I bet you already know what I'm trying to do and even seen my requests, but here is a small overview, since my "looking for scripter" thread is outdated.
Whi World project:
4 different characters to play as Knight, Sorcerer, Druid or Hunter. Gameplay primarily consists of completing missions and quests in order to obtain experience to improve one's character. (This means no experience for killing monsters)
All items are unique and define a build* - better gear allows you to fight harder monsters on top of allowing you to explore the map for longer periods of time before having to restock in your home village or town.
Spells are very basic for this game and there wont be too many of them (around 5 different spells for each character), but the trick here is that items manipulate the spells.
build* = Term used in game for having some kind of specific fighting style for character (example: thunder knight, high magic level knights with axe and skill named "thunderstruck")
The game at start is linear to make new players find new features 1 by 1. But as player progresses the more progression choices player has.
Technical part of Whi World:
Whi World is kind of made like a huge config table. I try my best to connect all aspects of game into series of config tables using LUA.
Spells:
Currently I have
spellCreating system for monsters. This is a system what automatically generates the spell for monster using config table.
This
spellCreating system can not be used by making player spells. (nor do I need it for now)
I have specially made a
monster AI what is using the spellcreating system correctly and also giving monster some kind of brain, when to use these spells.
For player spells I have also have a config table what currently only manipulates the balancing part. (because i don't see the need for generating spell or making config for visuals)
The spells are connected with
damageSystem and spellBook, this means changing a value in 1 place will automatically change the values everywhere else too.
Also a very neat hook system made for player spells, so that they are very easy to manipulate.
Items:
There is no config for items yet, I got lot of item examples now, but doesn't look like I need a config for them yet.
NPC's:
I have come to call it
NPC system 4. Npc's are now using modal window what are triggered upon looking the npc's. The choices are generated trough my newest and coolest config table, which style is most likely going to take over ALL the config tables. (currently I have like own specific functions for each config, but this one shares the functions with
questSystem,
npcTableGenerator,
missSystem and taskSystem)
Also I have brought back the npcHandler for now (the default TFS npc system), because I couldn't figure out how to use make onThink function for npc which I'm using for system what makes npc to talk to eachother.
Quests, tasks, mission:
All of them are now made with config table (yes even quests).
And its not like they are some crappy missions or quests. They can be very detailed. Most likely they are better than "handmade" quests because its just too easy to detail every aspect of quest with config.
PVP:
DamageSystem has been made 5+ months ago to handle the unique PVE damage distribution. So you can expect to be very outdated. At this state it can't handle pvp at all. But this is one of the huge systems what is left to improve.
Lore system:
This is going to be one of the last and hardest things to do. Game must understand and generate a compelling story depending on what actions player take in game (what objects they look, what they kill, what they loot, where they die, who they hang out with, etc)
Other:
There is lot of stand alone functions what are not yet done, but a must for game quality.
FoodSystem rework
Reputation System
Death Penalty
Highscore system
Battleground system
Improved gem enchanting system (stone enchanting system is working as intended and seems perfect although the technical part is outdated)
etc
Whi World team:
Well there is lot of supporters for server. Some support more, some less.
But actually in team there is me and Jaser.
Also Whi World is collaborating with TNT project too, which is also beneficial for both sides
Maybe this or week after might see Cornex to be part of team too

Last 1 month or so I have been taking all the project related things rather slowly. As in real life I'm preparing the budget for Whi World. This will go on for many more months.
Also main focus has been going to TNT project where I am converting the entire server.
Even still I have been trying to push some content out there in Whi World, so that there still will be testers who find bugs for me
I would gladly accept you to team too, because there will be lot of scripts to do and extra hands are always amazing.
Besides talking to other LUA scripters on technical level is pretty cool and useful activity as we can improve eachother. (Mokerhamer!, Evan(miss you!))
Lel:
Depending on the complexity of the script(s) I may need a gm or higher position on your server.
I don't mind giving "god" access to actually anybody in my beta, but what is the purpose?
Testing? In this case, its not required, because the scripts you will do for Whi World, does not require god access to test them.
I rather not work for money as money complicates things, I just like to code because its a hobby
In my opinion it doesn't complicate things, vice-versa it makes it easier. Problem is that does the employer even have money?