i am afraid, that you would have to float to the next cross outside of the walls. - the hard life of outlaws, you know?Plus, what if you got pked by a guard, went to the cross then couldn't get back out due to guards?
NPC guards
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- Korm Kormsen
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maybe some did not read what i wrote so i repeat it.
Its impossible to write anything a player in the game can add or delete chars from that "banned persons" list the chars have to use. At least anything that is at least slightly usable. And I will not change the scripts every time if someone bans anyone, to add or delete a character from the list.
Nitram
Its impossible to write anything a player in the game can add or delete chars from that "banned persons" list the chars have to use. At least anything that is at least slightly usable. And I will not change the scripts every time if someone bans anyone, to add or delete a character from the list.
Nitram
- Djironnyma
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that we already have. the item calls Key and the guard calls door.....pharse wrote:Well, but there is a way if you try it the other way around
The guard refuses admission to those who have not a certain item (in a certain slot), e.g. ring, amulet, pell.
But this doesn't really work for 'public' towns like TB, I think.
with the difference that we can simulate 'human error' by randomness etc in a NPC script, e.g. fake papers. But a locked door is a locked door and it is not intended that anyone without the right key is able to unlock it since lockpicking isn't implemented.
Oh and doors can't shout for help or something like that.... a NPC script is much more flexible than using keys...
Oh and doors can't shout for help or something like that.... a NPC script is much more flexible than using keys...
Ok, just had one of my strange variations on how this idea can be done. (Someone tell me if its possible).
Adding a Boolean flag to each character. If TRUE, the person can access town, if FALSE, the person can't. The PC guards can use a script to change this boolean flag on each character.
The NPC guards look for this flag and allow or deny as planned.
Is this possible?
Adding a Boolean flag to each character. If TRUE, the person can access town, if FALSE, the person can't. The PC guards can use a script to change this boolean flag on each character.
The NPC guards look for this flag and allow or deny as planned.
Is this possible?
Let me explain myself more clearly.
From what I can understand of how the client works:
Each Character would have global variables like skillpoints, HP , MP, food ect...
Now, we add another variable to them, lets call it trollsbanetown.
This starts as TRUE (character can enter town).
If the PC guard runs a specific script, he can change trollsbanetown for THAT PARTICULAR CHARACTER to become false.
The NPC guards do not allow characters to enter unless trollsbanetown is TRUE.
Understood?
From what I can understand of how the client works:
Each Character would have global variables like skillpoints, HP , MP, food ect...
Now, we add another variable to them, lets call it trollsbanetown.
This starts as TRUE (character can enter town).
If the PC guard runs a specific script, he can change trollsbanetown for THAT PARTICULAR CHARACTER to become false.
The NPC guards do not allow characters to enter unless trollsbanetown is TRUE.
Understood?
So you wand us to add hardcoded new variables to each character?
So we have to change the following things:
Nothing in the Client
The database character table needs new columns for each town.
The server needs changes in the character manager, in the part that loads and saves the character, and in the main functions are able to change characters. Furthermore new functions are needed to load that variables.
I guess thats done in a few hours, debugged in a few days.
And that stuff for each town that is added or removed. Since I think the other towns have complainments if we offer that only to Trollsbane.
And your "specific script". What script? How should it be controlled. Client changes take a long time to be in the game. Every Client change results in server changes and additions in the protocol.
I guess if you want anything like this in the game within the next few years, it won't be your idea.
And i think it won't be your idea anyway, since changes in the town are impressive hard to do and absolutly unflexible.
Nitram
So we have to change the following things:
Nothing in the Client

The database character table needs new columns for each town.
The server needs changes in the character manager, in the part that loads and saves the character, and in the main functions are able to change characters. Furthermore new functions are needed to load that variables.
I guess thats done in a few hours, debugged in a few days.
And that stuff for each town that is added or removed. Since I think the other towns have complainments if we offer that only to Trollsbane.
And your "specific script". What script? How should it be controlled. Client changes take a long time to be in the game. Every Client change results in server changes and additions in the protocol.
I guess if you want anything like this in the game within the next few years, it won't be your idea.
And i think it won't be your idea anyway, since changes in the town are impressive hard to do and absolutly unflexible.
Nitram
Ok, had a rethink about this, and I thought of a very strange alternative. Again I do not know how the server works, so I shall assume that this is a possible way if getting it to work.
Let us create a (pseudo)skill which we shall call "Trollsbane". This skill does not show on the skill list, so its function as a skill is just as a way to program.
Everyone starts at 0 skill (so nothing 'personal' need to be changed), when a person needs to enter the gate, he USES the guards, which are static items. This creates a skill check, which needs 100% to suceed. Upon failure, the person is teleported into the town; if the person succeeds he isn't allowed to enter town and stays out.
There is only one way to increase the skill, and this is done with a server command similar to the ones the GM use in order to play around with people's skill. The PC guard enters a room (which is locked), and there's a static item (lets call it the "Ban Book"), and in this place a command can be used to change the amount of skill in 'trollsbane' for a certain character number.
If the skill increase isn't just from 0 to 100%, you can have it for example giving only 70% of skill, and there's a random check whether the guards 'recognise' the target.
Is this possible to code without much effort?
Let us create a (pseudo)skill which we shall call "Trollsbane". This skill does not show on the skill list, so its function as a skill is just as a way to program.
Everyone starts at 0 skill (so nothing 'personal' need to be changed), when a person needs to enter the gate, he USES the guards, which are static items. This creates a skill check, which needs 100% to suceed. Upon failure, the person is teleported into the town; if the person succeeds he isn't allowed to enter town and stays out.
There is only one way to increase the skill, and this is done with a server command similar to the ones the GM use in order to play around with people's skill. The PC guard enters a room (which is locked), and there's a static item (lets call it the "Ban Book"), and in this place a command can be used to change the amount of skill in 'trollsbane' for a certain character number.
If the skill increase isn't just from 0 to 100%, you can have it for example giving only 70% of skill, and there's a random check whether the guards 'recognise' the target.
Is this possible to code without much effort?
This is officially my last pseudo-techinical post on this matter.Nitram wrote:nope. Skills lower on death. All skills. You can't avoid that. And we can't change IG Skills of characters who are logged out.
Nitram
1) "Skills Lower on Death": If the guard thing needs say 60% chance to get through, a person with 0% will never trigger the guard, while if you start with 100%, you have a lot of chances to die before your skills get that messed up.
2) "Can't change IG skills of characters who are logged out": Couldn't a script be saved, then trigger when the person logs in? The server already 'knows' when a particular character logs in (online player list), so couldn't it 'save' and wait for that to trigger?
*yawns and goes to eat his breakfast*
That would be really dirty...
Another possibility: When a char is imprisoned or catched and sentenced, he is forced to put on a magical neclace which he can't put off by himself.
A LTE (btw, it means Long Time Effect) is added which saves the banning data for each town. Thus he is 'tagged' as a criminal. So if another town wants to ban him aswell, another value is added to the LTE.
How to put it off etc, the details can be elaborated if this idea is...'accepted'
Another possibility: When a char is imprisoned or catched and sentenced, he is forced to put on a magical neclace which he can't put off by himself.
A LTE (btw, it means Long Time Effect) is added which saves the banning data for each town. Thus he is 'tagged' as a criminal. So if another town wants to ban him aswell, another value is added to the LTE.
How to put it off etc, the details can be elaborated if this idea is...'accepted'
- Avalyon el'Hattarr
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- Avalyon el'Hattarr
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- Taeryon Silverlight
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The thief under the cover of night would have problems getting in since the guards check the only doors. But that doesn't mean that someone can't design a secret passage or something...
As for fighting the way through, its something I wouldn't like to be honest. The town guard NPCs are there to stop people from doing just that. We're talking about town guards, you aren't supposed to be able to kill the guards unless you have some huge army.
Added: @ Taeyron - That would probably fall under 'bribes'
As for fighting the way through, its something I wouldn't like to be honest. The town guard NPCs are there to stop people from doing just that. We're talking about town guards, you aren't supposed to be able to kill the guards unless you have some huge army.
Added: @ Taeyron - That would probably fall under 'bribes'

- Avalyon el'Hattarr
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- Avalyon el'Hattarr
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Dirty way:
When the banned one tries to enter the town, they get teleported to a room then some guards spawned? When the guards all dead, either NPC guard gone, or those who were in the room has their banned lifted for a few hours. The room something like 10 x 10, 1 for each town with a fixed portal at a corner so they can still choose to run away or when they killed the guards and need to get out. When the criminal escaped without killing, the guards in the room are killed just like how the treasure thing works i think. Maybe spawn 1 to 3 guards per criminal, in case they try to break in together.
Just a thought...
When the banned one tries to enter the town, they get teleported to a room then some guards spawned? When the guards all dead, either NPC guard gone, or those who were in the room has their banned lifted for a few hours. The room something like 10 x 10, 1 for each town with a fixed portal at a corner so they can still choose to run away or when they killed the guards and need to get out. When the criminal escaped without killing, the guards in the room are killed just like how the treasure thing works i think. Maybe spawn 1 to 3 guards per criminal, in case they try to break in together.
Just a thought...
- Korm Kormsen
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