnerEpic
text = spawnerHeroic
Furthermore, all connected maplevels have to be added to \sdat\mapsets.txt

or portal-fea:
value = -maplevel
dx = 1
dy = -1
text = spawnerEpic

5) no idea
Last edited by LordMortiferus on Sat Jan 26, 2019 5:31 pm, edited 2 times in total.
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Re: maped thread - now even more difficult to use than ever

Postby LordMortiferus » Thu Jan 24, 2019 6:03 am

Code: Select all
function dk_boss(m)
   m.heartbeat_func="dk_boss_actions"
end

function dk_boss_actions(m)
 
 if m.code == 0x4220357 then return end -- we can skip the rest if the last boss stage is reached
 
   hp = m:get_hp_max()

   if m.code == 0x220 then
      if m.hp < hp * 0.75 then
         m.code = 0x4220219 -- Balron/Daemon
         local radius = 4
         local angle = 45
         for i=0,360-angle,angle do
            local xx = math.ceil((radius*math.cos(math.rad(i)))-0.5) + m.x
            local yy = math.ceil((radius*math.sin(math.rad(i)))-0.5) + m.y
            mc = spawn_at(0x219, xx, yy, m.map_level, false) -- Daemons
         end
         update_everyones_fov(m)
      end
   elseif m.code == 0x4220219 then
      if m.hp < hp * 0.5 then
         m.code = 0x4219357 --Daemon/Shadow
         local radius = 4
         local angle = 45
         for i=0,360-angle,angle do
            local xx = math.ceil((radius*math.cos(math.rad(i)))-0.5) + m.x
            local yy = math.ceil((radius*math.sin(math.rad(i)))-0.5) + m.y
            mc = spawn_at(0x259, xx, yy, m.map_level, false) -- shadow warrior
         end
         update_everyones_fov(m)
      end
   elseif m.code == 0x4219357 then
      if m.hp < hp * 0.25 then
         m.code = 0x4220357 -- Balron/Shadow
         local radius = 4
         local angle = 45
         for i=0,360-angle,angle do
            local xx = math.ceil((radius*math.cos(math.rad(i)))-0.5) + m.x
            local yy = math.ceil((radius*math.sin(math.rad(i)))-0.5) + m.y
            mc = spawn_at(0x258, xx, yy, m.map_level, false)
         end
         update_everyones_fov(m)
      end   
   end
end


That should cover the easy part of you boss script. How to make the boss immune to damage while the spawns are still alive is beyond me.
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Re: maped thread - now even more difficult to use than ever

Postby Chedich » Thu Jan 24, 2019 10:07 am

You could store a counter on the boss and have the heartbeat function reset the hp to whatever value it's supposed to be while it's non-zero. Attach script to the spawns for when the spawns die that decrease the counter. You might want to store a pointer to the boss on the spawns as well for easy access and not have to iterate through the map to find the boss.
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Re: maped thread - now even more difficult to use than ever

Postby LordMortiferus » Fri Jan 25, 2019 1:58 am

Sounds so easy when Ched explains it.
Anyway - what is the enum for the security skill? SK_TRAPS seems obsolete and SK_SECURITY does not work for me.
Code: Select all
function cc_traps(id,x,y,z)
   map = get_map_ptr(z)
   local val=map:get_feat_val(x, y)
   if val == 0 then return end
   tspawn = {0x220,0x230,0x234,0x23a,0x258,0x259,0x278,0x348,0x349,0x34a,0x34c,0x34f,0x350,0x355,0x357}
   --p = get_sent_ptr(id)
   --trp = p:get_skill(SK_SECURITY) -- does not work
   --if trp < 50 then
      m = spawn_near(get_random_element(tspawn), x, y, z, false)
      simple_send_event(m.id,EVENT_MAGIC,0x12,m.x,m.y)
   --else
      --local_msg(p, string.format("You disabled a trap!"))
   --end
   map:set_feat_val(x,y,0)
end


Edit: Monster is spawned randomly from an array "tspawn"
Edit: added some sort of special FX.
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Re: maped thread - now even more difficult to use than ever

Postby dirtyking » Thu Jan 31, 2019 7:48 am

Sounds cool, egg? What you think?
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Re: maped thread - now even more difficult to use than ever

Postby dirtyking » Wed Feb 13, 2019 1:24 am

^?
Do I have to put something in the script part to change the hp ?
I like to put weaker spawns in n make them worth as much as dragons to fight ,
Wasn’t sure if there was an easy way to just buff or change the stats on the spawn s
So mages n warriors could swap av maybe too ?
Like if I pick ice dragons spawn n then click on it n change the picture number would it still attack like a dragon with ice dragon moves still?

Or just give ice wind or flame wind to spawns?
Not sure what els atm thanks for any help
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Re: maped thread - now even more difficult to use than ever

Postby LordMortiferus » Wed Feb 13, 2019 1:55 am

Hi dk,

#1: for changing monster stats I recommend you have a look at rusty's tutorial: http://euotopia.com/manual/index.php/Rusty%27s_Guide_to_Basic_Scripting_with_LUA. This tutorial covers avatars and spells as well.
Furthermore, you can use the function scaleCreature(m, c, qBump), were m is the monster pointer, c the scale factor and qBump the treasure increase. E.g. heroic spawner is:
Code: Select all
scaleCreature(m, 3, 4)

and epic spawner is:
Code: Select all
scaleCreature(m, 5, 6)


#2: you cannot change the avatar of a spawner in maped by changing its code. E.g. when you change the code of a goblin (200) to 201 the spawner will spawn a regular orc. Again you have to do it by script.
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Re: maped thread - now even more difficult to use than ever

Postby dirtyking » Sat Mar 16, 2019 6:56 pm

Could the hades (meat map) I made go back to -continent map
so you can ride mounts or bats n drakes or carpet etc.
(was supposed to be a unique aspect, )
Also was ment for looping (semi hard to loop a certain area when it doesn’t respawn )

Move it to the end of pendragon (would fix the last line) where it was designed
to finish the un renovated area , n there would still be an instant when u went in heroic part of
Pendragon, best of both worlds

Allow blink please n thank you
(always hated maps with no blink )
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Re: maped thread - now even more difficult to use than ever

Postby Keighn » Sun Mar 17, 2019 12:07 am

Based on the mob type and concentration of mobs this map shouldn’t be on New Sosaria but on Maoendir. There’s a little pocket area in Blood Moor that was supposed to have a link. Stick it there or some area in COS or Brownthorne’s castle. The map just doesn’t belong in a newb area. I can tell it’s a map for harvesting meat and upper tier players shouldn’t complain if it’s in a more obscure location. Imho.


Anyway, how about a multi-grab option for stacks like when you drop items (the ctrl D). Maybe use the same thing ctrl D when getting and there's a huge stack of items. This way you can grab 10 select items in the stack rather than just 1.

I'll write up my idea on objects that are searchable as I like the concept on the ladder but obviously on other servers the items found needs to be more of the mundane rather than magic items, codex, and wots. I wouldn't mind seeing the coding of each of the objects in the code section on the forums.
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Re: maped thread - now even more difficult to use than ever

Postby Keighn » Sun Mar 17, 2019 3:45 am

Just a quick idea rundown on searchable furniture, and tiles:

Tiles -
bollard - rope

some rocks - ore

graves - maybe unearths undead in addition to bones, corpse, skull

Cactus - water

bones - skull, bones,

cow skull - skull

Dead tree - woodsman axe, axe weapon (tint possible), maybe a magic low +1-3)

Keg - use jar or flask for random brew (similar to how you milk a cow)

Altar - random necro weapon (non magical), vial, vial of blood

Dresser - random jewelry, potion, usable,

a Chest of drawers - random clothing article cloth, leather, belt, girdle, stash of gold, jewelry, gems, keys.

a jug on table - water, milk, random dust, spices, w/e.

Well - search maybe use fishing rod to get a gold coin, activate well wish blessing of some sort (maybe increases luck to find loot or random benefit)

potted plant (skull key, lock pick, probe)

rubbish bin, random any mundane object

stove (pan, baking dish, random prepared food via cooking), bread

anvil (random regular armor, random weapon, smith hammer, armorer hammer

bellows - leather, brass sheet, (stuff to patch the bellows)

book cases - random scroll, rarity random book

shelf - random potion, spices, salt, flour, oil, sugar, water,

table - random tool like saw, shovel, sewing kit, fishing rod, etc.

tree - apple, olive,

mirror random saying - Damn I'm looking good or some shit. You don't look so great. "Fetch" monster or bloody Mary comes and attacks you. Maybe a random possibility to a gateway world

items -
Brazier - smelting tongs, random ore, ingot, gold nugget

fountain (empty, or full via search) - maybe find coins

box - random treasure from gems, gold, to armor, weapons, or usable tools

alchemy bench - vial, flask, random reagents, alembic, mortar pestle

plant - flower, or plantable food, seeds

book stand - quil, random scroll, very rare a book, map,


==============
Activate Skullthorpes Keep to work on pd and ng (SJ says it isn't working on pd.

Reactivate Collapsible mines but maybe add ways to shore up the mine (it was always a fun thing to mess around in. Maybe include some mountains in there for regular mining.
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Re: maped thread - now even more difficult to use than ever

Postby eggmceye » Mon Mar 18, 2019 5:32 pm

imagine euo was a game about searching tiles

re cactus: wait till you see my bong quest :nightshade:
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Re: maped thread - now even more difficult to use than ever

Postby Keighn » Tue Mar 19, 2019 10:33 am

Search
Activate
Look

Oh I suppose the engine could casting spells at puzzles objects
Attacking with sword
Take
Drop

Password
Speaking something ancient
We don’t use the runic alphabet much.

Nimquizatl w/e Dungeon certainly has a few puzzles.

I’m looking at this more from a newb or rpg eye or trying to. The major tend I see is grinding harder and mobs, gaining Uber lewt, and getting uniques others don’t have to impress others. And there’s pvp but honestly you only have a handful of players and mostly just one clan so pvp isn’t all that epic since old blood only periodically appears.

The man mini games, card game, eggs, ears, dailies help divert from grinding.

In the past I tried to organize new adventuring groups from lvl 1 in an ongoing campaign. Getting 5 player some 8 years ago was hard enough but now, nigh impossible. You can either meta-game; knowing the content of the game you explored on other alts or Role-play entirely from a newb perspective generally utilizing an exploratory mindset.

The game works for what it does as it ever-evolves and it offers an open world sandbox rather than a railroad Choo-choo-train like various MMORPGs. That’s a great thing. So a salute to EUO for that. :aus:
ZUPS!!!!
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Re: maped thread - now even more difficult to use than ever

Postby eggmceye » Sat Jul 06, 2019 8:34 am

Maped additions (maped v111):
* when editing terrain, holding shift will preserve the tile underneath when placing a new tile
* when click mob in spawner pallete basic stats are shown in the msg window
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