Okay, so I think that I have a pretty good idea for my realm and I was just wanting some input on how would be a good way to go about it. I was thinking about putting in a synthesis shop that would take two items and some cash, and put them together into one item. Like for instance:
elvan boots + crimson bracers + 3 runic = Uber Stealth Dodging Boots!
Hehehe.. Please bear with my lack of creativity at the moment, I am tired and the idea just popped into my head. But after playing with the texblocks for quests and whatnot, I was thinking that this was the way that it could be done, so it wouldn't be like a "traditional" shop. Maybe a room with an NCP in it that tells you what you need for what item, then punch in the textblocks for it, and set that textblock under room command. So, I guess my question is what would that textblock look like?
build Uber Stealth Dodging Boots:take item ####:take item ####:take money 3000000:giveitem ####
Maybe something like that? Whats everyone think? Having a problem with nitemare at the moment though, please see other post Syn =) or else I would put more detail into what I am trying to say.
Synthesis Shops!?!
Re: Synthesis Shops!?!
ya, something like that. I don't know if the check comes with the take item, but you need to check to make sure they have the item, ie: what happens when the take item find they dont have the item?
Its not really original...that is basically what trader tull's shop did, but it gave out pretty shitty items "go metro for making another randomly useless feature!"
When tull was killed for mod 9 or whatever, they just couldnt give up the shitty items so they became more spam loot in chests.. uhg.
Heres an idea no one has put in a "working" board: Make a class that can combine items like that with spells. Maybe let them have a lumber axe, pick axe, shovel, and they can go around to certain areas and 'mine' resources (% chance to get some rare resources for good items) etc.
Its not really original...that is basically what trader tull's shop did, but it gave out pretty shitty items "go metro for making another randomly useless feature!"
When tull was killed for mod 9 or whatever, they just couldnt give up the shitty items so they became more spam loot in chests.. uhg.
Heres an idea no one has put in a "working" board: Make a class that can combine items like that with spells. Maybe let them have a lumber axe, pick axe, shovel, and they can go around to certain areas and 'mine' resources (% chance to get some rare resources for good items) etc.
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REX_EVERYTHING
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Re: Synthesis Shops!?!
I was gonna make a entire realm based around a system sorta like that, Just look at dragonhide gear for examples on how to do the take item take money thing since its allready in place.
My plan was to take a realm strip the shops of armour and remake mabey 4 or 5 sets of core armour and then around 5 tiers of upgrades for each set with 3 paths a tier. So say you get your first armour in a easy quest and get a few components and some money to upgrade it to the next level you can but make it so if you choose upgrade A instead of B or C the next time you want to get better gear you can only choose a path available to A (and also have paths exculsive to B and C) and you would do this for all main types of armour and have class specific quests for limited gear and whathave you. Basic idea to get people to play and not just script and buy.
My plan was to take a realm strip the shops of armour and remake mabey 4 or 5 sets of core armour and then around 5 tiers of upgrades for each set with 3 paths a tier. So say you get your first armour in a easy quest and get a few components and some money to upgrade it to the next level you can but make it so if you choose upgrade A instead of B or C the next time you want to get better gear you can only choose a path available to A (and also have paths exculsive to B and C) and you would do this for all main types of armour and have class specific quests for limited gear and whathave you. Basic idea to get people to play and not just script and buy.