Tursh Progress Thread
Tursh Progress Thread
I'm starting to document what the design team has done so far:
-Guards: Guard Winston and Guard Tranton should be done. I've set up a generic Guard Directions script for all the guards to use. We're still waiting on some kind of include function so we don't have to c/p it to the guard's individual scripts.
-Spawn Combine:
Mapleleaf Treants: I spawn combined several groups that were clearly separate from each other. There's still a bunch out there that should be looked at.
Bullfrogs: There's two kinds, Ravenous and another that I can't remember the name of. I put them in groups of about 4-5 and combined them.
-Generic Movement:
Lesser Rift Imps
Minor Rift Imps
Field Fox
Field Wolf
Walking Pumpkin Horrors
Redcap Pumpkin Thief
Bullfrogs
Does
Stags
Grave Brownie
Grave Brownie Construct
Untamed Tome
Risen Farmer
Grave grubs
-Hailing:
Cows
Chickens (Yes, seriously, they had them)
Farmer Bryce
Farmhand Chand
Farmhand Lightwater
Guard Winston
Guard Loggins
Guard Tranton
Guard Lorrad
Hendarn Relfar
Farmer Arthur Roband
Farmhand Hake
Farmer Wilrey
Farmhand Thester
Farmhand Fernpillow
Guard Jagger (Does not have Guard Directions yet)
Farmer Brashford
Jason Brashford
Farmhand Stumblewheat
Sergeant Trackle
Acolyte Draker
Guard Manket (Does not have Guard Directions yet)
Clerk Allen Mordanen
Guard Ullar
Doomsayer Prophet
Clerk Tina Landes
Lady Tyna Oakheart
Daniel Rusten
Samantha Rusten
Matthew Rusten
Marshall Rusten
Amelia Rusten
Investigator Harelk
Lenna Windwheat
Dininix Jixilin
Adle Mintweald
Bryce Kundar
Uncanny Frog
Guard Ellieth
Belwy Ryebrook
Millven Pennstump
Nidolen Brunwist
-Pathing:
Adle Mintweald
Farmhand Lightwater
Guard Loggins
Gobon Olmseed
Akolyte Draker
Guard Jagger
Farmhand Redstalk
Farmhand Fernpillow
Farmhand Stumblewheat
Questing:
Guard Antonir "Restless Farmers" (Unfinished)
All Tursh (City) Guards have been given their Directions script that had them according to our information. Rindol Field guards are not included in this.
-Guards: Guard Winston and Guard Tranton should be done. I've set up a generic Guard Directions script for all the guards to use. We're still waiting on some kind of include function so we don't have to c/p it to the guard's individual scripts.
-Spawn Combine:
Mapleleaf Treants: I spawn combined several groups that were clearly separate from each other. There's still a bunch out there that should be looked at.
Bullfrogs: There's two kinds, Ravenous and another that I can't remember the name of. I put them in groups of about 4-5 and combined them.
-Generic Movement:
Lesser Rift Imps
Minor Rift Imps
Field Fox
Field Wolf
Walking Pumpkin Horrors
Redcap Pumpkin Thief
Bullfrogs
Does
Stags
Grave Brownie
Grave Brownie Construct
Untamed Tome
Risen Farmer
Grave grubs
-Hailing:
Cows
Chickens (Yes, seriously, they had them)
Farmer Bryce
Farmhand Chand
Farmhand Lightwater
Guard Winston
Guard Loggins
Guard Tranton
Guard Lorrad
Hendarn Relfar
Farmer Arthur Roband
Farmhand Hake
Farmer Wilrey
Farmhand Thester
Farmhand Fernpillow
Guard Jagger (Does not have Guard Directions yet)
Farmer Brashford
Jason Brashford
Farmhand Stumblewheat
Sergeant Trackle
Acolyte Draker
Guard Manket (Does not have Guard Directions yet)
Clerk Allen Mordanen
Guard Ullar
Doomsayer Prophet
Clerk Tina Landes
Lady Tyna Oakheart
Daniel Rusten
Samantha Rusten
Matthew Rusten
Marshall Rusten
Amelia Rusten
Investigator Harelk
Lenna Windwheat
Dininix Jixilin
Adle Mintweald
Bryce Kundar
Uncanny Frog
Guard Ellieth
Belwy Ryebrook
Millven Pennstump
Nidolen Brunwist
-Pathing:
Adle Mintweald
Farmhand Lightwater
Guard Loggins
Gobon Olmseed
Akolyte Draker
Guard Jagger
Farmhand Redstalk
Farmhand Fernpillow
Farmhand Stumblewheat
Questing:
Guard Antonir "Restless Farmers" (Unfinished)
All Tursh (City) Guards have been given their Directions script that had them according to our information. Rindol Field guards are not included in this.

Re: Tursh Progress Thread
Specific Movement Path/Pattern added too
1. Maplynn Terror/ Fable ** Pathing Finally FIXED ***
2. Milo Summerpeddle
3. Hastlin Brunwist
4. Rindol Storehouse Done ! various redcaps through zone have specific movement patterns scripts applied.
Generic movement added too
1. Maplelynn Howler
2. Maplelynn Stalker
3. Maplelynn Treant
4. Aged Maplelynn treant
5. Tainted Sap
6. Vorziel Bloodpaw
Hailing
Guard Frolark (Direction working Thank you Jakkal for Guard Winston Script)
Guard Lorrad
Guard Brecker (Directions working Thank you Jakkal for Guard Winston script)
investigator Semual
Malli Blueriver
Callie Potten
Farmhand Redstalk
Mitchal Kunder
Sigmun Pursiane
Shalla Tor
Mitford Penswell (Scribe)
Hamla Mintweald
Upton Quincel
Jayde Hasford
Kelon Murragus
Munlo Murragus
Haslin brunwist
Klair Swiftfoot
Milo Summerpeddle
Verni Summerpeddle
Halp Grimbo
Guard Alehex (hail only Direction script not working yet)
1. Maplynn Terror/ Fable ** Pathing Finally FIXED ***
2. Milo Summerpeddle
3. Hastlin Brunwist
4. Rindol Storehouse Done ! various redcaps through zone have specific movement patterns scripts applied.
Generic movement added too
1. Maplelynn Howler
2. Maplelynn Stalker
3. Maplelynn Treant
4. Aged Maplelynn treant
5. Tainted Sap
6. Vorziel Bloodpaw
Hailing
Guard Frolark (Direction working Thank you Jakkal for Guard Winston Script)
Guard Lorrad
Guard Brecker (Directions working Thank you Jakkal for Guard Winston script)
investigator Semual
Malli Blueriver
Callie Potten
Farmhand Redstalk
Mitchal Kunder
Sigmun Pursiane
Shalla Tor
Mitford Penswell (Scribe)
Hamla Mintweald
Upton Quincel
Jayde Hasford
Kelon Murragus
Munlo Murragus
Haslin brunwist
Klair Swiftfoot
Milo Summerpeddle
Verni Summerpeddle
Halp Grimbo
Guard Alehex (hail only Direction script not working yet)
Re: Tursh Progress Thread
Hailing (Basic)
GameContent from A to J for most of NPC's (others will be covered by quests realisations)
GameContent from J to L for most of NPC's (others will be covered by quests realisations)
GameContent from A to J for most of NPC's (others will be covered by quests realisations)
GameContent from J to L for most of NPC's (others will be covered by quests realisations)
Re: Tursh Progress Thread
For the Tursh guards, you don't have to put the direction's script on them. We're waiting for the Devs to give us some kind of "Include" function so we can add the generic scripts like that to all guards, but still have them speak their normal generic hail lines.

Re: Tursh Progress Thread
Doh! I had put in directions script for two guards based on your guard Winston script.
I left the Rindol Field ones alone since I didn't want to tackle a 300 to 400 line lua script yet lol.
I left the Rindol Field ones alone since I didn't want to tackle a 300 to 400 line lua script yet lol.
Re: Tursh Progress Thread
Yeah, no worries. I'll get the guards in Rindol Field as soon as I can get enough free time to just sit and do that. Probably won't have time until after mid February. Stupid big work projects taking up all my time

Re: Tursh Progress Thread
Anyone mind taking a Look at Maplelynn Terror Script . It keeps falling below ground when it goes over the tunnel underneath leading to the rift dungeon.
I changed Maplelynn Terror /Fable path script to try to correct this , but best i can do is have it still fall through after a certain loc and then WARPS to next location.
I cannot seem to fix the falling g through ground issue.
I changed Maplelynn Terror /Fable path script to try to correct this , but best i can do is have it still fall through after a certain loc and then WARPS to next location.
I cannot seem to fix the falling g through ground issue.
Re: Tursh Progress Thread
Hailing (Basic)
GameContent from A to J for most of NPC's (others will be covered by quests realisations)
GameContent from J to L for most of NPC's (others will be covered by quests realisations)
GameContent from M to Z for most of NPC's (others will be covered by quests realisations)
FIRST hailing pass DONE !!
Some NPCs have dialogs only with several choices apparently targeting specific players ==> what are the proper Lua statements to choose the target ? Should they have a generic hail for others (even if not explicit in dialog)?
When there is no specific (well, by reading the dialog) target should we always assume a random choice ?
GameContent from A to J for most of NPC's (others will be covered by quests realisations)
GameContent from J to L for most of NPC's (others will be covered by quests realisations)
GameContent from M to Z for most of NPC's (others will be covered by quests realisations)
FIRST hailing pass DONE !!
Some NPCs have dialogs only with several choices apparently targeting specific players ==> what are the proper Lua statements to choose the target ? Should they have a generic hail for others (even if not explicit in dialog)?
When there is no specific (well, by reading the dialog) target should we always assume a random choice ?
Re: Tursh Progress Thread
Look at the script for Tan Fen Greatcloud in Isle of Dawn - he's got the proper syntax to put in the player's name.
Should be something like this - adjust text as needed of course:
StartConversation(conversation, "Tan Fen Greatcloud says, \"Ahh, ".. GetName(PC) .."! Thank you so much for answering our call for aid. I am Tan Fen Greatcloud, and I humbly welcome you to the Isle of Dawn.\"\n\n[Tan Fen Greatcloud offers you a quest to complete. Hover your mouse over the sword below and click on it to accept the quest.]")
I'm sure someone will correct me if I'm wrong, but I think that may help...
Should be something like this - adjust text as needed of course:
StartConversation(conversation, "Tan Fen Greatcloud says, \"Ahh, ".. GetName(PC) .."! Thank you so much for answering our call for aid. I am Tan Fen Greatcloud, and I humbly welcome you to the Isle of Dawn.\"\n\n[Tan Fen Greatcloud offers you a quest to complete. Hover your mouse over the sword below and click on it to accept the quest.]")
I'm sure someone will correct me if I'm wrong, but I think that may help...
Haiku is easy -
But sometimes it makes no sense.
Refridgerator.
But sometimes it makes no sense.
Refridgerator.
Re: Tursh Progress Thread
Yes this for player's name but I wish the player type (Human, Halflin, ....) and probably in others cases if he his a sorcerer, paladin, ....
As an example :
[quote]
--[[
Script Name : Spawns/TurshVillage/BabryGosreen.lua
Script Purpose : Babry Gosreen
Script Author : Nilso
Script Date : 2016/01/24
Script Notes : Auto-Generated Conversation from PacketParser Data
--]]
function spawn(Npc)
end
function hailed(Npc, Player)
choice = math.random(0,6)
FaceTarget(Npc, Player)
conversation = CreateConversation(Npc, Player) -- only need 1 conversation per dialog
if choice == 0 then
StartConversation(conversation, 'Babry looks around nervously and says, "These redcaps think they can get past me! I have eyes like a winged wyvern and ears better than the best elf!"')
elseif choice == 1 then
StartConversation(conversation, 'Babry says cheerfully, "Saw a redcap today! Thwapped him upside his wee head with a pitchfork. Doubt I\'ll be seeing the likes of him anytime soon!"')
elseif choice == 2 then
StartConversation(conversation, 'Babry says to you excitedly, "Have you seen any redcaps? I\'ve got to get myself given a medal for showing them the fastest route out of Rindol Field!"')
elseif choice == 3 then
StartConversation(conversation, 'Babry says to you, "The work for the day is done! Join us in a well-poured drink and a jovial dance, Molochaim!"')
elseif choice == 4 then
StartConversation(conversation, 'Babry says, "The supporters of the Rindols opposing the supporters of the mayor leads to some tension that\'s quite unusual for our people."')
elseif choice == 5 then
StartConversation(conversation, 'Babry smiles merrily at you and says, "Hello, Danatelloo! Welcome to Rindol Field. Be wary of the redcaps and don\'t get near the pumpkin horrors. They won\'t bother you if you stay well away from them."')
elseif choice == 6 then
StartConversation(conversation, 'Babry smiles merrily at you and says, "Hello, Halfffm! Welcome to Rindol Field. Be wary of the redcaps and don\'t get near the pumpkin horrors. They won\'t bother you if you stay well away from them."')
end
OpenDialog(conversation, Player)
end
--[[ raw_dialog_headers
ID: 32790, Text: Babry looks around nervously and says, "These redcaps think they can get past me! I have eyes like a winged wyvern and ears better than the best elf!", Log: 412
ID: 32790, Text: Babry says cheerfully, "Saw a redcap today! Thwapped him upside his wee head with a pitchfork. Doubt I'll be seeing the likes of him anytime soon!", Log: 412
ID: 32790, Text: Babry says to you excitedly, "Have you seen any redcaps? I've got to get myself given a medal for showing them the fastest route out of Rindol Field!", Log: 412
ID: 32790, Text: Babry says to you, "The work for the day is done! Join us in a well-poured drink and a jovial dance, Molochaim!", Log: 412
ID: 32790, Text: Babry says, "The supporters of the Rindols opposing the supporters of the mayor leads to some tension that's quite unusual for our people.", Log: 412
ID: 32790, Text: Babry smiles merrily at you and says, "Hello, Danatelloo! Welcome to Rindol Field. Be wary of the redcaps and don't get near the pumpkin horrors. They won't bother you if you stay well away from them.", Log: 412
ID: 32790, Text: Babry smiles merrily at you and says, "Hello, Halfffm! Welcome to Rindol Field. Be wary of the redcaps and don't get near the pumpkin horrors. They won't bother you if you stay well away from them.", Log: 412
--]]
[/quote]
Are Molochaim, Danatello, Halffm just gratuitous callings or should they be choosen to match the player's type ?
As an example :
[quote]
--[[
Script Name : Spawns/TurshVillage/BabryGosreen.lua
Script Purpose : Babry Gosreen
Script Author : Nilso
Script Date : 2016/01/24
Script Notes : Auto-Generated Conversation from PacketParser Data
--]]
function spawn(Npc)
end
function hailed(Npc, Player)
choice = math.random(0,6)
FaceTarget(Npc, Player)
conversation = CreateConversation(Npc, Player) -- only need 1 conversation per dialog
if choice == 0 then
StartConversation(conversation, 'Babry looks around nervously and says, "These redcaps think they can get past me! I have eyes like a winged wyvern and ears better than the best elf!"')
elseif choice == 1 then
StartConversation(conversation, 'Babry says cheerfully, "Saw a redcap today! Thwapped him upside his wee head with a pitchfork. Doubt I\'ll be seeing the likes of him anytime soon!"')
elseif choice == 2 then
StartConversation(conversation, 'Babry says to you excitedly, "Have you seen any redcaps? I\'ve got to get myself given a medal for showing them the fastest route out of Rindol Field!"')
elseif choice == 3 then
StartConversation(conversation, 'Babry says to you, "The work for the day is done! Join us in a well-poured drink and a jovial dance, Molochaim!"')
elseif choice == 4 then
StartConversation(conversation, 'Babry says, "The supporters of the Rindols opposing the supporters of the mayor leads to some tension that\'s quite unusual for our people."')
elseif choice == 5 then
StartConversation(conversation, 'Babry smiles merrily at you and says, "Hello, Danatelloo! Welcome to Rindol Field. Be wary of the redcaps and don\'t get near the pumpkin horrors. They won\'t bother you if you stay well away from them."')
elseif choice == 6 then
StartConversation(conversation, 'Babry smiles merrily at you and says, "Hello, Halfffm! Welcome to Rindol Field. Be wary of the redcaps and don\'t get near the pumpkin horrors. They won\'t bother you if you stay well away from them."')
end
OpenDialog(conversation, Player)
end
--[[ raw_dialog_headers
ID: 32790, Text: Babry looks around nervously and says, "These redcaps think they can get past me! I have eyes like a winged wyvern and ears better than the best elf!", Log: 412
ID: 32790, Text: Babry says cheerfully, "Saw a redcap today! Thwapped him upside his wee head with a pitchfork. Doubt I'll be seeing the likes of him anytime soon!", Log: 412
ID: 32790, Text: Babry says to you excitedly, "Have you seen any redcaps? I've got to get myself given a medal for showing them the fastest route out of Rindol Field!", Log: 412
ID: 32790, Text: Babry says to you, "The work for the day is done! Join us in a well-poured drink and a jovial dance, Molochaim!", Log: 412
ID: 32790, Text: Babry says, "The supporters of the Rindols opposing the supporters of the mayor leads to some tension that's quite unusual for our people.", Log: 412
ID: 32790, Text: Babry smiles merrily at you and says, "Hello, Danatelloo! Welcome to Rindol Field. Be wary of the redcaps and don't get near the pumpkin horrors. They won't bother you if you stay well away from them.", Log: 412
ID: 32790, Text: Babry smiles merrily at you and says, "Hello, Halfffm! Welcome to Rindol Field. Be wary of the redcaps and don't get near the pumpkin horrors. They won't bother you if you stay well away from them.", Log: 412
--]]
[/quote]
Are Molochaim, Danatello, Halffm just gratuitous callings or should they be choosen to match the player's type ?