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forge arrows
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CyanABX



Joined: 05 Feb 2007
Posts: 168

PostPosted: Thu Nov 17, 2016 5:51 pm    Post subject: forge arrows Reply with quote

Can the forge arrows be stackable over the 99? Can it be 999? I am pretty sure it was stackable over 99 before. 99 is too low for an archer. After running out of arrows it atomically picks another arrow bunch, which might be the wrong arrows for the situation.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Sat Nov 19, 2016 5:02 am    Post subject: Reply with quote

Someone else worked on that stuff so I have no answer on the forge arrow stacking. Archer builds just don't seem like the best choice regardless.
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CyanABX



Joined: 05 Feb 2007
Posts: 168

PostPosted: Sat Nov 19, 2016 3:32 pm    Post subject: Reply with quote

I have been play testing an archer and I think they are fairly viable. High levels of AA with forge arrows can do 50+ damage a hit. Along with high AB and decent dex AC. They are also a fun class.

The only downside is the cost of forge arrows and the lack of stacking past 99. It is easy to blow through 99 arrows on a mob. A forge quiver with unlimited ammo would fix the archer issue. But if not possible that's ok.
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Exavior



Joined: 28 Jan 2007
Posts: 309

PostPosted: Sat Nov 19, 2016 11:25 pm    Post subject: Reply with quote

Archers are very viable as a support class. I had a Rogue/AA and sneak crits were great.

They tend to get massively hammered solo though.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Fri Nov 25, 2016 8:05 pm    Post subject: Reply with quote

They do tend to get swarmed by melee especially indoors which kind of ruins it for me personally from a roleplay perspective. But the damage per shot sounds really good and acceptable. I'll have to look into the stacking problem at some point once I get set back up for editing again.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Thu Dec 01, 2016 8:31 pm    Post subject: Reply with quote

Still not seeing stacking problem with forged or dropped arrows. Get with me in game to see what we can do with a dm logged in.
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CyanABX



Joined: 05 Feb 2007
Posts: 168

PostPosted: Fri Dec 02, 2016 5:12 pm    Post subject: Reply with quote

They do stack but only to 99, before they used to stack to over. I don't know what the limit was but I used to have arrows that stacked to over 500.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Wed Dec 14, 2016 2:21 am    Post subject: Reply with quote

You're right it is back to 99 now. Will fix eventually.
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CyanABX



Joined: 05 Feb 2007
Posts: 168

PostPosted: Mon Jan 29, 2018 5:54 pm    Post subject: Arrows Reply with quote

Any updates on stacking past 99?
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Thorgal



Joined: 10 Feb 2007
Posts: 706
Location: Switzerland

PostPosted: Tue Jan 30, 2018 11:01 am    Post subject: Reply with quote

I pick up an old topic: What about a forge quiver with unlimited arrows?

Different ones with different kind of arrows (different elemental dmg)
with different kind of amounts of damage (low, meduim and higher dmg range)
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May each of my actions and deeds give honour to my ancestors, each of my blows honour to my Gods.
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oulu



Joined: 31 Jan 2007
Posts: 188
Location: Finland

PostPosted: Wed Jan 31, 2018 6:38 am    Post subject: Reply with quote

I might still have that quiver item done somewhere (with required scripts). I'll have to look for it. It never got put into module, dunno why.

Basically you use the item (unlimited uses per day) and it creates a stack of arrows into your inventory.
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oulu



Joined: 31 Jan 2007
Posts: 188
Location: Finland

PostPosted: Tue Feb 27, 2018 7:03 am    Post subject: Reply with quote

I found the module with the quiver item and required scripts for it.

Basically it is only 10 lines of script added to "onactivateitem"-script and then item with some variables. (This way we can later add the same thing for throwing axes, bolts etc if we want to).

The item itself is non-equippable inventory item with unlimited uses per day. When a player uses the item he receives a stack of arrows in to his inventory. I can try to modify it to create more than one stack per use but dont know if can.

Next up is to decide:

1. How powerful arrows it creates?
Forge Grade III are 2d12 pierce 2d12 elemental at the moment.
I'd suggest make it 2d8 pierce and 2d10 Magical/positive energy. That way the forge arrows are not completely useless and the quiver would still be a desired upgrade with powerful enough arrows. (Arrows should be plot item so u cant use the iem for unlimited money)

2. It should be forge grade. So what is required to forge the quiver?

Since the following bows are not used for anything id have them:
- Culok (“Bow of Bending”) (Longbow) - Smaug
- Cu-I-Thang (“Bow of Oppression”) (Longbow) - Mirkwood
- Númenorean Steel Bow - Watchers
- Belivers Bane (Longbow) - MM - spider cellar?
- Belthronding (Longbow) - Erizan keep

And since this elven gear is not used in forge, these also:
- Elven Ranger Armor - Annatar
- Cloak of the Elves - Servant of Annatar
- Elven longsword - Servant of Annatar

Imo enough items for it to be a forge grade, items dropping throughout the module and also, items which are next to garbage at the moment for current players.

3. Druedan quest quiver???
Maybe change the Druedan quest to drop "Ghan-Buri-Ghan's quiver" with same principle for Druedan arrows instead of 3 stacks of arrows.

Then have the quest quiver as an ingredient for the forge quiver as well. Would make the White mountain quest more tempting as well and let the archers have a small milestone here.

3. Item name & description fit for MERP/module
I'll search for something or make something up.



Implementation shouldn't be too hard. Ill post the script later here.

Any thoughts?
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Thorgal



Joined: 10 Feb 2007
Posts: 706
Location: Switzerland

PostPosted: Wed Feb 28, 2018 6:52 am    Post subject: Reply with quote

I find your ideas very good.

Having good arrows coming out from a quiver unlimited times will be a nice tool for archers - and if the fight really gets hard, you still can switch to forge arrows.

if the item can only be used "once a day" maybe we can try to change amount of arrows - not 99 but maybe 999 as the arrows could once be stacked.

i have questions about the dunedain quest item: will it be drop-able? can you do the quest several times, and not only one run?

Thanks for all your work!
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May each of my actions and deeds give honour to my ancestors, each of my blows honour to my Gods.
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oulu



Joined: 31 Jan 2007
Posts: 188
Location: Finland

PostPosted: Wed Feb 28, 2018 9:40 am    Post subject: Reply with quote

The item must be with unlimited uses per day.

I couldn't be able to script multiple stacks per use. However if stacking over 99 is stillpossible in the module, the stacks quiver creates can of course be over 99 as well. I do not know the current status/problems with stacks.

I would only change the quest to give a quiver instead of 3 stacks of arrows. I do not see why the quiver should be non-transferable/dropable. Arrows should be so people couldn't use it for money.



PS. Is the white mountains area only accessible once per character (while doing the quest?)?
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Thorgal



Joined: 10 Feb 2007
Posts: 706
Location: Switzerland

PostPosted: Wed Feb 28, 2018 1:48 pm    Post subject: Reply with quote

this is a good point with the selling of arrows.... i dint think of that.
My point in having bigger stacks it that 99 arrows are shot in one single encounter. We will have to use quiver several times before fighting.

What about changing the quiver into one single arrow which "returns" to the user? (is it possible?) - so u can "equip" it like the frost pick key from grey mountains quest, which is a bullet. so u could drop, sell and trade it. It would be like any other forge item.


WM - Quest
the white mountain quest can be activated once a reset per character in MT by the captain in the halls - then u get a key (if i am right).
However, if you are several in the party all partymembers will have the script activated in their player log - therefore other partymembers wont be able to "reactivate" the quest until a reset.
You can avoid this kind of problem by leaving the party and talk ALONE to the NPC at the beginning and the end of the quest. The quest running in party would work without problems, even if several have the script activated - or not.
You will still have to wait until chests spawn items (keys, great eagle egg, brimstone, oil,...) again after 45 mins.

to me there is another risk to be aware of (or: i wouldnt take this unnecessary risk):
(i think that) only players with activated quest can spawn quest-related items (like oil buckets) - so only these players should check all chests/bossdrops. other players (non-activated quest) will spawn gp but not the quest item itself when opening a chest... so you will have to wait again 45 mins in order to have the opportunity to spawn quest related items with a char which as the quest activated in his log.


Party of four = 4 possible runs in this reset, if characters do not switch.
1st run is activated and ended by player 1 ALONE (interaction with NPC) - he alone checks chests and drops.
2nd run is activated and ended by player 2 ALONE (interaction with NPC) - he alone checks chests and drops.
aso...

usually the run needs 45 mins to complete, so you can restart immediately after the closure of the first run by player 1.
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May each of my actions and deeds give honour to my ancestors, each of my blows honour to my Gods.
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