Karavan IDEA!!!

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buchacho
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Karavan IDEA!!!

Post by buchacho »

Idea such. During certain time in the world spawn group of characters,
we shall name its caravan!! In the general chat the announcement is given that
the caravan from item X goes to item Y. Players can attack a caravan - but at
an attack and reception from it the premium is given so karma which can remove
certain NPC? Which it is necessary to find, and that it does it for the certain
sum!!! How think it is possible to make it or not?
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DrLecter
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Post by DrLecter »

This is not an HTML contribution, it's a customization discussion. And your translator is a bad thing. Read before post.
Search HERE. Read HERE. Then write.
buchacho
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Post by buchacho »

sorry :wink:
buchacho
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Post by buchacho »

I am not strong in English language... And nevertheless I want to lift a theme again...
As about realization of caravans trading with protected NPC who can prompt even in what direction to do(make) movement 8)
Fulminus
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Post by Fulminus »

If I understand correctly, you said this:
A caravan will spawn and will move from one location to another, carrying some special item. The caravan's spawn will be announced...
Players will be able to find the caravan and can choose to attack it. Upon killing the caravan's NPCs/mobs, the player will be able to get some special item, but will also gain karma.
Then, the player needs to find some NPC in order to clear his Karma.

Is this correct?

Most of this is possible with Jython. However, in order to make the caravan move, special code is needed. You'll need a timer (currently supported with self.addQuestTimer(name, time, npc, None)), some sort of array for the next destination (currently supported), and a way to find all NPCs within the caravan (also supported, though slow...if it's 1 NPC, you can pass it via the parameters; otherwise, you'll need to loop through spawntables or L2World).
Then you'll need code to make those NPCs move (supported via core functions ready for npc and character). Finally, you'll need to add the caravan NPCs in the script in "special" way, so that killing the NPCs adds karma to the player (easily supported with onKill).
For the NPC that the player's talk with (to clear karma, if I understood correctly), you essentially need a dummy quest and use of onTalk.

If you also wish to add the ability for players to protect the caravan against players that try to rob it, this is somewhat supported, as well. It would make things more fun ;) But also more challenging. One thing that is possible is:
Instead of the player gaining Karma onKill, make the player gain karma onAttack. At the same time, register that player for onDeath (so that the quest monitors when that player dies).
Other players can kill this player. Whoever kills him will be passed in onDeath, so you do stuff with him ;)
In onDeath you can clear the karma of the thief, and you can reward some item to the person who caught the thief (special care required to ensure that the thief got caught by a player and didn't just die by a mob/guard).
I guess onAttack you can also save the player's xp so that you give them back after death, if xp loss is a concern :P

I like this idea ;) It can make a neat semi-pvp event ;)
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buchacho
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Post by buchacho »

Yes you have understood correctly...
At present work above event is equal zero, and I doubt that to me in general under force to carry out this idea... As it is not sad sounds 8 (...
Yes it would be not bad to type(collect) defenders to a caravan but then who will want to attack - receiving karma???
I hope that there will be people ready to realize it!!!!
I in turn shall try to apply(put) too on this the hand but as in the programming language I understand not much that I shall apply(put) the feasible help.

Thanks that have responded.. Also have penetrated into my idea.
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Post by Fulminus »

People will still want to attack, even if they receive karma. Here is what I have in mind:
When they attack an NPC, their current karma is stored in a quest variable.
When they reach the NPC where they will receive their rewards, the player's karma will be reset to the value it had at the first attack. So all the karma received by attacking defenders (and other players) during that time, will be wiped.
If the player dies before completing the event, then the karma is instantly reset, again.
A timer can be set to wipe the karma when the event is over.
The same should be done with pk-count.

The only problem with this is exploitability. For example, a player who likes to pk may start the event, kill one of the karavan NPCs. Then the player might go around PKing everybody, and once the event ends, the player will lose all the karma and pk count as if nothing happened.
I'm a joyful, merriful, playful, curious, young, little elf!!! :-)
I'm also a High(tech) Elf, (computer) wiz!
buchacho
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Post by buchacho »

Well in that and an idea that a caravan it is necessary to protect and to not admit(allow) murders NPC.
Problem in realization of idea!!!
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Post by Fulminus »

I like this idea...I'll discuss with some of the players in my server, adjust it a little to make it more likable for them, and I'll probably implement it (though I might be a while, since I'm busy with other things atm).

When I have it ready, I can share. I already mentioned some guiding steps in a previous step, so you can follow that if you wish to implement it, too.
I think the most challenging part will be to make the caravan follow a path and walk from A to B. This is something that we have not yet done, but it is rather important since several guards and mobs *should* patrol areas and move along some mostly circular path. Writing the AI for this event will be beneficial for the implementation of all AI patrols ;)
Alternatively, I think I might just write the AI for a patrolling guard first, then you can copy that for your caravan ;)
I'm a joyful, merriful, playful, curious, young, little elf!!! :-)
I'm also a High(tech) Elf, (computer) wiz!
buchacho
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Post by buchacho »

fulminus wrote:I like this idea...I'll discuss with some of the players in my server, adjust it a little to make it more likable for them, and I'll probably implement it (though I might be a while, since I'm busy with other things atm).

When I have it ready, I can share. I already mentioned some guiding steps in a previous step, so you can follow that if you wish to implement it, too.
I think the most challenging part will be to make the caravan follow a path and walk from A to B. This is something that we have not yet done, but it is rather important since several guards and mobs *should* patrol areas and move along some mostly circular path. Writing the AI for this event will be beneficial for the implementation of all AI patrols ;)
Alternatively, I think I might just write the AI for a patrolling guard first, then you can copy that for your caravan ;)
Yes certainly!!!
I shall be very grateful for your work!!!
I in turn shall start to do(make) NPC for this idea...
I shall create new, and I shall lay out here. To place them I think it will be better in custom_npc base.
As to movement I have thought that it is possible to create the new table in base and there to place points of a transit of a caravan.
Once again thanks
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chuckrobbie
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Post by chuckrobbie »

WOW!
This sounds really cool!
Will you be able to share this? As players get so bored after doing everything (well almost everything)...they need something different to keep their interest up and this could be one of those great events!!

Cheers
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:)

Post by FlexPlex »

Sounds fun, and more like the ideea of the mmorpg Silkroad. :) Will be nice if you will share this :D GL
-= Flex =-
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chuckrobbie
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Post by chuckrobbie »

FlexPlex I doubt if we will see it happen!
Good things are hardly ever shared!
I have even been trying to buy a bug free pack to no avail!
( Just fed up with so many bugs! )
Would be very nice though to see this happen though!
FlexPlex
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:|

Post by FlexPlex »

Yea .. i gotta agree w/ ya chuckrobbie :|
-= Flex =-
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Post by Fulminus »

chuck:
People who work with L2J have the option to not share their code openly, but they will be in violation of the GNU license agreement if they do not share their code upon being asked ;) All things, good or bad, HAVE to be shared upon being asked. Of course, if you wish to "force" someone to share a feature with you, you must also have proof that the said feature is implemented in that person's server.

Finally, buying a bug-free server will never be a possibility. The fact is simple: there exists no such thing...However, if you really want to, you can try giving a couple of billion dollars to NCZ0ft and negotiating with them ;)
I'm a joyful, merriful, playful, curious, young, little elf!!! :-)
I'm also a High(tech) Elf, (computer) wiz!
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