I think it is a possibility that would not be too hard to do, same way as a class changes the face. As for seting the race, the current map somehow changes the race, I think with minimal server code changes this can be implemented. All race-specific player changes are also done through a marker object (for me it's called wraith_force), which makes me eat less for example.
However it would need a new race, and new graphics to go with it.
Dwarf as starting race
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does the race have to have a name as such? just start the player as newbie the non-corporeal entity, obviously there would be no stat bonuses or anything like that, so the arc file should be straightforward, pretty much a simplified fireborn one.
With respect to images, well they are already there, there is already a glowing energy being class, the fireborn.
I may not be able to draw, but I can play with the gimp's colour adjustment tools.....
Try these.
http://cavetroll.warwickcompsoc.co.uk/n ... se.111.png
http://cavetroll.warwickcompsoc.co.uk/n ... se.222.png
http://cavetroll.warwickcompsoc.co.uk/n ... se.333.png
http://cavetroll.warwickcompsoc.co.uk/n ... se.444.png
To recreate:
Open png files for the fireborn in the gimp, set to RGB mode, adjust hue on red channel to 55 and lightness to 100 on the master channel.
As far as I can figure, the archtype file would need to look like this:
However, this is only a quick approximation based on the other ones (also it would still eat food, that is probably wong).
With respect to images, well they are already there, there is already a glowing energy being class, the fireborn.
I may not be able to draw, but I can play with the gimp's colour adjustment tools.....
Try these.
http://cavetroll.warwickcompsoc.co.uk/n ... se.111.png
http://cavetroll.warwickcompsoc.co.uk/n ... se.222.png
http://cavetroll.warwickcompsoc.co.uk/n ... se.333.png
http://cavetroll.warwickcompsoc.co.uk/n ... se.444.png
To recreate:
Open png files for the fireborn in the gimp, set to RGB mode, adjust hue on red channel to 55 and lightness to 100 on the master channel.
As far as I can figure, the archtype file would need to look like this:
Code: Select all
Object noncorp_player
name non-corporeal
race spirit
face noncorp.111
#don't know what this does, but fireborns have it as red, and they are red, so.....
color_fg yellow
msg
blah blah, random crap about having soul of a hero, etc. Like anyone actually reads that sort of thing anyway....
endmsg
anim
noncorp.111
noncorp.222
noncorp.333
noncorp.444
mina
is_animated 1
type 1
level 1
ac 0
wc 1
dam 0
can_use_shield 0
can_use_armour 0
can_use_weapon 0
alive 1
# it is a non-corporeal entity, so it can't weigh much....
weight 1
food 999
speed 1
attacktype 5
Str 0
Dex 0
Con 0
Int 0
Wis 0
Cha 0
Pow 0
editable 0
glow_radius 6
end
Object noncorp_player_force
name Noncorp_Force
invisible 1
sp 2
applied 1
type 114
face blank.111
no_drop 1
speed 0
end
Everyone eats food.
As for the images, I think they would work. Perhaps wihtout the green bit in the middle, but they seem sufficient. Now for someone to implement the map that sets race?
Perhaps also set sex before you choose race? Then you can have a pink firebourne being a female character, and a blue flamed one representing a male. You can also try to make sex non-compulsory by including an option that does not set sex?
But then all the race and class pictures would have to be done twice to represent female players... Well, probably not all, but most.
As for the images, I think they would work. Perhaps wihtout the green bit in the middle, but they seem sufficient. Now for someone to implement the map that sets race?
Perhaps also set sex before you choose race? Then you can have a pink firebourne being a female character, and a blue flamed one representing a male. You can also try to make sex non-compulsory by including an option that does not set sex?
But then all the race and class pictures would have to be done twice to represent female players... Well, probably not all, but most.
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Casper wrote:Everyone eats food.
As for the images, I think they would work. Perhaps wihtout the green bit in the middle, but they seem sufficient.
[\quote]
Yeah, it isn't actually green, it just looks that way, something to do with the way colour is percieved, etc
Anyways, I tried upping the lightness in the yellow channel by 50 then filters->colours->map->gradient map, and then I increased lightness on the master channel by 100
Don't ask me what that means, I just click random things until it looks suitable.....
Anyways, I get these
http://cavetroll.warwickcompsoc.co.uk/m ... se.111.png
http://cavetroll.warwickcompsoc.co.uk/m ... se.222.png
http://cavetroll.warwickcompsoc.co.uk/m ... se.333.png
http://cavetroll.warwickcompsoc.co.uk/m ... se.444.png
They don't look green anymore, but they might be a bit too orange
This would work if the player_changers in the first room were fixed to be teleporters that changed race and didn't budge the player to the map chooser. I don't know how to do this though. Oh, and the race-chooser dialog would have to go also.Casper wrote: Now for someone to implement the map that sets race?
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