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Messages - Crayne

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16
Shopkeeper / Re: Quest Writing
« on: June 24, 2015, 08:59:43 AM »
It's not a 3-6 quest. Level 6 is quite high. Maybe a 2-4 quest, or if you want to keep damage values high, 3-4
Edited

150 xp for the first challenge seems high, it's a simple test with no bad consequences. 50 or 100 maybe?
The reason I put it that high is because from an OOC perspective it's an important lesson: don't always attack just because you can. But yeah, 100 is fine too. Will edit. :)

Also the 1st challenge could be one that can be continued even if they fail the test, in which case there would be battle with damage, but they follow the next group or something.
Right, so change the failure text and the way I think quests work. ;)

"clearing" lacks a progress parameter
Will add

In general, the progress is not entirely clear. You seem to want it linear, why not use simple +1 everywhere?
I thought all quests are linear. Still not sure how progress works in that respect. When they do a challenge and succeed, it checks whether there's a challenge with the new progress level, if not, it repeats a previous one until they do gain enough progress to advance to the next challenge?

The forest / golem fight - 30 damage is a LOT. It can be done (I've done it in Deathtrap Dungeon), but understand that it really is massive.
Eh, it can go down. I was guessing there.

I don't understand why the clearing fight deals no damage on success. If that's intentional, make the text more clear as to why.
Probably an oversight on my part. Will reread and edit accordingly.

Likewise, why it deals group damage and attribute damage is not clear. Fights usually cause normal damage (in marching order), so the fighters can shield the squishies.
Probably a remnant of a copy/paste action, since this quest contains one challenge more than your Rats example. Will edit.

10 group damage in the end fight will almost certainly kill one or two squishies. Group damage is EVERYONE. On a typical 4-character-party, this is the equivalent of 40-50 normal damage.
Will tone down.

Toughness -4 is just insane. -1 is normal, -2 is serious, -3 I would reserve for dragons and djinns. It will take 6-10 quests to recover that damage!
Let's not do that then. -2 should be enough.

17
Shopkeeper / Re: Quest Writing
« on: June 23, 2015, 10:38:10 AM »
So, I've reworked the story file and including the YAML file for the backend. Some of the values were guesswork, most definitely the one for the trophy. But I'm sure you'll happily edit anything that's amiss. ;)

Code: [Select]
title: The Necromancer's Song
summary: Local priest Father Simeon has sounded the alarm bell as more and more of his crypts seem to be disgorging their occupants.
intro: >
The party meet a shaken Father Simeon at the local tavern, fearful as he is of staying too close to the cemetery next to his small chapel on the outskirts of town. He tells them of strange barely
audible music coming from the forest near to the cemetery, and of the dead who wake and leave their coffins to find its source. They don't seem to be very interested in traditional living dead activities
such as menacing the living, but he can't tolerate the sanctity of the cemetery violated in such a manner. He pleads with the party to find the source of the music and remove it, so that the dead may
rest again.
challenge:
  gates:
    intro: >
    Approaching the cemetery gates, the party is confronted with several living dead attempting to shamble away from their not so final resting places. They ignore the party, intent on shambling past
    towards the woods.
    success: The party correctly assumes they can safely follow from a distance and follow the dead into the forest.
    failure: >
    Attempting to send the living dead back to their graves backfired in the worst manner possible. The dead, putrid though they may be, are victorious.
  forest:
    intro: >
    The forest is dark and foreboding, but then, it always is. In the distance witchfire leaps from stone to stone in some kind of clearing. However, before they get there, they are confronted by a
    tombstone golem. "I smell the stench of life on you," it grumbles and attacks.
    success: >
    The group hastily grabs its weapons and shield, just in time to stop the murderous blows the golem deals. In a war of attrition, they manage to whittle the stone abomination down to a beligerent
    pebble before dispatching it with a final blow.
    failure: With little time to prepare, the group gets hammered by heavy blows. Soon, they find themselves defeated by this stone abomination.
  clearing:
    intro: >
    In the clearing, a hooded figure sits cross-legged, playing a flute made of a dark wood. The assembled dead, hundreds of them by now, stand swaying around the figure. As the party enter the
    clearing, the music stops and the figure pulls back its hood, revealing a gaunt, yet somehow striking feminine face. The woman stands and bows before barking commands in a language that
    makes the party's ears hurt. The dead fix them with their empty stares and advance.
    success: The party manages to wade through the masses of decomposing flesh to confront the figure at the center of it all.
    failure: Overwhelmed by the hordes of living dead, the party's quest ends most abruptly.
  necromancer:
    intro: >
    Her hordes of living dead defeated, the woman stands tall and snarls. Her fingers form complex arcane signs and she starts muttering strange incantations. The party waste no time and attack
    before she can do any damage.
    success: The woman attempts to wreak dark havoc on the party, but to no avail. As the final blow is struck, her dark magic dies with her.
    failure: >
    Too little, too late. As the party attacks, the necromancer unleashes spells that suck the life from her opponents. The party is horrendously defeated, leaving the woman in the woords to her dark
    schemes.
result:
  tpk: Father Simeon waits and waits, not knowing that the woman in the woods has added another few minions to her flock.
  failed: >
  After reporting back to Father Simeon, the party drowns its sorrows in the tavern. It's not long before another party is approached to solve the Father's problem. Perhaps they can succeed where
  this party has failed.
  success: Having subdued the necromancer's apprentice, the party reports back to Father Simeon and receives a token of his appreciation.

Code: [Select]
# Quest: The Necromancer's Song
# written by Ferry Bazelmans <crayne_vamp@hotmail.com>

min_level: 3
max_level: 6
challenges:
 gates:
  level: [0,2]
  progress: 2
  test: [Wisdom, 15]
  success:
   damage: 0
   xp: 150
   gold: 0
  failure:
   damage: 15
 forest:
  level: [2,4]
  progress: 1
  test: [Damage, 20]
  success:
   damage: 15
   xp: 300
   gold: 0
  failure:
   damage: 30
 clearing:
  level: [3,5]
  test:        [Damage, 25]
  success:
   xp:                    100
   gold:                    60
  failure:
   group_damage:        5
   attribute_damage:    [strength, 2]
 necromancer:
  level: [5,8]
  endboss:    true
  trophy:    ["The Necromancer's Flute", 3, 1]
  test:        [Magic, 25]
  success:
   xp:                    400
   gold:                   100
  failure:
   group_damage:        10
   attribute_damage:    [Toughness, 4]

18
Shopkeeper / Re: Quest Writing
« on: June 22, 2015, 04:22:20 PM »
Actually, the first one was from Lappalanch. ;)

I'll rework and provide the YAML file.

19
Shopkeeper / Re: Quest Writing
« on: June 22, 2015, 01:37:37 PM »
So, are you looking for something like this?

Code: [Select]
title: Zombies! Assemble!
summary: Local priest Father Simeon has sounded the alarm bell as more and more of his crypts seem to be disgorging their occupants.
intro: >
The party meet a shaken Father Simeon at the local tavern, fearful as he is of staying too close to the cemetery next to his small chapel on the outskirts of town. He tells them of strange barely
audible music coming from the forest near to the cemetery, and of the dead who wake and leave their coffins to find its source. They don't seem to be very interested in traditional living dead activities
such as menacing the living, but he can't tolerate the sanctity of the cemetery violated in such a manner. He pleads with the party to find the source of the music and remove it, so that the dead may
rest again.
challenge:
  gates:
    intro: >
    Approaching the cemetery gates, the party is confronted with several living dead attempting to shamble away from their not so final resting places. They ignore the party, intent on shambling past
    towards the woods.
    success: The party correctly assumes they can safely follow from a distance and follow the dead into the forest.
    failure: >
    Attempting to send the living dead back to their graves backfired in the worst manner possible. The dead, putrid though they may be, are victorious.
  forest:
    intro: >
    The forest is dark and foreboding, but then, it always is. In the distance witchfire leaps from stone to stone in some kind of clearing. However, before they get there, they are confronted by a
    tombstone golem. "I smell the stench of life on you," it grumbles and attacks.
    success: >
    The group hastily grabs its weapons and shield, just in time to stop the murderous blows the golem deals. In a war of attrition, they manage to whittle the stone abomination down to a beligerent
    pebble before dispatching it with a final blow.
    failure: With little time to prepare, the group gets hammered by heavy blows. Soon, they find themselves defeated by this stone abomination.
  clearing:
    intro: >
    In the clearing, a hooded figure sits cross-legged, playing a flute made of a dark wood. The assembled dead, hundreds of them by now, stand swaying around the figure. As the party enter the
    clearing, the music stops and the figure pulls back its hood, revealing a gaunt, yet somehow striking feminine face. The woman stands and bows before barking commands in a language that
    makes the party's ears hurt. The dead fix them with their empty stares and advance.
    success: The party manages to wade through the masses of decomposing flesh to confront the figure at the center of it all.
    failure: Overwhelmed by the hordes of living dead, the party's quest ends most abruptly.
  necromancer:
    intro: >
    Her hordes of living dead defeated, the woman stands tall and snarls. Her fingers form complex arcane signs and she starts muttering strange incantations. The party waste no time and attack
    before she can do any damage.
    success: The woman attempts to wreak dark havoc on the party, but to no avail. As the final blow is struck, her dark magic dies with her.
    failure: >
    Too little, too late. As the party attacks, the necromancer unleashes spells that suck the life from her opponents. The party is horrendously defeated, leaving the woman in the woords to her dark
    schemes.
result:
  tpk: Father Simeon waits and waits, not knowing that the woman in the woods has added another few minions to her flock.
  failed: >
  After reporting back to Father Simeon, the party drowns its sorrows in the tavern. It's not long before another party is approached to solve the Father's problem. Perhaps they can succeed where
  this party has failed.
  success: Having subdued the necromancer's apprentice, the party reports back to Father Simeon and receives a token of his appreciation.

Edit: input linebreak markers and rewrote failure texts.

20
Shopkeeper / Re: Heroes of Westhaven
« on: June 22, 2015, 12:04:29 PM »
Damn it... Not a single party visited my shop. Arhg...

Me neither, but since I don't actually have any inventory...you know... ;)

21
Shopkeeper / Re: Heroes of Westhaven
« on: June 21, 2015, 07:30:53 PM »
Have you also "checked" the shop key? I had mine set but not checked which caused issues.

Damn, that was it. I hadn't noticed that it said I had an unchecked key set. :| It's now working fine, thanks!

22
Shopkeeper / Re: Heroes of Westhaven
« on: June 21, 2015, 03:09:32 PM »
That is very, very strange. Which browser do you use? Can you check which cookies it has stored for the shopkeeper.lemuria.org domain?

It might be an issue with mobile browsers, as I've tried on both Chrome and Firefox for Android, but both give me the error. Not sure I can see exactly which cookies were set.

23
Shopkeeper / Re: Heroes of Westhaven
« on: June 21, 2015, 12:28:24 PM »
Now it's giving me a 403 error. The login page still says it has my shop key set though. No plugins that are blocking the site or cookies from the site. Weird.

24
Shopkeeper / Re: Heroes of Westhaven
« on: June 21, 2015, 07:34:17 AM »
Maybe you missed that you need to go to the account page now and log in first? Or maybe you have cookies disabled?

No, the key's been set and cookies are enabled...

25
Shopkeeper / Re: Heroes of Westhaven
« on: June 20, 2015, 10:44:54 PM »
I've had some (when I tried to sell an item for 0 gold to someone, but that was a while ago). Give the info of what you're doing when it happens so Tom can address it if it needs addressing :)

Loading the selling page. ;)

26
Shopkeeper / Re: Heroes of Westhaven
« on: June 20, 2015, 09:43:45 PM »
He stopped playing D&D because Shadowrun is more interesting. :-)

So what we need is a persistent world Shadowrun game to brjng him back? Check.

Also, is anyone else getting 500 Internal Server errors?

27
Shopkeeper / Re: Heroes of Westhaven
« on: June 18, 2015, 04:09:23 PM »
Yeah, similar.

The basic idea is that customer loyalty you can get by making your customers *happy*. But reputation you get if your customers are successful and talk about it.

Which then makes it more likely for new parties to choose your shop, I suppose?

28
Shopkeeper / Re: Idea: Item Parts
« on: June 15, 2015, 12:41:38 PM »
Once the range of attributes that can be influenced by items is sufficiently large and diverse, random generation of rare items with attribute adjustments would give shops unexpected things to bid on, or buy.

I like the idea of trophies though, as a boost to a shop's reputation (come see the minotaur's huge...head at Solid Simon's ;)).

29
Shopkeeper / Re: Dev Log
« on: June 11, 2015, 03:25:28 PM »
There's now buying, selling and section buying available on that web client. Meaning you do most things without me. :-)

Thanks, Tom. Just tested it and it's working like a charm. One thing I did notice is that the dropdown isn't updated when you run out of stuff. So if I have 1 Healing Potion and I sell it, I wouldn't expect it to return in the dropdown once the page refreshes. I'm assuming the SQL populating the dropdown doesn't have the relevant WHERE clause. :)

30
Shopkeeper / Re: Heroes of Westhaven
« on: June 10, 2015, 12:34:00 PM »
There are characters with 2 staves. All characters can duel wield, all weapons are duel wieldable.

That answers that then. :)

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