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Harry Potter RPG project (early stage)

Rough

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Howdy, First of all, in order to hopefully decrease the amount of flaming:

*I'm aware of the fact that previous Harry Potter projects have been made, both server-sided and with costum clients. I want to stress the fact that nothing I post here will be with the intention of taking away any of your credits or whatnot, so you may keep comments like "I did that first" or "You only copy me" to yourself. :)

*Unless the idea I post is mine to begin with I shall post credits, but keep in mind that there's a possibility that you've had a similar idea in the past without me knowing. :$

Having said that I'm considering making a Harry Potter RPG server.
I've got a very limited experience with OT-making but I'm a somewhat skilled programmer so it shouldnt be an issue.

I've been thinking about this for a while but havent had the time (been to lazy) to do anything about it, but if others like my ideas I may finally do something about it.
I've tried to take both RPG- and teamplay-aspects into consideration while writing this but feel free to adress things you disslike/think should be changed (but then please tell me why).

So the basic ideas:

Focus:

I'd be focusing on server-sided changes to begin with, preferably lua-scripting seeing how tampering with the source-code may cause bugs that take more time to fix than I'm prepared to invest.
After going as far as I can get that way (if I'm still motivated) I'll continue with changing the source of both the server and client. (Minor changes may be done earlier but nothing major.)

Vocations:

4 major vocations to begin with, one for each house.
After being sorted into a house you may begin forming your own character the way you please by choosing various spells (you wont be able to get all the spells).
So say you want to be the HPOT equivalent of a "knight", something you'd choose is protective spells rather than attack/healing spells such as "protego" and so on.
Players from the same house won't be able to damage one another unless it is with consent (dueling).

Spells in general:

In order to learn spells you'd have to take "classes", (doing quests).
There will be some "classes" with the same unique ID's, forcing you to choose between say:
*healing yourself
*healing others
*protecting yourself (give yourself a higher def/magical resistance to "block monsters")
*attacking others
Meaning that if you try to learn a spell with same ID as one you already know the Teacher-NPC will tell you you've already chosen another path or something similar.
By limiting the capacity to learn spells for each player you increase the need for working together and helping one another.

Please note that you wont be completly unable to do all of the above but you'll be better at some things.

Healing:

All players would be able to heal themselves to a certain extent however...

*"Out in the field":

Players ("blockers" more than others) would be able to prevent recieving damage (protego) rather than healing themselves.

Unlike tibia where "exura sio" would heal your blocker instantly healers will cast healing-over-time spells, ticking every 4 seconds or so and even then not giving the blocker more than a couple of percents health.

Removing curses should take both skill and concentration, thus making it hard to do so while battling. Meaning that removing a damage-over-time spell would require you to loose your "battle-cross" before removing them.
Of course this would imply that that "dots" wouldnt affect your battle cross, only instant attacks. (For those who didnt grasp the concept this would be the equivalent of having to loose "pz" before casting "exana pox" when you're poisoned.)

*Instant healing:
Would only be possible by either:
*Seeking out Madame Pomfrey in the hospital wing.
*Getting a healer to do it (only possible in certain areas, meaning that if your team is a longer quest there will be places where you have a chance to rest and get healed).

"Leveling":

The "level" would be the age of your character, a first year would be "level" 11.
In order to prevent the need for botting which gives honest players a dissadvantage I propose to set the exp-rate to 0.
Meaning that you wont recieve any exp for killing monsters, instead you do major quests, one for each "year". The idea being that these major quests would be similar to the major adventures in of the books.
Each completed "major" quest will give make you grow a year (gain a level)

Attack-spells:

The majority of the attack spells would be either weak or a "dot"
Casting a strong attack spell would require you to focus, meaning that the actual attack would come a couple seconds after the spell has been cast. Your character would "glow" with the same element that you're about to cast while you wait for the spell to fire. For example if someone would cast the unforgivable curse: "avada kedavra" his/her character would glow with green light for a couple of seconds. One of the reasons being a pvp-aspect.

PVP:

The same basic idea as the PvE that I've explained above, the only spells that may cause you to die instantly will cause the attacker to glow for a couple of seconds after casting the spell before it is fired giving you a chance to use some form of protective spell, "protego/protego maxima" that may only last for a couple of seconds but long enough to block that particular blow.



That's it for now, please give me your thoughts about all of the above.

Yours, Rough :mad:
 
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After reading everything, you seem to have alot of good ideas and they are all well thought
The idea of building your character like you want instead of following the regular vocations also seems to be good

Overall, this seems like a good idea, but it'll require alot of work, good luck with it :)
 
This project looks awesome, like the idea how you gain years/levels.
You should consider to make so it stands Years instead of Levels also if you already haven't.

Best of luck to this project!
 
hpothello.png


Nothing major, just played around with it a bit last night.
I got the idea to try new monsters as mounts from Red's server "Cyntara" (cyntara.servegame.com)
Looked great there so I figured I'd give it a go aswell, I'm hoping the fact that it worked will make it easier to add flying brooms to the server (Quidditch anyone?)

Also got an idea to make actually playing quidditch possible, (atleast the golden snitch) by making a creature with say 10 health points with a really high movement speed that turns into an item when killed.
This would mean that the seekers would be using a melee weapon of some sort (perhaps a set of seeker gloves with fist fighting?) and once the snitch has been "killed" (turned into an item) the seeker who "uses" it first scores 150 points for his team and ends the game.

Thoughts?

Also I'd like some help with choosing which TFS to use for the tibia protocol 9.1 or higher, cryingdamson, mystic spirit, whats the differance?! And which version should I use?

Yours, Rough :mad:
 

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Best of luck with the project big fan of the harry potter films/books been waiting few years to see a OT do it justice.
 
How many of those ideas are done?
cuz in the picture with the voc, it aint hard, just changning the name in the voc.xml
any custom sprites will be added?
 
How many of those ideas are done?
cuz in the picture with the voc, it aint hard, just changning the name in the voc.xml
any custom sprites will be added?
I know you are proud of handling those big magic vocation changing stuff in vocation.xml but he actually said: Nothing major.
 
@Scarlet Ayleid
Thanks! I'm aware of the fact that it would require loads of work but unless I loose motivation that wont be an issue, I've done a few big projects in the past (non-tibia related) :)

@Ceejzor
Thanks alot, I'll do my best to give it justice but I can't promise anything when it comes to such an epic saga. :P

@amiroslo
Well just like the title aswell as my first post says I had yet to actually create anything :P I never pretended to have achieved anything hard ;)
And just as I also stated in the first post I'll focus on lua changes for a start but some things will need costum sprites pretty early on (brooms to begin with) though I can't draw to save my life hehe, but I'll try ;)

@Mjmackan
Thanks for the support and having my back ;)
I'll be sure to change "level" into age or something similar when you look at someone, but changing it in the "skillbar" would require a costum client, which is something that I'll probably do down the road ;)
 
Not sure if people saw this in the earlier post so here's a standalone post ;)

I'd like some help with choosing which TFS to use for the tibia protocol 9.1 or higher, cryingdamson, mystic spirit, whats the differance?! And which version should I use?
 
Hiho, sorry for my lack of activity, I've had alot to do at work/school but I found JKR's own hand-drawn map of the hogwarts grounds and felt an urge to share it :P

jkr-hogwartsmap.JPG


Full article found here.

Also found a heap of fan-made maps etc which can be found here.

I'd like to stay as true to JKR's original as possible but seeing how I'm a somewhat lousy mapper it might be hard xD

Anyways I'd love to hear your thoughts!

Yours, Rough:mad:
 
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