Nevalopo
Demigod
So a magical sword with bonus ATK +1 can be worth 160 gold.. and a Magical sword with bonus ATK +2 will be worth more? Or all magicals are the same?
Its just for example, normally an ms would worth much more.
But i will explain.
we got for example an sword->worth 50 gold
but that sword is magical, for example "sword of cheater"
The money multiplier is 200%(worth 2x) for this magical type "of cheater" and the moneybonus is 10000 gold for "of cheater". So the price will be:
(50*(200/100))+10000 = 10100g
If the sword had another magical suffix for example sword "of rich cheater",
the multiplier is diffirent, for example pricemul= 500% pricebonus=1000000
the priece would be:
(50*500/100)+1000000
If we had an elite sword ( like in diablo with much more basic attack)
normal item priece could be: 1000
if it were elite sword "of cheater"
the worth would be
(1000*200/100)+10000=12000
For the future(not added yet)
If item had sockets:
elite sword (2sockets) of cheater basic worth 1000+1000*0.20<-- socket bonus
(1200*200/100)+10000
and the item has an perfect saphire in a socked.
For an PSaphier +6000 bonus
so the price would be: 18400
got it?
Dynamic price counter
Hello, after long time im finally back!
Im the creator of the original: Titanium world, UnreallegenD and Exodus servers.
Today i got borred, so i had idea to start with a new project.(its 15.05.10)
My idea is to create an server with Diablo 2 style.
This project will take some time till its playable!
In the past my servers had allredy some of Diablo 2 features:
-chance to get magical items
-random boss mosnters (with stronger attributes)
look here:http://otland.net/f43/germany-exodus8-5-rl-custom-160mb-map-diablo-zelda-goodandevil-l2-deticated-24-7-a-58909/
I did started this topic, so u can see the progress!
But why diablo 2?
Diablo has a great concept!
Look there are no tibian skills aviable,
so the server will be fair for newcomers anytime,
no more powerabusers, who spend long time on training their skills!
Things that shoul be done:
-Adding much more magical attributes to my old system
-Adding Holadric Cube (Diablo Act2): how to do? Adding an box in wich is an umovable,usable item,
if u use it it will check the items in the box, and transform them.
-Adding new Boss Monster System, wich will read stats from databse, and it will add suffix name to the random monsters, and stats...
-Removing Ammo (ammo will be unlimited), adding second ring slot
-Map
-Player will spawn with preset bag wich cant be dropped, players cant get another bags (In diablo there is special ammount of space in your inventory+cube)
-For Betta 2 characters will be aviable: Barbarian and Rogue
-Creating skills, and skill trees, spell lvls will be stored in playerStorages
-Creating Raw Monsters
-Creating Raw, non magical Items (magic suffix and postfix is dynamic! Its not stored in Items.xml)
-Creating Set Items
-Adding to magical items and pricelvl value (so in the shop it will be aviable to sell magical items for diffirent price)
-Adding Sockets
-charms and durablity will be added in the end, cuz its not that important, and it can lagg the game if the server checks every time wich items are on each slot of the bag
-Creating Quests (all except diablo Act 4 quest, cuz i made it allredy in the past "the sanctuary")
-Finding solution for quests like the evils den, cuz u need to kill all monsters there, but i dont know how to create instances like in wow, so the quest will be diffirent...
-Tibias runes, will become Diablo runes, for runewords
-Adding commandos, to set stats(if u get for example 5 Aviable stat points you write: /addstat Vitality, to increase your vitality<--- its easy
-Adding commandos for detailed statistics, with imunity information like in diablo
-Adding an extratown, to keep tibias House, and guildhall system, and to make it meeting point for all players
-adding diffirent maps(after server restart the maps will change, like in diablo on new game)
-findig solution for paladins, to restrict them to use too much magic while using auras
-adding min max damage types for weapons and spells
-finding way to create sumons wich wont block ( for mass summoners like necromant), maybe removing collision ditect for summons)
-Adding set, rare and unique items, using my old system
-Adding modified, same areas for nightmare and hell mode, with diffirent npcs
-Adding gambling game npcs features
-Adding mercenary ( could be hard, maybe using, i gues it was Nahrutos? pet system, and modifying it)
-Modifying sources output damage, cuz otservers has min and max damage wich can be used only with 1 element bonus,
but i must create that u can make damamge with more than 1 element.
-NPC's with pathing, that will attack monsters ("ACT5, and the bow girl at ACT1")
-sprites (thanx to Fragdonut, i forgot about that step...)
The cursor will stay, so u can use multiple times magic, until u use another mouse button or esc...
Maybe someday:
-Music+sound (i have finished this part allredy in past to 50%)
PLEASE, IF I FORGOT SOMETHING, TELL ME!
things that has been done:
-Modified client(Withs diablo stat menu), maybe will change later to yatc!
-Added my old magic weapon system(allmost same as in diablo, but need to implement more attributes)
-Added first version of diablo random boss system
-Save/load items with magical attributes is perfect working
-added first parameters for boss monster modifiers: health, walkingspeed, giveexp,giveloot,giveMagicLoot,attack,deffense.
-added function in source wich will replace all chests wich have specific action id, with new ones i++ on statup, so all chests with that id, will contain items that will be generated, so players can celan all chests after every restart, they will have random items. it makes less work in the future, to add thousends of treasure chests on maps, cuz they will be generated automaticly....
-finished bossmonster parameters
-meele damage depends now on strenght and distance from strenght and dexterity...
-Sttats are now fully working (str,dex,vit,energy)
-Lua commands to set and get various things has been added
-on player save, the new stats will be saved, and on player load, loaded
-on lvl up, aviable skill/magic stas has been set
-on loosexp player wont loose lvl, the xp get losst only(and money, but its diffirent part)
Progress version -100a:
*Modified Client, sorry CipSoft, i hope they wont have problems with another fanproject, im not brazilian(like PokemonOt guys), they can get me
Please vote, if i should replace the ammo slot, with second ring slot or gloves slot???
Progress version -70a:
Boss and item stats has been read automaticly from the database...
This way any monster can become randomly boss, with extra stats! Or item....
Progress version -60a:
Bosses has now resistances and imunity, generated from the database!
And any players can see that, its not only for gms!
Progress version -20a:
Stats working now, levelsystem...
Pic of some items...:
Uploaded with ImageShack.us
Progress -10a:
Added some sprites, and sellingsystem...
Cuz my tibian-shop system that lists automaticly all items that player has "onsell",
dident work because an clientside restriction,
i did created another solution till "NOTClient-Project is ready".
the "Selling Engine":
It allows you to sell all sellable items with "use with"...
Every sellable item has a price in items.xml, and if its magcal it has a multiplied price...
for example:
At testing, a sov is 60g worth, this one is magical, the multiplier is 0% +100g bonus, so the worth is 160g now. (look image):
Current aviable magical bonuses:
-extra attack speed
-extra armor(deffense)
-extra def (shield rating)
-magic attack% (attack on skill use)
-extra attack
-faster walk%
-better chance to loot magical items
-more money from monsters
Another view