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Ticket Resolution Summary Owner Reporter
#88 fixed Witch Arena Quest kevin kevin
Description

UPDATES

Progress on this can be followed in our very-own Olivine Git repository accessible either through Trac browse source or directly through these links. NOTE: These changes are not stored on the master branch, they are on the boss/baba-yaga branch. Feel free to commit any changes here while this ticket is open. When the ticket is closed this branch will be deleted after merge to master.

Source

Baba Yaga (Life-cycle Manager) Baba Yaga (AI Controller)

Kevin's Plan

  1. Stage Start: Player action: Fills chest with witches’ hands.
    1. Hands disappear
      1. Chest: -805, 72, 349
    2. Epic Arena noise sounds (No idea what this should be)
    3. Force field door shows up locking the arena
      1. TwilightForest:forcefield\orange
      2. First door:
        1. -793.5, 75.5, 371.5
        2. -791.5, 72.5, 371.5
      3. Second door:
        1. -791.5, 76.5, 363.5
        2. -793.5, 72.5, 363.5
    4. Game time goes to just after sunset (Need for the normal witch spawner to work and give ambience, also lets everyone outside elsewhere in the world know something is up)
    5. Baba yaga mob boss spawns
      1. Spawn location x:792 y:73 z:349
  2. Baba Yaga: Uses skin from Witchery mod (No other items, just the skin)
    1. Mob can fly but is bounding box stuck in binding box of arena.
      1. Can use same area as Domain “witchspanwer”
        1. -813, 45, 327
        2. -767, 95, 377
    2. Tosses at player 3 at potions at a time. Harming, Poison and Rust.
    3. The mob called “bowman” in olivne spawn in the upper area randomly every few min and will wonder around including down to the center of the area.
    4. Mob Drops:
      1. One tower key
        1. TwilightForest:item.towerKey
      2. One Quest item:
        1. quest:cursed_amulet_of_rust *I will send you texture*
          1. This can be an inert item, but if you are feeling fun you can make it so it causes rust damage to the person wearing it/holding it.
      3. 3-5 Splash Rust
        1. potion:rust\2x
      4. 5 to 10 Gold coins
        1. mmm:gold_coin
      5. 1 to 10 Avenger tokens
        1. mmm:avenger_token
      6. 50% change of 1 Ring (Any type)
        1. mmm:lapis_ring
        2. mmm:ruby_ring
        3. mmm:emerald_ring
  3. Villager:
    1. To be made later. 3 custom NPC villagers with triads
  4. End Script:
    1. End conditions:
      1. Total fight time 15 min (Then all custom mobs despawn)
      2. OR If all human players are dead in the arena.
      3. Or it becomes day (Ex. Player logs out and comes back later when it is day)
    2. All custom mobs despawn
      1. Including the NPC villagers.
    3. Main Gate opens.
  5. Extra script action:
    1. After player leaves the arena area: The Internal door made of disappearing blocks and one key block re-appears if it was removed will re-spawn.
      1. Condition:
        1. If any other player is still in the area it will not close the door until they leave to prevent payers from getting stuck.
      2. TwilightForest:device\tower\vanishing
        1. -793.5, 75.5, 335.5
        2. -791.5, 72.5, 335.5
      3. TwilightForest:device\tower\vanishing\locked
        1. -792.5, 73.5, 335.5
    2. AND The two other inside walls made of Thorns will also re-spawn at the same time
      1. TwilightForest:foliage\thorns\brown
      2. First Side:
        1. -808.5, 77.5, 349.5
        2. -812, 725.5, 349.5
      3. Second Side:
        1. -772.5, 77.5, 349.5
        2. -776.5, 72.5, 349.5
    3. Three Villagers in the back de-spawn
      1. They will be made later.
  6. Other Notes:
  7. One of the villagers in the back will have an item for the next stage of the quest:
    1. I will make this later.
#2 fixed Walking Nest is Too Hard jonathan jonathan
Description

The Walking Nest mob in the Nightmare Creatures mod is like a mini-boss and shouldn't really exist early game. The same goes for every other sort of mob that is very challenging and should not exist early game.

Think about altering the spawning conditions for these mobs so that they (almost) never spawn near newbie players (only near players advanced in the tech tree).

#3 fixed New Path-Finding Sub-system jonathan jonathan
Description

The built-in Vanilla path-finding algorithm is not optimized (at all) and makes the game almost unplayable when more than one player is logged-on a server at a time. This is because some mobs (Nightmare Creatures mobs in-particular) make very deep path-finding requests and these requests are issued once per tick, which is very inefficient (and unnecessary).

This will likely inspire a new companion mod that solely improves the built-in path-finding.

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