[RECONSIDER]Archery Targets

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Llama
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[RECONSIDER]Archery Targets

Post by Llama »

These are two suggestions for 'static' items which can be bought for a building.

One of them aims at helping archers practice, while the other is to help them compare skills.

Archery Practice Target

Archers are already at a disadvantage to other fighters, because not only must they lose money to obtain their arrows, but also because they can't duel with other fighters ((Its frowned upon that you shoot arrows at a person, looks ugly)).

Buying the Archery Practice Target for your building will allow archers to train on it. The skill increase isn't as fast as attacking an NPC (should be a replacement for skeletons in terms of skill gain).

In reality, the target will be an unmoving NPC with invunerable health which can be shot at in order to gain experience. Obviously there needs to be a way to make sure that melee` fighters don't use it.

Archery Contest Target

This is another static object. When attacked, it makes a caclulation based on (25% random), the skill of the archer, the distance from the target, and the relative attribute. It then 'speaks' a number from 0 to 100.

Obviously, this represents an archery target being shot at :

"The arrow hits the target and strikes very near to the bullseye (75%)"
"The arrow misses the target completely (0-15%)"
"The arrow hits the target, hitting the bullseye (95-100%)"

This would allow archery contests to be held, similar to how duelling contests between fighters take place.
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Nitram
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Post by Nitram »

That was proposed too often allready. Those targets are not possible.

Reasons are simple. You can't attack items, you can't attack npcs. You can only attack monsters, but you can't stop monsters moving.

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Lord Arcia
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Post by Lord Arcia »

Then put the monster in an enclosed area where they can't move. (Because of physical barriers) Make the range more than 2 tiles, as to bar melee fighters from just skilling the thing. Give the monster infinite health. IDK, sounds very possible to me.
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Post by Llama »

(And give it maxed out magic resistance or some mage will move it from there)...
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Post by Pellandria »

Anyone remember the tournement, there was an npc target, as soon as you shoot on him we got the message "arrow hit the third ring, player gets 3 points" or something..
An for meele figthers won't abuse it, just make water tiles around it, but guess this would only be possible for a archer trainings camp or something.
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Post by AlexRose »

Hadrian_Abela wrote:(And give it maxed out magic resistance or some mage will move it from there)...
Better idea. Make it like:

WWWWWWWWWW
WHHHHHHHHHHHW
WHHHHHHHHHHHW
WHHHHHHHHHHHW
WHHHHHTHHHHHW
WHHHHHHHHHHHW
WHHHHHHHHHHHW
WHHHHHHHHHHHW

Code: Select all

                  E
                  ^
                  |
            N<----+---->S              
                  |
                  v
                  W

H=hedge W=wall T=Target,

This way to blow the target out would be a rule break, as you're not allowed to blow it through a wall and you can't target it anywhere else. Fighters can't attack it, mages can attack it but it has high resistance and infinite hp so this is irrelevant. Archers can hit it.
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Llama
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Post by Llama »

O_o

Alex, an ARCHERY range, not a garden full of hedges with a thingy in the middle...
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Post by AlexRose »

Baiyan Trading Company
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Post by Baiyan Trading Company »

Sounds/Looks cool.
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Post by Nitram »

At the tournament a script was used that was wrote in special for a target that was placed at one single special location on the map. Its not possible to create this in a way that it works where ever you build such a thing.

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Post by Baiyan Trading Company »

If you do it like Will said, you could just put four different monsters (f.e. Mummy, Skeleton, Spider, Bee) with infinite health into that cells. That shouldn't be a problem.
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Post by Nitram »

Of cause its no problem!

We just put some monsters ( that looks allready extremly ugly ) into a area of some hedges, give them infinite health ( what requires changes in the fighting system, every magic spell script that causes damage and in every other script that causes damage in any way.

Then there is a way needed to set the monster up after a nuke or a server restart.

And after this, of cause there is a huge part missing for fighting system that makes the shooting on that targets possible. At the tournament that was done easy. But that easy way, causes as result that there is no skillgain if you shoot at this targets.
That needs to be changed to.

So please, never say "that shouldn't be a problem" if you know nothing about the technologie behind.

At the end:
There are MUCH more importaint things to do then this.
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AlexRose
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Post by AlexRose »

Just make the monsters spawn there, give them 1000 con and will, maxed out magic resistance, give it some dodge and dex so you can miss.

As for the graphics, agreed that skeletons in the middle would look silly, although "5 POINTS IF YOU HIT THE HEAD" :P
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Kaila Galathil Travinus
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Post by Kaila Galathil Travinus »

I would just be happy if occasionally while shooting at a target 3-4 arrows aren't used for one shot, which has happened ever since the craft change. Is anyone else using arrows, and has noticed this?
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Mr. Cromwell
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Post by Mr. Cromwell »

Let's just have practice arrows instead.

Wooden tipped ones that are extremely inexpensive but do very (very) little damage. Let's say you could have.. ~10 from 1 log, or something like that.

If it's possible, then make the arrows only give skill to a certain point (dunno if it is).
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Korm Kormsen
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Post by Korm Kormsen »

what about shooting at pigs and/or sheep?
does that give skillgain?
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Richard Cypher
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Post by Richard Cypher »

Korm Kormsen wrote:what about shooting at pigs and/or sheep?
does that give skillgain?
Yes, you do get skill gain and is good probably until lvl. 10 but after that it would take ridiculous amounts of time and I am a person who is too lazy for that sort of work.
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Post by Executor »

Just make a small island with an everspawning "target npc" Doesnt matter if it dies if it respawns quickly.
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Korm Kormsen
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Post by Korm Kormsen »

until lvl. 10
hmmm.... i haven't got the slightest idea, what level 10 means in colours....
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Richard Cypher
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Post by Richard Cypher »

Korm Kormsen wrote:
until lvl. 10
hmmm.... i haven't got the slightest idea, what level 10 means in colours....
well actually higher than lvl 10 there good for arrows until light greenish, and you can keep going higher but after that it really isnt worht your time
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Korm Kormsen
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Post by Korm Kormsen »

thanks
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Post by Baiyan Trading Company »

"level 10" (I think you mean 10%) isn't even really light blue.
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