A few questions regarding custom server development
Good morning/ afternoon EQEmulator goers!
I apologize if a few of these requests are already noted somewhere else in the *Very* large forums here on the website, but i did make the attempt to find what I'm looking for with no real luck.
I have been working with Akkadius on his Blood of the Akkadian (BotA) server, and there have been a few things i want to do but don't really know how. He was a little stumped as well, but due to work load doesn't really have time to worry about it with so many other things to attend to. So if anyone could point me in the right direction for at least a few of these i would greatly appreciate it:
1. Custom Made Factions- This is pretty self explanatory really. My goal is to completely remove the factions already in EQ, and replace them with new ones fit for the content we are creating. A good example being one of the portions of story i was working on myself. Neriak was invaded by a number of clans of Goblins, and i wanted to combine all the Neriak related factions in to "Neriak Citizens", "Neriak Guards", "Mayor Magnus D’Kessel". I also wanted to remove all the factions from Najena, Lavastorm, etc... in those areas and replace them with a faction something to the effect of "Combine Goblin Tribes of Rangishki". With this, i would like to add the ability to gain and lose faction with them through combating the opposing faction or possible quests created through turn ins.
2. Experience Modifier Items- I know its near sacrilege to mention World of Warcraft, but I played it a number of years ago and have friends/ co-workers who play it currently. I admit, the system is good but the players ruin it. I did see something that was admittedly interesting. Items with a % experience gained modifier attached to them. Is there a way to create something like this through GeorgeS's tools? Or a way at all?
3. Good and Evil System- When you play a game like Mass Effect, Fable, or Knights of the Old Republic you may or may not wonder "what if i had been good/ evil for that particular part?". Is there a way to put a system in game to emulate this? Not as detailed as those big budget games obviously, but a simple system of triggers maybe through text or action to modify a Good and Evil scale, and maybe a Lawful and Chaotic scale. Depending on those values would trigger different dialogue we set in our NPCs text. Does anyone happen to know some information on this?
Those are the two major issues for me at the point, sadly i know i have/ had more during this last week, but due to work and such (without writing any of it down) it was forgotten. So i will edit this post, or add more if i come in to any other blocks in my creative path. I appreciate the help offered here, the EQ gurus have my highest respect here.
-Reed
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