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Hello,

Due to a large number of requests for an RPG mod, I thought I gave it a try, after a few days of going from 0 to some lua experience, I have something to show, and I will need you help from now on.

First things first, what does it do:

- Add new stats

- Dexterity - Increases the speed for chopping / mining, speed of attack

- Agility - Increases the walking / running speed

- Vitality - Increases the max health

- Stamina - Increases the max hunger

- Strength - Increases the dmg

- Intelligence - Increases the max sanity

- Add level / exp support

- Add quest support

- An NPC will be spawned next to the player for now, this will be used for getting quests.

The quests are taken randomly from all the available quests, based on the player level, you can have only one active quest at any moment.

Strength - Value / 10 is added to the damage, for a STR of 50 -> 5 bonus damage is done when attacking

Dexterity - Value / 10 is removed from the work needed for chopping / mining, DEX - 50 -> Small trees get chopped in one hit, DEX-10 - normal trees get chopped in one hit, DEX-150 - Tall trees get chopped in one hit

Limitations

- Until the animations can be replaced, and somebody creates a new char, the Quest NPC will be Wilson.

- Until animations can be created, no custom items (weapons / armors / helmets ... )

- I know the popup looks ugly, see below why.

I need help in several places

- It would be ideal if the stats are visible somehow (a button somewhere that opens a popup?), if somebody could help, I believe @no_signal has experience with this, I really don't understand to much of the UI code, and I'm to lazy to start.

- Quest ideas, including stories for the quests, with requirements, rewards, level needed for the quest, is it a single time quest....

- For example, you can't leave the world (the adventure portal will not appear) unless you kill 10 deerclops and 30 tree guards, or unless you are level 10 etc

- I need help to balance stuff, meaning how much exp / stats should be given, how much exp is needed for a specific level .... if STR should add armor, if the monster health goes up with the player's level... and any other thing that comes to your mind.

Next a list of experience givers, levels, quests, those are just for testing purpose so don't expect them to make sense or to be complete, especially the quests, where you need to have some skill to write a story. Also the lists are by no means complete or final.

Experience givers

[TABLE=class: outer_border, width: 500, align: left]

[TR]

[TD]Entity[/TD]

[TD]Experience given[/TD]

[/TR]

[TR]

[TD]Flower[/TD]

[TD]0.1[/TD]

[/TR]

[TR]

[TD]Flint[/TD]

[TD]0.2[/TD]

[/TR]

[TR]

[TD]Tree[/TD]

[TD]0.3[/TD]

[/TR]

[TR]

[TD]Spider[/TD]

[TD]1[/TD]

[/TR]

[TR]

[TD]Spider warrior[/TD]

[TD]3[/TD]

[/TR]

[TR]

[TD]Spider queen[/TD]

[TD]5[/TD]

[/TR]

[TR]

[TD]Tree guard[/TD]

[TD]5[/TD]

[/TR]

[TR]

[TD]Deerclops[/TD]

[TD]10[/TD]

[/TR]

[TR]

[TD]Pig[/TD]

[TD]2[/TD]

[/TR]

[/TABLE]

Level thresholds

[TABLE=class: outer_border, width: 500, align: left]

[TR]

[TD]Level[/TD]

[TD]Needed experience[/TD]

[TD]Attributes given[/TD]

[/TR]

[TR]

[TD]Level 1[/TD]

[TD] 40[/TD]

[TD]Agility - 5

Vitality - 3

Dexterity - 1

Stamina - 3

Strength - 5

Intelligence - 3[/TD]

[/TR]

[TR]

[TD]Level 2[/TD]

[TD]90[/TD]

[TD]Agility - 10

Vitality - 5

Dexterity - 3

Stamina - 5

Strength - 10

Intelligence - 5[/TD]

[/TR]

[/TABLE]

Current quests

[TABLE=class: outer_border, width: 500, align: left]

[TR]

[TD]Quest[/TD]

[TD]Needed level[/TD]

[TD]Requirements[/TD]

[TD]Rewards[/TD]

[TD]Multiple[/TD]

[/TR]

[TR]

[TD]Gather wood[/TD]

[TD]0[/TD]

[TD]10 Logs[/TD]

[TD]Dexterity - 1

Experience - 2

Recipe - Boards[/TD]

[TD]Yes[/TD]

[/TR]

[TR]

[TD]Miner[/TD]

[TD]0[/TD]

[TD]10 Rocks[/TD]

[TD]Dexterity - 1

Experience - 2

Recipe - Cut stone[/TD]

[TD]Yes[/TD]

[/TR]

[TR]

[TD]Gather grass[/TD]

[TD]0[/TD]

[TD]10 Grass[/TD]

[TD]Dexterity - 1

Experience - 2

Recipe - Rope[/TD]

[TD]Yes[/TD]

[/TR]

[TR]

[TD]Toothpicks[/TD]

[TD]0[/TD]

[TD]10 Twigs[/TD]

[TD]Dexterity - 1

Experience - 2

Flint- 2[/TD]

[TD]Yes[/TD]

[/TR]

[TR]

[TD]Fashion week[/TD]

[TD]0[/TD]

[TD]10 Flowers[/TD]

[TD]Butterfly - 3

Agility 1[/TD]

[TD]Yes[/TD]

[/TR]

[TR]

[TD]Queen assassination[/TD]

[TD]1[/TD]

[TD]Kill 1 Spider Queen[/TD]

[TD]Strength - 3

Vitality - 5[/TD]

[TD]No[/TD]

[/TR]

[/TABLE]

Also some images from the quest system

Requirements

Rewards

Quest not done

I have not tested with other mods so if you get an error, try to disable the other mods and see how it behaves, also, back up your save before enabling the mod, it does save a lot of data

Project on sourceforge

Edited by RazvanM

Just a completely random thought, perhaps consider increasing the inventory size if you have high strength? One thing I worry about is that the player will just keep accumulating stats, making balance difficult because players play very different amounts of time in worlds - I see people play 100+ days, I never play past 20. Maybe consider lowering all stats to a default over time? An unworked muscle grows weak, an unused mind grows sloppy.

@Heavenfall - True I could lower the stats over time, however it will be against every kind of RPG gameplay I saw :), cool ideea, if enough votes come for this it will get added, as for the inventory size, do you mean increase the number of slots, or the maximum stack size? However you are correct every RPG game is an "who has the most stats" game, that is why I am asking for help regarding balance :(.

@Handsome Matt - I think this is already happening by default. The calculations at least. I could add more values for other items that do not influence the speed, twigs, grass and the amount of them (stack size), nice idea.

Currently I'm working on an experience bar, and god it's hard to show something on screen, s**pid image not showing up.

Also the quest system can help to guide people into the game or to keep them playing a map, first task - collect wood, you get boards, second collect stone you get cut stone, third build a campfire and you get some more exp ... etc. To keep them on map you can't use the teleporter / adventure portal unless you kill one Deerclops and so on..

Edited by RazvanM

[MENTION=26201]no_signal[/MENTION] thank you very much for offering :). Out of boredom I started to make it, I still need to make the quest button so you can see that you have a quest active. The next would be to remake the dialogs, they look ugly with 4 buttons.Bellow is how it will look in game, it is a large image :-??

[MENTION=26201]no_signal[/MENTION] thank you very much for offering :). Out of boredom I started to make it, I still need to make the quest button so you can see that you have a quest active. The next would be to remake the dialogs, they look ugly with 4 buttons.Bellow is how it will look in game, it is a large image :-??

[ATTACH=CONFIG]7752[/ATTACH]

It looks nice.I guess you don't need my help.

No it's not mine lol :D I meant the one already installed on my game and also called RPG.(my installed* RPG mod)

Well in that case, yes, until I get the next version ready, you will have to rename one of them, I suggest renaming mine if you want to, you just have to go to the prefab.xml file and replace the name there also.

Hmm.. This is gonna cause some confusion with my RPG mod :ambivalence:Do I need to rename it ? Or I rename kiopho"s one ?

Were you working on my mod in secret kuki ? :abnormal: [MENTION=23863]RazvanM[/MENTION] but seriousely man, this is gonna be problematic if you keep that name

BTW, I think the agility increasing the walking speed would be a gamebreaking mechanics. Wouldn't you consider it to increase the number of backpacks equipped instead ? The backpack slot would be a drop down menu with 3 or 4 max slots for the backpacks (yeah I used to play WoW, could you tell :p)

Edited by kiopho

BTW, I think the agility increasing the walking speed would be a gamebreaking mechanics. Wouldn't you consider it to increase the number of backpacks equipped instead ? The backpack slot would be a drop down menu with 3 or 4 max slots for the backpacks (yeah I used to play WoW, could you tell :p)

Well the speed is increased very slowly, I mean you have to have ~150 Agility for a doubling of speed, that is why I am thinking of increasing the dmg / range of monsters. You do have a point though, all the stats are game braking if there is nothing to balance them. Regarding the backpack, nice idea, added to the list :).

Update, how about this for an RPG experience (no kiopho, no intention to steal your mod name, however it is what it is, and RPG experience, the mod will have a different name than yours)

(Click for larger)

Posted Image

Aditional mods

- Minimap - no_signal

- Potions mod - @milson - might I suggest saving the value when activating the potion and restoring it when deactivating, and also adding the values to the current value, this will improve the integration with other mods that change the dmg / speed etc. For example don't hardcode the dmg to 30, add 30 to the bonus_dmg and remove 30 when deactivating.

- A few suggestions that I will consider

- Handsome Matt - Reducing speed based on inventory size (and stack count), so if yow are carrying 30 stones you will move slower than carrying 1 stone or 10 grass ....

- Increase the range of damage for monsters (to balance walk / run speed), or even add range abilities to some monsters based on the player level (ice, fire, darts .. etc)

- New monsters (based on existing ones since we can't create anims), for example a Tree of Life (leif) boss .... or a Cerberus (hound) .... etc

@kiopho - Moved the experience bar, did not consider the expanded mega ultra inventory with hyperspace slots :), regarding the NPC, I saw a post with a new ent that I did not even know it existed, so perhaps I could make him the NPC, I already tried and the game refuses to load the animation when loading the map (I can debug spawn him and it works)

Still waiting for you guys to come up with some quests.

Edited by RazvanM

- Potions mod - [MENTION=43228]milson[/MENTION] - might I suggest saving the value when activating the potion and restoring it when deactivating, and also adding the values to the current value, this will improve the integration with other mods that change the dmg / speed etc. For example don't hardcode the dmg to 30, add 30 to the bonus_dmg and remove 30 when deactivating.

Already noticed that and i'll change it in the next version. ^^

[MENTION=23863]RazvanM[/MENTION] I really don't care about the name in the post. I've change mine to "RPG HUD" already just call yours "The Real RPG Experience" that would be really cool (and accurate). I named it that way in the first place because I was working on the same stuff you are but it wasn't going as fast as it should because I'm a newbie in lua scripting. But now that you got it working I see no point in keeping that thread title. I was just worried about conflicts regarding the mod folder name.Also There are many versions for it not only the uper duper 55 slots OMG version.I will add a link to your mod in mine.Cheersedit -- I'll incorporate my other mod "Always on Status" to "RPG HUD" so the new Name of "RPG HUD" would fit better. Check them out, I think they'd both be nice together with yours.

Edited by kiopho

BTW, I can change the folder name to "RPG HUD" aswell so you can get RPG. I see no point in not doing that.edit -- Actually go ahead and take it, I'm gonna update it now.

Thank you, that is really considerate of you, I will also add your mod and see how the integration is working, also If somebody else wants to work on this mod, I can probably make a project somewhere (sourceforge?) and we can work there.

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