Nibelung's Updates


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    Plith
    [hr] [list=1]
  • [*]Removed the locked/pickproof/nopass/nobash flags from a few doors in the wharf.
  • [*]Temporarily removed Captain Pike (11177) from his shop (10973) until ships are put in. Also removed the crew seller Goon (10755) from his shop (10799) for the same reason.
  • [*]Fixed the drawbridge lever to echo the operation messages when players manipulate the winch. The automatic usage echoes different messages so it hides the wizimob.
  • [*]I believe I have fixed the problem with the drawbridge where it would sometimes not open even though the drawbridge object is in the room.
  • [*]Described some of the many barren rooms of the Wharf. (Is this even noteworthy?)
  • [*]Described more rooms to the Wharf.
  • [*]Extended the drainage chute under the Imperial Garrison to exit into the sewers. [list]
  • [*]Provides a way into the palace when the main gate is closed.
  • [*]The sewer entry point is hidden.
  • [*]The prison drainage grating is a hidden door and locked, but pickable.
  • [*]The chute itself is solitary.
  • [*]The chute is slippery, thus will be difficult to navigate UP.
  • [/list]
  • [*]Created two grappling EQ (10810 and 10811). They can be used to scale up walls, cliffs, any place with an up exit. The crossbow has a much longer range than the hook. A special builder note: they can utilize objects with the keyword ooGRAPPLERoo for climbing aides. For more information, you may ask me or view the objects and mobiles involved.
  • [*]Created one-way hidden up exits around the palace moat to each watchtower, so that people with grappler EQ can enter the palace this way. "Return" one-way exits at the tops go back to the moat so the EQ's sounds come back down.
  • [*]Created rprog 10751 for use around the palace moat for blocking the up exits. This will need to be fixed whenever pass-thru/access-deny scripting can be done as well as discern flying players properly. Created rprog 10752 that simply blocks movement regardless at the top of the towers, to hide the return exits.
  • [*]Created a flagpole grappler anchor (11224) for use around the palace wall. As a gag, this pole will have a pull trigger that will work for large races, which will either break the pole or slingshot, eventually.
  • [*]Added the rest of the exits around the palace moat.
  • [*]Fixed the grappler EQ to work only when the player is STANDING (ie, not fighting).
  • [*]Tweaked the llama death script (11057) to give messages to the fact that the objects are loaded.
  • [*]Described the flagpole atop the watchtowers.
  • [*]Tweaked the description of the watchtower rooms in the palace wall.
  • [*]Made Ravage no_lore.
  • [*]Created a dock supervisor mob.
  • [*]Removed the reset for object 11060 from room 11016 as it didn't belong there. It was the "one half of a golden heart necklace" that repoped on a smelly hound, for the Andreas/Avenger quest.
  • [*]Modified Andreas' (10974) give script for how he responds to the necklace. Still does the same thing, except it's been expanded out somewhat.
  • [*]Made Gargoth (10756) noquest, no_chase and immune to charm, you know, so he'll stay PUT. Also added mm10756mm to the name.
  • [*]Changed Malone's grall script to a greet script since he doesn't have full visibility affects.
  • [*]Added a speech trigger on Flax (11174) for telling something about Andreas.
  • [*]Created a key (10947) for Malone. It goes to the door leading down to Gargoth. Removed the hidden flag on the exit and made it infuriating. Named the exit an iron grating.
  • [*]Added several speech triggers to Malone for use in the Avenger quest.
  • [*]Secure-locked the Goblin Air Tower until the airship goes to the correct locations. Outside the tower, the sign shows a notice giving a comical in-game reason.
  • [*]Gave Gargoth a pair of speech triggers that react to a couple words.
  • [*]Made Gargoth's pit transfer him back if he's alive at the tick.
  • [*]Added more descriptions to the wharf.
  • [*]Placed the dock supervisor mob (11391) at the southern pier intersection.
  • [*]Tweaked Malone's speech triggers to fire only when he's standing.
  • [*]Modified Andreas to repop with the half-heart necklace (for his copy) to wear.
  • [*]Redid the grief/event speech and random triggers for Andreas, as well as added a few more speech triggers.
  • [*]Started the framework for a quest involving Karnak and other mobiles for introducing the Praxis race. Created a mobile (10770) and several objects (10770-10777). [b]Waiting for scripting stuff.[/b]
  • [*]Made Karnak where he can see EVERYBODY and level 200.
  • [*]Started a hidden pathway in the Wharf that will lead into town, bypassing the customs, used for smugglers. Starts in room 10775 and utilizes a large crate and a steel grating. Will eventually connect both to the sewers that will be extended some and a run-down house that connects to the streets.
  • [*]Added grappler elements to the Goblin Air Tower.
  • [*]Described more of the Wharf.
  • [*]Moved the Hall of History to th Aetheneum. Moved the plane tunneler one room to the north (added) along with the pyramid that used to be there. Moved the three hawks and tomes UP to a second floor.
  • [*]Made the pyramid object (11035) a cart for use later with the Praxis Gates. Updated the pyramid's desc as well as add a push trigger to the device to cause varying things to the victim.
  • [*]Extended the sewers eastward to cover part of the east side as well as give access to the hidden pathway.
  • [*]Removed various reward scripts from the Mayor (11000). They used now degenerate reward tokens. These scripts will be recycled.
  • [*]Spruced up the Mayor's scripting for the vampire quest. Gave him a desk to use (and utilitize in the quest in the event that the player has too much weight or too many item).
  • [*]Redescribed the Avenger. Changed its damage to purifying light and gave it a wear script. The weapon is also no_restring.
  • [*]Made the smelly hound react to giving it food (and anything really, but mainly food. Give it food and the hound may follow you around, begging for more, just don't tease it. They also don't like cats much. A comical addition I might add.
  • [*]Fixed the level on a shopkeeper. It had level set to 0, which gives it no hp, thus shows it as bleeding to death and whatnot.
  • [*]Fixed some mobs that had animated on them.
  • [*]Gave the Avenger (11184) a simple fight script. Vampires and Fiends are given more (and lethal) damage than others that are not immune to light or holy damages.
  • [*]Renamed the plane tunneler to Gairun Winters, though left him as the plane tunneler.
  • [*]Created a dog catcher, Grisby (10910) to catch hounds (11012) in the city.
  • [*]Described most of the remaining sewer tunnels.
  • [*]Made the Aetheneum magically protected against recalling out.
  • [*]Made the stone hawks in the Aetheneum SHATTER upon death to drop their bar.
  • [*][s]Made blackjacking the stone hawks do something similar to their death script.[/s] Temporarily disabled that as ACT triggers can be fired from speech.
  • [*]Changed the acrid fungus into a thug.
  • [*]Made the thug aggressive to lower level players as well as roam the sewers.
  • [/list]

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    Lestat Mountain * * * * * * 4. Added a propagating mist(7445) to the manor. It spawns when Lord Caldorn becomes his powerful form and can spread throughout the manor at the ticks and via movements. It dissipates when Lord Caldorn is defeated and only stays around the manor. 7. Made the Wandering Alchemist charge a nominal fee for her concoctions. The fee is higher if you don't supply a vial for potions. Modified mprogs 7306, 7363 and 7364 to use this change. 10. Modified the concoction parchment(7412) of the Wandering Alchemist to show prices as well as put the ingredients list in seperate extra-descs. 13. Fixed the fire death script on Carceri and Elyssa to use selfdestruct. 16. Fixed the normal death script for Elyssa and Carceri so they use the same script and drop the two items they're supposed to have. Arrows and bolts that are in their inventory as well as anything that's not really supposed to be in there will be "destroyed" when they die. 19. Fixed Elyssa so that she loads up the snow mist trident (7354) for her weapon. This weapon has a fight script the reacts to an ice storm in the room, which allows it to do some damage. 22. Removed the script on the white moonstone (7449) that created the sword of Ice Storm until that entire "action" is reworked. The jewel will still be accessible from the snow mist trident that Elyssa will carry.

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    Glacial Flatts (formerly the Tundra) * * * * * * * I'm redesigning the exterior layout to fit better with the wilderness. Tundra implies an expanse, which is not afforded by the terrain of the wilderness. * Exterior rooms that used to function as the Desolate Tundra will be moved on TOP of the glacial wall, having a similar atmosphere, only WINDIER! :D * Due to the redesign, I've opted to change the area name to Glacial Flatts (suggested by Hrithma). * All the interiors will remain where they are, though they might be tweaked somewhat. * Minobe will be reworked to handle a tokenized fight system. * Much of the "attuning" eq are waiting on more developed tokens, as well as cooler scripting.

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    Was so enamored with tokens and busy with RL (heaven forbid!)… sorry! Fixed some spelled objects with "reserved" on them. * [11014] an opaque potion (frenzy) * [11015] a thick golden potion (haste) * [11016] a thick blackened potion (giant strength) * [11017] a chunky potion (pass door + bless) * [11075] cannabis sativa (calm) * [11076] a wattle root (cure poison) * [11077] an elixir of marmalade (cure disease + 2x cure light + 50% cure light) * [11078] a giano herb (frenzy + cause serious) * [11079] a pinch of kakalo powder (cure serious) * [11080] a vial of chemical water (detect invis + detect hidden + 20% detect magic) * [11176] swirling stone colored potion (stone skin) * [11395] a string of crack rocks (haste + frenzy) * [11423] a scroll of recall (word of recall) * [11424] a scroll of knowledge (identify) * [11425] a lightning scroll (lightning bolt + 15% chain lightning) * [11426] a basalt scroll (sleep) * [11427] a scroll of vigor (haste) * [11428] a sovereign scroll (harm) * [11429] a fluorescent scroll (charm) * [11449] a scroll of tremors (earthquake) * [11496] a glass of whine (heal) I found that potions, pills and scrolls had the spell info still showing on "stat obj" (so don't change that until all objects are fixed). Wands were a disaster in Plith as most that didn't have any "spells" had no values on them (the spell index wasn't preserved). So, that would be a helpful tip for fixing those objects: load one and stat it.

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    * Converted Yurien to use a token instead of the four tickets for his equipment quest. * Tokenized Sir Kevin for the Tri-Partite Sword and Llama Pole items. Instead of giving him gold or saying yes, you have to GIVE him the various items, which increment various counters. You then ask for what you want made. * Created a silver stake **10764** for very high level slayers. (not accessible yet) * Raugoth drops a pile of ashes **10952** that is needed by a slayer named Soros **10764** to make the silver stake. * Created a silver charm **10765** (and a sanctified one **10766**) for use in making the silver stake. * Added to the Adair Monestary, creating an above ground tomb for St Adair, founder of the monestary. * Creating a quest involving the tomb that will allow one to access a saint's tomb (though there can be many others) for completing the silver stake quest.

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    Sorry for my lack of updates, I've been messing with Xev to get him to 4th class so I can be lazy with him again! :D

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