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Posted: Fri Dec 07, 2007 2:57 pm
by Korm Kormsen
Plus, what if you got pked by a guard, went to the cross then couldn't get back out due to guards?
i am afraid, that you would have to float to the next cross outside of the walls. - the hard life of outlaws, you know?

Posted: Fri Dec 07, 2007 3:43 pm
by Llama
AlexRose wrote:Plus, what if you got pked by a guard, went to the cross then couldn't get back out due to guards?
That would make you a prisoner wouldn't i? Go turn yourself in and get locked in jail? :P

Posted: Fri Dec 07, 2007 11:34 pm
by Rosendil
good idea (I only read the first posting ..)

Posted: Fri Dec 07, 2007 11:39 pm
by Nitram
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

Posted: Sat Dec 08, 2007 1:13 pm
by pharse
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.

Posted: Sat Dec 08, 2007 1:16 pm
by Djironnyma
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.
that we already have. the item calls Key and the guard calls door.....

Posted: Sat Dec 08, 2007 1:22 pm
by pharse
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...

Posted: Sat Dec 08, 2007 2:50 pm
by Llama
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?

Posted: Sat Dec 08, 2007 2:53 pm
by Nitram
so if the flag is true the char can access all town.
if false he can't access any char.

Beside if the point that this isn't a really good way the question is. How does a character get such a flag?

Nitram

Posted: Sat Dec 08, 2007 2:58 pm
by Llama
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?

Posted: Sat Dec 08, 2007 3:11 pm
by Nitram
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

Posted: Sat Dec 08, 2007 4:06 pm
by ogerawa
Even if that's done with all the variables (LTE values maybe?). We will need someone to change the scripts whenever new guards came or old guards quits. Cause the script will need to recognize the PC guards.

Posted: Sat Dec 08, 2007 10:03 pm
by Llama
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?

Posted: Sat Dec 08, 2007 10:36 pm
by Nitram
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

Posted: Sun Dec 09, 2007 9:39 am
by Llama
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
This is officially my last pseudo-techinical post on this matter.

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*

Posted: Sun Dec 09, 2007 1:18 pm
by pharse
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'

Posted: Sun Dec 09, 2007 1:32 pm
by Nitram
Good idea, pharse but one problem. This way you can't ban someone who does not want to be banned ( so he runs away, you can't click him and all fails. )

Posted: Sun Dec 09, 2007 1:35 pm
by pharse
yep, I thought of that too....now a mage could paralyse the criminal....
"unconsciousness system" is required, I think.

Posted: Sun Dec 09, 2007 2:55 pm
by Avalyon el'Hattarr
Wait wait.. what with this? so being banned you aren't allowed into the town? what if i want to battle may way in? or enter unseen? :wink:

Posted: Sun Dec 09, 2007 3:47 pm
by Llama
Avalyon el'Hattarr wrote:Wait wait.. what with this? so being banned you aren't allowed into the town? what if i want to battle may way in? or enter unseen? :wink:
That's why you have teleport isn't it? :twisted:

Posted: Sun Dec 09, 2007 3:51 pm
by Avalyon el'Hattarr
let the mages asside, what about a thief that uses the cover of night to infiltrate.. or just a strong figheter that can smash the guards before they can cry for help :wink:

Posted: Sun Dec 09, 2007 3:52 pm
by Taeryon Silverlight
Or a hawt woman that makes them love-drunk

Posted: Sun Dec 09, 2007 3:53 pm
by Llama
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' ;)

Posted: Sun Dec 09, 2007 3:57 pm
by Nitram
NPC Guards would be, as the name says NPC. Now try to attack a NPC like Eliza.

Nitram

( btw: Monsters are NOT npcs, in the technical way Illarion declares them )

Posted: Sun Dec 09, 2007 4:09 pm
by Avalyon el'Hattarr
indeed but what about when they are triggered the npc is deleted (possible?) and replaced with a monster?

Posted: Sun Dec 09, 2007 4:28 pm
by Nitram
Nope. The npc does not realize when he is attacked. Since its not possible to do this.

Posted: Sun Dec 09, 2007 4:50 pm
by Avalyon el'Hattarr
not when attacked, but when a char tagged with "banned" comes in range, etc

Posted: Sun Dec 09, 2007 4:54 pm
by Nitram
Then we can't make sure that the guard attacks the banned one and not somone who passes by randomly ( since you can't controll who is attacked by the monster ) and we can't switch the monster back to the npc when the bad guy left.

Posted: Sun Dec 09, 2007 5:08 pm
by ogerawa
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...

Posted: Sun Dec 09, 2007 5:19 pm
by Korm Kormsen
clean way:
if banned, a char simply does not enter town.
so he needs to find helpers, who go shopping for him.

in that case a ban should be controlled by the staff, that not too much bans are given.