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 Post subject: celeborn - ifchecks plus info on jugs
PostPosted: Wed Mar 23, 2005 5:08 am 
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i'd like a new ifcheck which works according to epiclevel



epic level 12 person walks in -->

if elevel($n) <= 50
say hey, you're not quite epiclevel 50


same program - a level 45 player walks in -->

if elevel($n) <= 50
say hey, you're not quite epiclevel 50


currently ifcheck level does not know the difference between a level 30 player, and an epic level 30 player, in the ifchecks eyes, they are both just "level 30"
I need to have the epiclevel ifcheck to know that if the person is epic or not.


ALTERNATIVE -->

leave it as it, and give me an ifcheck if epic($n)

asking if the player is an epic character or not, if i can get that, i will just use the two ifchecks together.



which brings me to the next part....

i will want to be placing epic level 1 restrictions on all epic jugs

the only people who can get jugs are epic characters in the first place, having "non epic" level 1 characters walk around with epic 120 elemental tanks is a little counter productive.


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 Post subject:
PostPosted: Wed Mar 23, 2005 5:15 am 
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Aren't epic jugs level 10 elementals?

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 Post subject:
PostPosted: Wed Mar 23, 2005 4:10 pm 
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no


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 Post subject:
PostPosted: Wed Mar 23, 2005 8:10 pm 
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Ummmm.... unless something suddenly changed, all epic jugs produce unmodified elementals. The JUG might be of high level, but the elementals are the weakest of the weakest.

Reason? It has nothing to do with the jug. I can dip a sword in elemental liquids and swing the sword at you. Now you have an elemental following you. If it was based on the container, would not the new elemental then be based on the sword's level? In short elemental liquids are just that, liquids.

Now personally, I would like to see elemental liquids produce an elemental of equal level to the person drinking the liquid. That stops level 1's from having level 10 elementals, and it stops level e500's from having only level 10 elementals....

Anyway, thats my solution :P

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PostPosted: Wed Mar 23, 2005 9:36 pm 
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That's odd, Isabelle, because every elemental from a jug that I've ever seen gave level 10 elementals. Where might you be finding these jugs that give level 100+ elementals?

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 Post subject:
PostPosted: Wed Mar 23, 2005 10:46 pm 
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rather than argue with you quintos, let me reword it

i would like to remove the ability for non epic characters to use epic jugs

in return, i would like to make the elementals that come from these jugs of a fair level and strength to epic level players.


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PostPosted: Wed Mar 23, 2005 10:50 pm 
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Great idea, Isa ^_^

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 Post subject:
PostPosted: Thu Mar 24, 2005 1:46 am 
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how about removing the jugs instead? putting high level elementals in jugs would take away one more reason to be a druid, which are already few to none.


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 Post subject:
PostPosted: Thu Mar 24, 2005 2:46 am 
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Navith wrote:
how about removing the jugs instead? putting high level elementals in jugs would take away one more reason to be a druid, which are already few to none.



How about giving people more reasons to be a druid, instead? New druid spells would be very welcome, no? ;)


Barkskin(~10c)(buff)

This spell toughens the subject's skin, giving it the texture and density of bark. Grants a base amount of universal damage reduction plus a bonus for each fec added. Also improves fortitude save.


Stoneskin(80c+)(buff, selfonly)

This spell grants the caster's skin the toughness of stone. Increases damage reduction dramatically, at the expense of armor class. Additional fecs increase DR bonus and AC penalty.


Call Hurricane(90c+)(duration-based room effect)

This spell summons fierce winds that drive flying creatures from the sky. "Fly" and "Float" lose their normal functionality while in a room affected by this spell, and any creatures with these properties suffer periodic damage. (this spell could set a temporary flag in a room that would suppress fly and float, and do the periodic damage)


Serenity(100c+)(duration-based room effect)

When this powerful incantation is completed, Nature rises up against the unnatural forces of Magic. Non-Nature spells of lower complexity than the active Serenity spell cannot be cast. (this spell would have a very high complexity and mana cost, and a short duration)


Nature's Blessing(100c+)(buff, selfonly)

This spell grants the caster the favor of Nature, imbuing her/him with Nature's strength. Increases strength and maximum strength, constitution and maximum constitution, and decreases spell failure rate. These effects increase with fecs.



As you've probably noticed, some of those spells are only castable by epic characters. I think that all magic types should get such spells; it would make high epic levels more rewarding and more interesting than "yay, more runes in the same old spells".

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 Post subject:
PostPosted: Thu Mar 24, 2005 4:09 am 
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Navith - The great and powerful pixie known to us as 'Celeborn' has decreed that jugs may not be removed, which means, they must instead be made to work in a balanced, safe, fair fashion.


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 Post subject:
PostPosted: Thu Mar 24, 2005 10:11 am 
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ok, another suggestion then...

make the jugs 1 or 5 uses, instead of infinite. that's what would be fair imo. it's pretty simple to get multiple jugs, but this would at least make people more cautious on how they use them.

or make the jug bind to the player, if someone other then the binder uses it, they are attacked. (i prefer this one, still infinite uses on this version)


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 Post subject:
PostPosted: Thu Mar 24, 2005 2:04 pm 
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k, thanks for the ideas

i'll stick with wanting to keep them non epic :)


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