User:Kribbel

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Character

kribbel
Age: 2392.22
Level: 597
XP: 2147483645
Atk: 94
Def: 115
Hp: 5940

"https://mastodon.social/@kribbel"

T Raid

On July 4th 2021 I took part in defending Jenny and her windmill against evil attackers.

The hint on the website and the received messages during the raid:

Server Compromise 2021-07-02
2021-07-04
When people of Faiumoni woke up on July, 4th they felt something was odd. The scientists of the royal academy of astronomy later confirmed their feelings. From their regular observations of the stars they derived that somehow several days had gone missing.

For what is known, people went to bed on July, 2nd only to wake up two days later with great thirst and hunger. So far there is nobody to be found who can tell what happened during that missing time. The reason for this incident is yet unknown.

Even the famous psychic Lovena is not able shed any light on things. All she is able to tell is that she senses the letter "t".

People are concerned. All hope this is not an omen for even worse and stranger things to happen tonight. 



19:02:12 <postman> Jenny shouts: I am hearing sounds from monsters in the far distances. I hope they will not show up here at the farm in an hour! 
19:30:01 <postman> Jenny shouts: I am hearing sounds from monsters in the distance and they are getting closer. I fear they could be here in less than 30 minutes. 
19:54:55 <postman> Possessed Orc shouts: ...t... 
19:58:26 <postman> Jenny shouts: Help! Help! Here are trolls and orcs and who knows what! 
19:59:19 <postman> Jenny shouts: Help! We need help. Lots of monsters at the windmill northeasy of semos city. 
20:03:43 <postman> Jenny shouts: Please help us fight those giant creatures at the windmill. 
20:03:57 <postman> Possessed Giant shouts: ...t...
20:39:51 <postman> Jenny shouts: Oh good, this is a huge, gigantic skeleton. 
20:40:11 <postman> Possessed Gashadokuro shouts: ...t... 
21:00:14 <postman> Jenny shouts: Those were some scary creatures. Giant sekeltons, golden deaths, dark archangels. I hope I will never see such abomination again.


Ideas

NPCs

Retired entertainer

Maybe you can meet Flips in Kirdneh sometime

NPC who tells the player a random joke if he gives him a beer. Placed in Kirdneh because one doesn't know what to do with the beers from clurichauns anyway.

  • gather at least 50 better 100 jokes that fit in the game and in the best case use players, npcs, creatures and places of the game. More at User:Kribbel/Texts
  • dialogs for NPC [DONE but needs check from so. with better english skills]
  • create a NPC codewise (talking, taking beer, random joke selection)
  • create/draw sprite for NPC or use setOutfit method [DONE with setOutfit, drawn would be better]
  • create a house with garden for him to live [DONE]

beggar/pauper

NPC in a city (Deniran, Ados) who sits or stands at some place players often walk by – near a bank or a NPC who gives a repeatable quest. The NPC has a hat lying in front of him/her waiting for someone to put a coin or more in it. The NPC could be a disabled person or war-disabled, maybe without legs (Eddie Murphy at the beginning of »Trading Places«). If players put money in the hat they receive 1 karma once a day or every 16h. The player could see a message like:"After doing a good deed you feel a little more fortunate." The money should not vanish after 10 minutes as usual but accumulate in the hat up to a certain amount (50 coins). And players should be able to see the money and take it out of the hat. But this would lead to a great loss of karma – 100 karma or so. The player could see a message like:"After stealing from the poor you can feel your luck running out." Other items should behave as usual (no karma, no penalty for taking, vanishing after 10 minutes) or it will be impossible to put them there. The pink areas that block movement but allow placement of items could be good for the hat. (zones/*.xml)

Bear Hunter

Yvette Chasseur loves to hunt bears and black bears in the Semos Mountains.

NPC who hunts bears and tells players where to sell meat, ham and pelt. The hunter is located in 0_semos_mountain_n_e2 a good way north west of the entrance to the bear cave. She tells new players about hunting bears and selling the loot. I'd like her to look a bit like a Robin Hood (1)(2)(3)(4)(5)(6)(7)(8) (but less green) or the hunting Cinderella in “Three Wishes for Cinderella” (1)(2)(3)(4). She faces south, knees behind a dead black bear amongst a few fir trees gutting and skinning it with her knife. Near her a bow or crossbow and a quiver lie in the grass or the quiver is on her back/at her hip. An arrow sticks in the dead black bear still. She has a lot to tell. In Addition she could also buy meat, ham, and pelt at very low prices (1,1,10 instead 10,20,250) from those that are to weak or lazy to go to the cities. "I will also happily buy your meat, ham, and pelt if you want to sell." The name Yvette is derived from yew tree, it also means archer, probably because yew wood was used for bows for ages. Chasseur is the french word for hunter. (french, France, français) (je ne parle pas bien le français) Ich spreche kein Französich! = Je ne parle pas français!

  • dialogues for NPC [almost DONE]
  • create/draw a Vulcanus style sprite for NPC
  • find a position and add trees etc as cover/background

Gossiping NPC group

(Integration of »Recent Events« from website in the game) The following idea I suggested as feature on sourceforge a while ago. https://sourceforge.net/p/arianne/feature-requests/1446/ "Usually we add NPCs (non-player characters) to make world more alive…" To make the world apear more alive i'd like to make a suggestion for a group of NPCs.

A group of two or three men (NPCs A, B, C) sitting side by side on a bench, (Something like: https://larastock.com/photo-72506-three-old-chinese-old-man-sitting-on-a-bench/ http://www.clker.com/clipart-630969.html ) looking at the distance (e.g. to the sea) or sitting and watching the gras grow or people going by and making statements about events in Stendhal. Best would be one makes a statement and some seconds later the others comment.

Statements could be about players reaching an achievement(1) (maybe without the easy ones), killing a not so often spawning, mighty or rarely killed creature(2), being killed by a creature(3) or special events that happend in the past. For that the events of the last 2 weeks or last month would have to be logged.

At every even Minute NPC (A) could make a statement about (1)

At every even Minute NPC (B) could make a statement about (2)

At every 5 Minutes plus 30 sec NPC (C) could make a statement about (3)

Examples:

  • A:»iluv reached achievement Novice last week.«  B:»Not bad!«  C»Well done!«
  • B:»zombie killed a unicorn recently!«  C:»So few did this…«  A:»I killed one myself ones, you know.«  C:»Old show-off!«
  • C:»kribbel was killed by a giant in Semos City this month.«  A:»Poor fellow!«  B:»What an idiot, that wouldn't happen to me.«
  • C:»Now it's two years ago Ados was attacked by a giant hamster.«  A:»I remember, I lost a friend that day.«  B:»Great party afterwards, great BBQ!«

If players try to speak to the NPCs, they should answer »Sorry, I'm busy.«, »Can't you see I'm into something here?« »You should remain silent and listen, when adults talk!« etc. and end the conversation.

Variation 1: In a different place women sit around a table (coffee klatch?) doing the same. Could be exactly the same statement at the same time, i think. Nobody should notice.

Variation 2: Paperboy walking around and yelling »Special issue! postman reached achievement Stendhal High Master today.« (Like in old (western) movies, you know)

Here the "news" shouldn't be from long ago, only the last days. And the Paperboy should cry out one news several times. Perhaps leaving a building, walking around the block crying out one news several times, than entering the building. Leaving the building again and crying out the next news several times and so on.

Maybe the herald Patrick from yoriy src/games/stendhal/server/script/Herald.java is worth a look.

The Two Old Guys | Farting NPC

Two old men sitting on a bench. Names could be Hans and Franz or like in the movie »The Cabbage Soup« Claude and Francis. Hans lets regularly one off. Franz comments on that. Franz doesn't want to talk to the players “What are you standing around here? Go and do hero stuff!” Hans talks a bit nonsense, talking about stories he doesn't know either or at least won't tell. Every few minutes or so he farts. And a few seconds later Franz reacts to it like:

  • Franz retches noisily
  • Franz holds his breath and waves his hand before his face "Eek!"
  • "You are such a stupid old fart!"
  • "Judging by the smell you have to be dead already!"
  • "Eek, that's disgusting!"
  • "The next time you eat beans I will kill you."
  • "Stop eating that dam cabbage soup!"
  • "Could someone cram a cork into his ass, please!"

He could also react to the stories. A specific reaction to every story would be reasonable instead of a handful general ones working with all stories and picked randomly.
Claude Conteur is good to go. I still have to figure out Francis' interaction before he could join him.

Maps and areas

0_kalavan_castle_w

Turn 0_kalavan_castle_w into a forest area where currently lumberjacks are cutting down trees and clearing parts of the area on command of the king of Kalavan to get more fields to feed the growing population.

  • at least two lumberjack NPCs (could be combined with a quest to fetch supplies (torcibud?)).
  • an NPC who tries to prevent the clearing by tying itself to the tree-trunk or sitting in the crown of the tree. Maybe an elf (tree-fondling hippie) or a nymph ("She loves nature very much!") with monologue behavior (The woods die first, mankind second. | Trees have feelings too. | Trees are living beings too. | etc.) And the tree stands is in the middle of the new ploughed field :-D
  • a draught horse or other animal pulling cut down tree-trunks to the edge of the forest (east)
  • an ox or other animal with a simple plough ploughing the cleared area (view from the side might suffice especially if turning points can be covered by trees or so)

-3_athor_sea_floor

I had a chat with soniccuz, who told me iirc he introduced scuba gear, mermaid and athor_sea_floor and had the idea of a under water city under the (Semos?) mountains of which the mermaids in Semos Mines should have been the start. He liked my general idea to expand athor_sea_floor and so put the scuba gear to more use.

Expand -3_athor_sea_floor (maybe add even one more map to west, south or east, although the existing landmasses should be considered there). The space on that map is hardly used, maybe by a third. Create a dwelling for merpeople (and remove the mermaids from Semos Mines, they seem a bit misplaced there anyway)

new creatures: clam/scallop/bivalvia, (seahorse,) merman/merlad/merchap, merguard/mersoldier (with helmet and trident (as a rare weapon too?))

What could be buildings/places there?

  • Under water Smithy based on a lava deposit(the smith could be used for repairing a player's weapon (ice sword?))
  • Jeweller who makes pieces of jewellery from (black) pearls or something of mother-of-pearl (intarsia, marquetry) (could be demanded by the cloister for/as sacral stuff like altar, iconostasis -> quest)
  • oister farm for (normal) pearls
  • algae farm or seaweeds farm
  • coral garden

If there are npcs from merpeople normal oral conversation should not be possible, because you cannot speak under water. Players need to 'learn' the sign language of the merpeople (quest) and use the emotical expression (/me …) and npcs' addReplyOnEmotion() from SpeakerNPC.java line 908 to communicate.

»You speak, but the person opposite cannot hear you under water.« »The mermaid gesticulates wildly with her hands but says not a word. What does she want?« Maybe some kind of gatekeeper is needed like Revi Borak, who lets players only reach the dwelling, when language has been learned.

But how would players need to express their intentions to the merpeople?

  • /me signs job (seems to be the usual: 4. sign (in sign language): to sign sth – etw in der Gebärdensprache ausdrücken)
  • /me tells job
  • /me conveys job
  • /me communicates job

How and where does the player learn the merpeople's sign language?

  • Nicklesworth would be the obvious solution. Would also be a level barrier to the players, because they need to go to amazon.
  • Player would need to translate a few things correctly to Nicklesworth as part of a quest to be able to speak to merpeople under water. That way it is made sure players understand the concept. Communicating with merpeople has to be impossible when the quest isn't finished, although the language may be used correctly. (check of quest slot)

Painting Area

“Looks like a young artist did a little painting here.”
Have an area of several tiles of cobblestone/cobbled paving. Tileset of these cobblestones (ground/green_paving.png) needs to be coloured in a couple of basic colours (white, black, red, yellow, blue, orange, green, violet, brown, pink, light blue, light green, plus the already existing greyish one which is used as nothing/uncoloured. This way pixelart can be created in that area as some kind of street art. The idea is that a kid used pavement chalk to colour the cobblestones/cobbled paving, every stone (or it's more every set of stones because they are so small) in one colour. One tile in Tiled would be 4 pixels. The three layers 0_floor, 1_terrain & 2_object can be used but this limits colours to a maximum of three per tile. If the area is properly defined it would be only one layer and four colours possible per tile of course. Players could create their own pieces of art and send them in. The pieces of art should change every few days. The area could be at 0_ados_wall_n south of the DM Arena in the hexagon 97,102 | 97,124 | 126,124 | 126,107 | 111,107 | 111,102 But players would not have to use all the space. This would allow up to 60x46 pixels but excluding 32x10 in the upper right corner. Or 0_ados_city_n 54,126 | 74,126 | 74,103 | 54,103. This would allow up to 42x48 pixels.

Here are two quick monochromatic examples, done by using the other cobblestones from the tileset green_paving.png on layers 1_terrain & 2_object. Collision is used to mark the painting area.

But would anyone – except for maybe me – want to create such paintings?

Deniran Museum

Iker is the chashier of Deniran's only museum

A museum in a small building in Deniran City. The one who wishes to enter has to pay an entrance fee to Iker, the cashier, near the entrance. It's just a joke. Don't take it too seriously.

Events

Would be cool, wouldn't it? Maybe in one or two years. If it is doable at all…

Fighting

Hard winter / Onset of winter
  • effect on the semos, orril an ados mountains
  • covered in snow (i.e. auto replace ochre and brown earth with snow, blue water with ice. At least create trees (the fat greens and the firs) with snow, plus more
  • special enemies (snow/ice orc, snow/ice trolls …) conquer the mountains
Raid of pirates /vikings
  • effect on the shores of the islands or river in general but only 0_kirdneh_city, 0_fado_city and 0_athor_island would make sense
  • pirates/vikings attack the area
  • ship at the shore
  • people call for help like the Ados major
  • there could be an announcement a few hours earlier "Fisherman report the sighting of foreign ships in the Faiumoni waters"
  • pirates/vikings emerge from the ship and the houses (should move away from there first and than behave as usual)
  • a determinated amount of pirates/vikings that will appear. If all are slayed the event is over. Ship leaves/disappears
  • a trophy (a special item one of the pirates/vikings carries obtainable only through that event)
Raid of albino elves

Albino elves attack Kirdneh

Dark elves try to overtake Nalwor City
  • Major/King? Maerion calls for help
  • dark elves emerge from the drow tunnels (should move away from there first and than behave as usual)
  • elves should stop to respawn during event or even some minutes before the beginning (players having to fight both seems absurd. Would be even cooler if dark elves kill the elves themselves.)
Flora fights back

Plant creatures and nymphs take revenge for the damage people did south of the river over the decades. The clearing of 0_kalavan_castle_w was the straw that broke the camel's back.

Bank robbery

A band of robbers has robbed the bank in Semos. They cracked open all chests and ran off with the contents. Only if all robbers are caught and brought to justice the chests' contents can be returned by the bank management to the players.

The chests in the bank need to point to an empty chest or they should better be not possible to open or even vanish so that players can't put items in the now empty chest which might cause problems when the items return. (Dagobert “I'm so sorry, but your vault is currently inaccessible. I'm told the #FCSI is still processing the scene and securing evidence. Please talk to the detective over there for more information. Please excuse me, I'm still pretty jazzed.” “FCSI? Faiumoni Crime Scene Investigation of course! I'm told they are the best of the best of the best.” Although a CSI would make no sense, when there is already a deadly manhunt going on, does it?)

It needs to be made sure that it's not possible to access the chest in a different bank (Vault, Ados, Nalwor, Deniran, Magic Bank)

Lieutenant Coolumbo (he's so cool, from Royal Faiumoni Police Department = RFPD) supervises the search for the robbers. He's in the bank near entrance and bulletin board. Do we have a trench coat?
There is a “wanted” poster (wanted dead or dead) which shows the robbers (and bounty) and they are ticked off one by one when they are caught/killed (like in Kill Dark Elves). It's assumed that the share of stolen goods is immediately returned to the bank when the robber is killed.
There is a bounty on every robber that is given to the player who kills the robber and divided like XP when several heroes damage the robber.
A shout to all heroes when a robber is caught/killed to inform them. “Lieutenant Coolumbo shouts: Lefty was killed by hero1 and hero4. Good work! There are still four robbers on the loose.”
Admin Sign “Semos Bank was robbed. The robbers are still on the loose. They are armed and extremely dangerous. Contact Lieutenant Coolumbo in Semos Bank for more information.”

The robbers could not act like the usual creature. Their goal is to run away, so they'd not engage the heroes but try to get away from them. They'd be as least as fast as the heroes, which is the maximum speed of 1. They'd all use range attack that reaches at least as far as the longest heroes can use (5?). The robbers could be of different level (not under 50 or even 100) but be pretty tough in general i.e. the Def is clearly higher than that of a normal creature of the same level. They should not appear in or near Semos City, because they'd want to get away from there as fast and wide as possible (and it would be to dangerous for new players, instant death). They could be able to move from map to map and should be smart enough not to get cornered to easily.

  • How many robbers? Maybe a dozen. A leader, a deputy, maybe some specialists(chestcracker, explosives expert, doorbreaker/door kicker, headsmasher…), some guys who do the dirtywork(thug)
  • What are their names? Every robber receives a name and has his own image on the bulletin board, don't have to be unique though, so they can be identified. Name for the band of robbers (maybe after the leader, like "Dillinger Gang")?
  • All Risecia wear a red head scarf/napkin. Those sprites could be used wearing e.g. blue ones.

Gathering/Fetching

Besides those events with the main emphasis on fighting there can be some with gathering/fetching. With changes done between 2020-09-19 and 2020-09-26 for the Mine Town Revival Weeks foundation for this kind of quests is done.

In general I'd prefer to use mainly items that are newly introduced for that kind of quests, so all players start at zero and have to start collecting. When the quest is done the items that remain in hands, bags or chests need to be removed, let's say by a magical accident by the sorcerers in the Magic Tower or a glitch in space time or something. Because we can use them again later without giving someone an advantage and players don't trash their chests with those items that may never be used again. But the Question remains: Is that possible and wise to do?

New ferry to Athor

The ferry to Athor got damaged / sunk in a storm / cannibals burnt it down. Therefore nobody can travel to Athor anymore, well except for travelling by scroll, until the ferry got repaired or build a new one. For repairing or building a new one there is a great need of wood (and nails or iron ore for iron for nails, ropes (hemp or flax fibre), sails (fabric of hemp or flax fibre) etc.). All players are asked to fetch the resources so travelling to Athor by ferry will be possible again.

Ferry needs to be disabled for some time. NPCs there either disabled too or can be found elsewhere with new dialogs, talking about what happened etc. ("Traps for Klaas" not possible) Athor sea floor not accessible Athor and Athor underground not accessible --> being not accessible will hinder players from doing quests, but this is (necessary) motivation to help

Amount of wood would be quite high, so players will have to work for a while and high level players are not able do finish event before it really began: 10 000?

Materials:

  • wood by gathering in forests or creatures: beaver (1-2, 20%), wooden golem (1-2, 15%), nymph (1-3, 10%), ent (1-4, 60%), old ent (1-3, 70%), entwife (2-6, 70%)
  • iron ore by gathering (Orill dwarf mine, Athor underground, Ados abandoned keep, (where else?))
  • hemp and flax would need introduction and places to grow/buy/gain

NPCs:

  • boatbuilder/carpenter
  • smith (existing one could do it)
  • rope-maker
  • weaver
  • sailmaker
  • On ferry: Captain, Edward, Jackie, Klaas, Laura, Ramon need disableing or changing
  • at pier: Eliza, Jessica need change in dialog

Buildings:

  • (dry) dock (port city Ados)
  • smithy (existing one could do)
  • rope-maker workshop (either Ados or near the resources)
  • weaver workshop (near the resources)
  • sailmaker workshop (port city Ados)

Rewards:

  • Ferry is back
  • depending on amount materials brought XP (and money?)
  • laurel wreath or something in profile for most helpful players (major donator(?) for new ferry) or a sign/commemorative plaque/monument at the pier that lists them.
New Tavern for Semos

The tavern in Semos City burned down because a drunk wizard wanted to boast with his fire magic / there was no fiery water to drink for fire elemental. For repairing or building a new one there is a great need of wood (and stones and nails or iron ore for iron for nails, clay roof tiles etc.). All players are asked to fetch the resources so Margaret's great tavern will be back.

Tavern needs to be disabled for some time. Instead smouldering and burning rests or building site. NPCs there either disabled too or can be found elsewhere with new dialogs, talking about what happened etc. Harold disabled as as additional motivation to help. He lies in a bed in the Semos hostel or temple were Carmen or Ilisa takes care of him. He got badly burned while heroically dragging out players' items out of the burning tavern. He saved everything, but trading is not possible until recovery (same time as finish rebuilding).

Amount of wood would be quite high, so players will have to work for a while and high level players are not able do finish event before it really began: 10 000?

Materials:

  • wood by gathering in forests creatures: beaver (1-2, 20%), wooden golem (1-2, 15%), nymph (1-3, 10%), ent (1-4, 60%), old ent (1-3, 70%), entwife (2-6, 70%)
  • iron ore by gathering (Orill dwarf mine, Athor underground, Ados abandoned keep, (where else?))
  • stone would need introduction and places to mine
  • clay would need introduction and places to mine

NPCs:

  • carpenter
  • smith (existing one could do it)
  • mason
  • so. at clay pit
  • so. at Klin / brickyard
  • in Tavern: Ricardo (disabeled), Margaret (selling outside), Xin Blanca (selling outside), McPegleg (selling outside), Ouchit (selling outside), Harold (disabled) times for offered items need to be frozen or simply reset.

Buildings:

  • carpenter or building site
  • stonemason or quarry
  • smithy (existing one could do)
  • clay pit
  • Klin / brickyard
  • market stands or so for the seller NPCs

Rewards:

  • Margret's great tavern is back, Harold is back, gambling with Ricardo again, business as usual
  • depending on amount materials brought XP (and money?)
  • laurel wreath or something in profile for most helpful players (major donator(?) for new tavern) or a sign/commemorative plaque that lists them inside or next to the tavern.
Access to Sikhw

Opening new areas to the players could be combined with a unique Event.

When opening the Sikhw region there could be a great need of supplies for the soldiers. Imagine a wide gorge that is the only passage between Deniran an Sikhw. It is blocked by a (an improvised wooden) fortification with a (great) gate guarded by soldiers, mainly archers. They fight back the Blordrough. Fortunately it was quiet the past days after the last great attempt of the Blordrough to take the gate. During that attempt most of the arrows were used up and new supplies are ordered but have not arrived yet. The commander fears that letting the players go past the gate would attract the Blordrough and make them attack again. The players need to restock the defenders' supplies. This could be a good way to drain players' money pouches. High level players could need to fetch high amounts of power arrows, newbies low amounts of wooden arrows (for archers' or new recruits' training). Also newly arrived recruits could be in need of all kind of leather armor (assume archers wear leather).

Access to the north

When adding areas north of Semos region it could be necessary to remove a landslide first (remember the sign at 0_semos_mountain_n_w2 39 23!?). An area maybe 4 squares times 5. Every square has 100 or maybe 1000 units. Use a pickaxe to loosen the material then use a shovel to put the material into a wheelbarrow. Move the wheelbarrow with a maximum of x units (depending on distance) to the dumping zone and use it to empty it. Important is, that pickaxe and shovel need to be hold in the hand with the other hand empty and the wheelbarrow needs two empty hands and one square can not hold more than two units of loose material. That way it would be to annoying to do it alone. And moving with full shovel is somehow prohibited so wheelbarrow is needed. Picking and shoveling should need some seconds for execution and pushing the wheelbarrow should slow down movement. The idea is that three or four players work at one square – one with pickaxe, one with shovel and one or two pushing wheelbarrows.

  • pickaxe
  • shovel
  • pushable wheelbarrow to fill material in and to move it to a dumping zone (precipice or chasm)
  • or to add more to it let players build railway tracks from wood and iron and use mine carts

One could think of even more. The working players need to take of all their armor, because it's to heavy and warm for working. This makes them vulnerable. But creatures targeting the workers spawn all the time so there need to be some guards who protect the workers. Questionable if that kind of division of labour would work. Risk for workers to loose XP/ATK/DEF if guards fail to do their job seems to be too big.

World record

A NPC wants to break a world record and needs a lot of things for that to happen.

On TV/tabloid press there are often news about people who want to bake the biggest pizza, make the biggest chocolate Santa Clause, make the longest spaghetti… I guess you get the picture. There could be one person in Faiumoni who wants to do something like that e.g. there is an ambitious littlefairy who wants to bake the world's biggest fairy cake. And needs a lot of ingredients:

  • milk (boring, because one can buy it at the farm)
  • butter (boring, because one can buy it at the farm)
  • flour
  • sugar
  • eggs

(but maybe we need not the "normal" stuff but special eggs etc. for the cake (new dodo eggs?, spotted eggs?)

  • some special ingredients which could be introduced (and later magically removed) and dropped by strong creatures at low probability to give the experienced players something to do. For example
    • giant bat hypophysis or epididymis
    • kraken ink gland
    • unicorn tears
    • centaur bogeys (remember that sperm wale puke or shit that is or was so valuable, Ambergris)
    • or something from centaurs, pegasi or unicorns
    • gem mermaid scales as sprinkles(?)/steusel
    • baby angels eyes
Find Santa's reindeer etc.

Santa's reindeer (or helpers etc.) ran off (why?), except Rudolf who stays in Semos City and is not a part of this quest. “The commonly cited names of the nine reindeer are Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donner, Blitzen, and Rudolph,…” this means players have to find the eight remaining ones and bring them somewhere save, otherwise Christmas would be at risk. Hurry and save Christmas!

Creatures try to attack the lost like they do with sheep. Only these don't die but run off like cats and appear fully healed at a different place to be found again. Therefore no corpse! Message "x seems to have disappeared. It must have run off really fast." Teleporting by scrolls with the lost owned should be prohibited, otherwise bringing the lost back would be to trivial. Message:"Its aura prohibits the teleporting of the reindeer." "You can't teleport with the reindeer owned." or something. The lost shouldn't appear in the world all at once, but one by one over a longer time span e.g. 2 weeks. But there doesn't have to be necessarily only one or two in the world at the same time. This is, so the quest can't be over after a few hours. But of course it should be assured that players have enough time to complete the quest. Note: The lost stay at the place where they spawned and don't teleport away like e.g. Rose Leigh all the time. But they will leave the map when they get killed. The lost could make some noise so the players hear when they are on the same map or near them on the same map (like Rengard, who whistles) Problem: There are so many creatures in the world, that the lost will very soon after they appear in the world appear in an area etc. where aren't any creatures to kill them i.e. a calm city and then stay there. Thus there would be only a low probability to meet them in the wild, because they will die there fast. That's not good. They should only be attacked when owned or were already owned. This would reset after death.

NPCs:

  • One NPC that gives the quest and
  • one NPC the lost have to be brought to. Can be one and the same NPC. Maybe tigertoes has one or two northpole dwellers that can be used for this.

Buildings:

  • a pasture or some interior where the found and brought back can be gathered and the players can see how many are still to be found. Maybe pasture in 0_semos_plains_n at (59,105)-(75,112)

Rewards:

  • ???, maybe Santa arrives only after completing this

Other:

  • requires new entity that is like sheep and cat in some ways.
  • requires a spawner for pet-like entities at random or previously defined places with a delay

Other

Quiz
  • General idea by hendrik: Make use of different names in different languages for a quiz.
  • Maybe for next Mine Town Revival Weeks. Should not take place the same way i.e. with the same questions every year.
  • Could we use pictures maybe by providing a link? Copyright prohibits direct use. Link may cause a (serious) delay for loading the picture. Also content behind link may vanish or change. But without pictures players need to know the english names. What about self taken pictures of toys, statues, dresses maybe uploaded to an external source? Could be deleted after the quiz!? This is important for the way questions are made.
  • Gamblos as quizmaster
  • His hut limits access already (teleporting prohibited?)
  • refurnish Gamblos' hut (table in the middle one chair east for Gamblos one west for the players character)
  • Night effect starting when quiz starts (light source on chairs & table) or night effect all the time (overwrite for players who disabled it in settings is needed)
  • Create a form
  • gather info/facts, find people who gather info/facts
  • merge info/facts
  • create questions and possible answers
  • database to store the results
  • Way to show all results to players (like the store offers) but outside. Character image, name, which round taken part or points per round, result. Either sorted by name or result. Updated every time a character finishes a round.
  • prizes, the way like in Semos tavern. The more points the better the prize, no matter how others performed. But only consumable items (mega potions, unmarked scrolls, … or maybe something new like instant heal super potion, but prizes should be bound to player to disencourage cheating with multiple chars (?sellable/tradeable?).
  • Three time periods, maybe 3 or 7 days long each
  • chance to take part in every time period even if missed those before.
  • Pool of 15 questions per period of which a character is asked 5. So maximum of correct answers for each character is 15.
  • time limits for each question.
  • auto clear of text field after every question, but at least after every round.
  • If the character leaves the quiz after it has begun this round cannot be repeated by character
  • "yes" to starts each question. Three, four or five reply (could differ) options are shown for some seconds (new line each) then question is added and there are some more questions left to answer buy hitting 1 to 5 and enter.
  • some kind of rudimentary clock (light?) that shows the time remaining to respond, starting after showing the question, more then 10s green, 5 to 10 orange, less than 5 red. Could vary each question, depending on difficulty or length of text. Time limit seems necessary to me to make cheating by searching the internet harder.
  • Then clear the text field and provide the correct answer with some additional information or explanation.
  • After replying or running out of time Gamblos needs a "yes" for the next question, so players can catch a breath.
  • Player needs the possibility to leave every time: If we can proceed, say "yes". If you want to leave and abort this round of quizzing with your points gained, say "no". This means player can leave every 20 or 30 seconds. Logging out or losing connection equals leaving.
  • Necessity for quizmaster to explain how the quiz works. Maybe we need examples or test questions too for each type of question. Maybe sign outside could show the rules also.

unsorted

  • collision kind of tile that slows entities down while moving over it for water and swamp. Something like that already exists with big corpses. Should not affect entities flying (with <profile name="flying"/>) or swimming.
  • field effect mosquitoes/gnats/midges (I think gnats don't live in bogs, because it's to sour but do in swaps. Our swamp seems to be in fact a bog, because it is always wet.) There could be a field effect in the swampy area west of Ados that reduces HP of players slowly. A warning seems necessary. »You can already hear the bussing and see the gnats that flying over the swampy waters. Beware! If you go farther in, they will prey upon you and feast on your blood like little vampires.« By a quest the players could get a 20 or 30 minutes long lasting mosquito repellent or a protecting artifact to be protected by the gnats field effect.
  • creatures (almost) immune to raged attacks. Candidates are ents, skeletons, (ghostlike creatures) and maybe creatures that are (visibly) somehow shielded, like armored sheepman. Ents: Arrows cannot pierce the thick bark of the ents. Small wounds heal quick. Sticking arrows provide additional protection. Oh boy, that would piss some players off, because they could not level up their charakters in kalvan forest without any risk anymore. :-P skeletons: Already dead, arrows bounce off bones or miss them even. (ghostlike creatures should in any case only be vulnerable by magic or at least magical items.)
  • TEST: Videos from youtube are embedded by the EmbedVideo extension (parser function called #ev). As it seem this extension does not support peertube. Peertube is not listed in the list of supported services and there is an open issue asking to support peertube. Is it possible to embed videos from peertube here? Peertube instances provide a link to embed videos elsewhere, but this seems to be html-like. Does it work on the wiki? So let me test: <iframe width="560" height="315" sandbox="allow-same-origin allow-scripts allow-popups" src="https://justtelly.com/videos/embed/aa462eea-e15b-4954-bd75-025fb3dbafeb" frameborder="0" allowfullscreen></iframe> Ok, iframe itself seems to be an extension, which would have to be installed on the wiki, but isn't. That is understandable, when reading what problems might come with that.

Subpage

User:Kribbel/Texts