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Anything regarding UO or Age of Valor
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Nosferatu
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Post by Nosferatu »

a list of the new AoA's? =]

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Red Squirrel
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Post by Red Squirrel »

They're not in yet (yeah I know I said they would :P) but when they are I'll document them. I also need to post up the new formula but it may change again.

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Post by Nosferatu »

sweet sounds good thx

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E.Machine
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Post by E.Machine »

Hey... I was wondering about something.

Was curious if hte AoA system could adapt the ToT system. Where you trade in 10 lessers for a greater somewhere? Except maybe since its felucca, you also have to pay a fee in order to do so.

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Post by Nosferatu »

this has been talked about ALOT lol

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Post by Red Squirrel »

Yeah I'm thinking of doing this, I originally wanted to get away from that since its not original, but its really the best way to control the overpopulation of AoAs but still not make them too hard to get. But to make it different I'll make it require like 25, and it's a a random greater AoA with like a 10% chance of getting screwed over and getting just a lesser in return.

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Post by Nosferatu »

sweet.. getting screwed is my girlfriends job thou.. but i like the idea for sure

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Death
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Post by Death »

The idea to trade them in was kind of unoriginal because the initial idea was to turn them in like you do with tots. However, having some kind of system to trade them in would be neat. Perhaps every AOA you can turn into some person to get a certain amount of points or tokens (The common AOA's being worth less). Then you can use those tokens to purchase a greater AOA or something.

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Gaiava Arkkaza
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Post by Gaiava Arkkaza »

Squirrel tried doing it like TOTs, definately didnt work very well.

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Post by Red Squirrel »

Yeah code wise I had issues as well, but if I forget the gumps, and just make it work differently, it will go better. Like you'd have to drag it on the npc or something. I will try to add some variables to playermobile to keep track of how many were returned as well, without having to delete all of them (changing saved variables around in runuo is really tricky and can cause stuff to get deleted)

I also like the points idea. Each lesser could be worth so many points. So rather then return a fixed number, you need to accumulate points. Each one could be worth a different amount of points based on rarity/mods etc. I can either staticly assign it or somehow make it dynamic.

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Post by dprantl »

Red Squirrel wrote:Yeah code wise I had issues as well, but if I forget the gumps, and just make it work differently, it will go better. Like you'd have to drag it on the npc or something. I will try to add some variables to playermobile to keep track of how many were returned as well, without having to delete all of them (changing saved variables around in runuo is really tricky and can cause stuff to get deleted)

I also like the points idea. Each lesser could be worth so many points. So rather then return a fixed number, you need to accumulate points. Each one could be worth a different amount of points based on rarity/mods etc. I can either staticly assign it or somehow make it dynamic.
I agree. Something like tiger teeth earrings should be worth almost as much points as you need to get a greater, for example.

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Post by Nosferatu »

lol

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Post by Red Squirrel »

I need to figure of how these values will be stored (having a variable for each AoA would be unefficient, specially as I plan to add new ones now and then) so once I figure that part out, I'll code it.

Also changed the chance formula again, to accommodate this new system. Will be similar odds as paragons, but difference is, creatures with low fame won't drop at all. I'll post a more in depth update once it goes in.

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Post by Finlander »

Red Squirrel wrote:Yeah code wise I had issues as well, but if I forget the gumps, and just make it work differently, it will go better. Like you'd have to drag it on the npc or something. I will try to add some variables to playermobile to keep track of how many were returned as well, without having to delete all of them (changing saved variables around in runuo is really tricky and can cause stuff to get deleted)

I also like the points idea. Each lesser could be worth so many points. So rather then return a fixed number, you need to accumulate points. Each one could be worth a different amount of points based on rarity/mods etc. I can either staticly assign it or somehow make it dynamic.
I dont know shit about pc's, less about uo coding, but would this be easy: Take that ministery guy in tokuno who trades for tots

Take random arty deed

Change the ltots what that ministery guy asks to aoa's

Change arty deed rewards to what you want them to be

Change gtot reward to that custom random arty deed you just made

Tho id ont know if its possible


:D

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Post by Red Squirrel »

Yeah I thought of that, problem is most of the gumps use IDs which refer to client side names. So I can't use the names of the AoAs. I should look at code and learn to make gumps from scratch.

The other big challenge is storing the data for points per arty. I can always make it write to a file though, or if it's possible, a UO book that is in the NPC. I was thinking of making it so every now and then the values are updated according to the total number of each item on the server. So if there's like 100 claws of the holy squirrel on the server and 30 tiger teeth earings, then claws will be worth less. Every 10 days or so it could recalculate. The cool thing about using a UO book is I could even have the NPC give a copy. Would be like a catalog. :P I'll look into how hard it would be to code this.

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Post by Death »

Red Squirrel wrote:I need to figure of how these values will be stored (having a variable for each AoA would be unefficient, specially as I plan to add new ones now and then) so once I figure that part out, I'll code it.

Also changed the chance formula again, to accommodate this new system. Will be similar odds as paragons, but difference is, creatures with low fame won't drop at all. I'll post a more in depth update once it goes in.
Can you somehow switch the NPC selling currency? For example, have an npc sell the greaters in a list but they accept the tokens instead of gold as trade. Might be difficult however, if the currency is coded into the gumps.

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Post by Red Squirrel »

Hmm actually I see what you mean. I could make it actually hand out tokens, rather then just keep track of points. It's most likely doable. I'll have to look at vendors see how they work. I can either staticly assign the values or try to find a way to make it dynamic.

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Nosferatu
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Post by Nosferatu »

i really liked that book idea

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Post by Death »

Red Squirrel wrote:Hmm actually I see what you mean. I could make it actually hand out tokens, rather then just keep track of points. It's most likely doable. I'll have to look at vendors see how they work. I can either staticly assign the values or try to find a way to make it dynamic.
Doesn't have to be an NPC. I just thought that up because of the existing gump idea. You could make it a stone and be a vending machinge or something.

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