So far:
Posted: Tue Jul 05, 2011 2:56 am
Don't worry I'm not getting carried away, just logging this here for the record.
Script edits so far:
(charactercreation.cs)
Edited player start location
Edited starting backpack items
Edited 'starter templates' (mage, warrior, etc) to start with 75 in 4 skills.
(currentexpansion.cs)
Removed anything post AOS(SE, ML, etc)
(publicmoongates.cs)
Removed all but Fel options from gump.
(welcometimer.cs)
Edited welcome msgs
(necromancyspells.cs)
Removed FC from Necro spells(ERA ACCURATE!)
(skillcheck.cs)
Removed anti-macro code and slightly increased skill gain.
(accounthandler.cs)
Limited accounts per IP.
(testcentre.cs)
Switched on test centre settings(Full bank box, etc)
Added in some of Noxin's Legacy customs; 'Shame' creatures, new rares, etc.
Spawned up the World using nerun's distro. Covetous, Deceit, Shame and Hythloth have 'special' spawns of Noxin's customs(and Dark Fathers in some cases) as well as lowered levels of their normal spawns.
Added some daily/weekly spawning rares - some traditional and some new.
Added in stealable doom artifacts as spawning rares(for now)
Short term to do/wish list:
Increased skill gain in dungeons.
Limit characters-per-account. (1-2 chars per acc. with 2 accounts per IP) ~ Done. (account.cs)
Add in more spawning rares
Up Dungeon Chest/Tmap loot - add in some special items
Testing - PvP mechanics/skill gain/artifact drop rate, etc
Up loot/add special loot on certain monsters
Look at PvP attribute caps
Modify town vendors - add in gold sinks. Super expensive items.
Up mana cost for wither/para field/poison field
Edit scroll drop % on spawns
Long term to do/wish list:
New bounty system - enough to encourage people to play Anti's instead of PKs.
Map edits - remove some cities - too many spreads out any potential player base and makes shards look deserted.
Look at crafters - for instance no powder of fort is going on shard - make smithing/tailoring/alchemy skill very important and not easy to GM/120.
Look at some of the 'player town' systems on runuo site.
Loads more but going @ bed~~
Script edits so far:
(charactercreation.cs)
Edited player start location
Edited starting backpack items
Edited 'starter templates' (mage, warrior, etc) to start with 75 in 4 skills.
(currentexpansion.cs)
Removed anything post AOS(SE, ML, etc)
(publicmoongates.cs)
Removed all but Fel options from gump.
(welcometimer.cs)
Edited welcome msgs
(necromancyspells.cs)
Removed FC from Necro spells(ERA ACCURATE!)
(skillcheck.cs)
Removed anti-macro code and slightly increased skill gain.
(accounthandler.cs)
Limited accounts per IP.
(testcentre.cs)
Switched on test centre settings(Full bank box, etc)
Added in some of Noxin's Legacy customs; 'Shame' creatures, new rares, etc.
Spawned up the World using nerun's distro. Covetous, Deceit, Shame and Hythloth have 'special' spawns of Noxin's customs(and Dark Fathers in some cases) as well as lowered levels of their normal spawns.
Added some daily/weekly spawning rares - some traditional and some new.
Added in stealable doom artifacts as spawning rares(for now)
Short term to do/wish list:
Increased skill gain in dungeons.
Limit characters-per-account. (1-2 chars per acc. with 2 accounts per IP) ~ Done. (account.cs)
Add in more spawning rares
Up Dungeon Chest/Tmap loot - add in some special items
Testing - PvP mechanics/skill gain/artifact drop rate, etc
Up loot/add special loot on certain monsters
Look at PvP attribute caps
Modify town vendors - add in gold sinks. Super expensive items.
Up mana cost for wither/para field/poison field
Edit scroll drop % on spawns
Long term to do/wish list:
New bounty system - enough to encourage people to play Anti's instead of PKs.
Map edits - remove some cities - too many spreads out any potential player base and makes shards look deserted.
Look at crafters - for instance no powder of fort is going on shard - make smithing/tailoring/alchemy skill very important and not easy to GM/120.
Look at some of the 'player town' systems on runuo site.
Loads more but going @ bed~~