Retribution89
Wanderer
Description - My goal when starting this project was to balance out PVM and re-create it in a way where tamers where not the only class that were able to make money and enjoy playing. I Have created a way to balance out the PVM through slight script alterations and a gear system. Like many other current games, I have primarily based the entire thing off gear. Gear, built for different classes controls sub classes and allows for more interesting in depth PVM experience.
There are 5 tiers of gear with this system.
T1 - Obtained through a quest in the killing of 3 separate solo-able bosses. (Also AOS artifacts have a low drop chance off these bosses as well). This gear is very weak and optional to obtain. However will greatly benefit those just starting off.
T2 - Obtained through a quest in the killing of 3 separate non solo-able bosses.(Also AOS artifacts have a moderate drop chance off these bosses as well). This gear is moderately weak and also optional to obtain. It is a slight upgrade from the T1.
T3 - Obtained through crafters. 3 kits "a special sewing kit", "a special smith hammer", and "special fletcher tools" are available for purchase off of your local tailor, blacksmith, and bowyer. Players tailor, blacksmiths and bowyers with a skill of 90-100 are able to craft the T3 armor with the use of metals, gems, and other farm-able resources.
T4 - Obtained through drops off of specified monsters. With this package I give you re-vamped demon bone and ranger armor along with phoenix armor. The mobs they drop off are as such,
Daemon Bone - Built for hybrids, drops off all meers and efreets. The drop chance is low and so farming is required.
Ranger Armor - Built for mages, drops off juka mages and juka lords. The drop chance is low and so farming is required.
Phoenix Armor - Built for warriors, drops off phoenix. The drop chance is low and so farming is required.
T5 - Obtained through crafters. 3 kits "a rare smith hammer", "a rare sewing kit", and "rare fletching tools". These are obtained through 1 of three quests pending on the tool you wish to get. The mobs Meraktus, Twaulo, and Ilhenir are already set up to drop resources such as taint, blight, corruption, ect. 1 of each of the 6 resources must be handed in to 1 of the quest givers in return for a kit. Once you have obtained the kit you must slay Serado for an ingot of power. This resource is 1 of the resources required to craft all of the T5 artifacts. This along with another item obtained off various different mobiles, along with gems and other resources that are required to craft the item.
Example - Helm of revival you would need, 1 "ingot of power", 2 "holy tokens", 3 "white pearls", and 200 "Valorite Ingots".
It is an extensive craft system. Here is a spread of the T5 armors,
Revival/Nightbane - 2 suits setup with the same properties. They are geared for hybrids to wear such as paladins and necromancers. Focuses on spell/weapon damage and moderate recovery rates for both hp and mana
Rage - This is geared towards dps wth moderate survivability. Masters of the 1v1 in PVM.
Defender - This is a tank warrior, based on high str and low dex with moderate damage. Multi-Aggro player based.
Energy - This is a defensive mage suit. Focused on high mana recovery rates and lower mana cost with low spell damage. A support class so to speak, healers and such. (think priestish)
Power - This is an offensive mage suit, your nuker. High spell damage with high mana but low mana recovery.
New Secondary Resources required to craft T5
Power - Crystal of Power, drops off Blood Elementals
Energy - Magic Fragment, Drops off Evil Mages and Evil Mage Lords
Defender - Token of Valor, drops off Ronins
Rage - Heart of Rage, drops off Balrons
Revival - Holy Token, Drops off Yamatsu Priests
Nightbane, doesn't require special item, just lots and lots of bones.
There are also 4 new talismans that summon 1 of 2 mobs to assist the player in combat for a duration. Example, Mage Talisman summons either Ophidian Matriarch or a Phoenix to assist them.
Black Gate Demon drops them on chance ( Is included in package )
Other Changes Made
I have also altered the PlayerMobile.cs, BaseWeapon.cs, and BaseTalisman.cs. Along with everymonster mobile file in the game.
In the playermobile.cs file I have altered max elemental reisst from 70 - 80. I have altered max physical resist from 70 - 95. I have also increased the max STR, Dex, and INT cap to 200. This does NOT mean players are able to gain stat skill up to 200 it simply means the gear will allow them to reach a cut off point of 200 in a single stat. Also no single class will obtaine 200 in any more than 1 stat.
In the BaseWeapon.cs script I have increased the Bonus DMG % scale. It will now give players bonus damage with weapons up to 250%.
All of the monster mobiles have had hit points slightly increased, and have all been set to fight mode strongest rather than closest. This allows our tank warriors (the only ones that will obtain a max of 200 str) to always be the target and our dps warriors our secondary targets if the tank is to die. The mage classes having lower str would be left alone so long as the warriors on screen stay alive. As I've stated before unless you've tried this its truly incredible in the amount of difference there is in the game play with others using this idea.
A Moment of Thanks
To all of those whom have Pm'ed me and thanked me for the previous submissions on this project that I have made. Every thanks means a lot to me as it took a very long time to write all of this up. It has been extensively tested and has been seen fit to be called "Balanced" I do personally believe that warriors and mages are on the same level as tamers with this re-vamp and thanks to all of those whom supported me in this idea.
Testing
REMEMBER! When testing ANY crafted artifact always craft it. Do not just [add "Item". When items are crafted they gain elemental properties as well as additional damage, ect. =)
Changes Made to files....
In BaseTalisman.cs this was changed...
In Playermobile.cs this was changed.... This changes max resistances for players.
This is what changes the max stat cap with gear on for the players...Still located in playermobile.cs.
In BaseWeapon.cs this was changed....This is what changes the max damage % bonus.
Installation
Total: 908 Files
Delete the current following...
Playermobile.cs
BaseWeapon.cs
BaseTalisman.cs
Entire Daemonbone file located in your Items/Armor file
Entire Ranger Armor file located in your Items/Armor file
Your entire Mobile folder, If you have custom mobiles in these folders then I would suggest for you to remove them from the current mobile folder they are in and place them in the new one that I provide. I would then think of altering new mobile you have from fight style Closest, to Strongest.
Download the file I provide and drop entire file in your Scripts folder and run the server.
There are 5 tiers of gear with this system.
T1 - Obtained through a quest in the killing of 3 separate solo-able bosses. (Also AOS artifacts have a low drop chance off these bosses as well). This gear is very weak and optional to obtain. However will greatly benefit those just starting off.
T2 - Obtained through a quest in the killing of 3 separate non solo-able bosses.(Also AOS artifacts have a moderate drop chance off these bosses as well). This gear is moderately weak and also optional to obtain. It is a slight upgrade from the T1.
T3 - Obtained through crafters. 3 kits "a special sewing kit", "a special smith hammer", and "special fletcher tools" are available for purchase off of your local tailor, blacksmith, and bowyer. Players tailor, blacksmiths and bowyers with a skill of 90-100 are able to craft the T3 armor with the use of metals, gems, and other farm-able resources.
T4 - Obtained through drops off of specified monsters. With this package I give you re-vamped demon bone and ranger armor along with phoenix armor. The mobs they drop off are as such,
Daemon Bone - Built for hybrids, drops off all meers and efreets. The drop chance is low and so farming is required.
Ranger Armor - Built for mages, drops off juka mages and juka lords. The drop chance is low and so farming is required.
Phoenix Armor - Built for warriors, drops off phoenix. The drop chance is low and so farming is required.
T5 - Obtained through crafters. 3 kits "a rare smith hammer", "a rare sewing kit", and "rare fletching tools". These are obtained through 1 of three quests pending on the tool you wish to get. The mobs Meraktus, Twaulo, and Ilhenir are already set up to drop resources such as taint, blight, corruption, ect. 1 of each of the 6 resources must be handed in to 1 of the quest givers in return for a kit. Once you have obtained the kit you must slay Serado for an ingot of power. This resource is 1 of the resources required to craft all of the T5 artifacts. This along with another item obtained off various different mobiles, along with gems and other resources that are required to craft the item.
Example - Helm of revival you would need, 1 "ingot of power", 2 "holy tokens", 3 "white pearls", and 200 "Valorite Ingots".
It is an extensive craft system. Here is a spread of the T5 armors,
Revival/Nightbane - 2 suits setup with the same properties. They are geared for hybrids to wear such as paladins and necromancers. Focuses on spell/weapon damage and moderate recovery rates for both hp and mana
Rage - This is geared towards dps wth moderate survivability. Masters of the 1v1 in PVM.
Defender - This is a tank warrior, based on high str and low dex with moderate damage. Multi-Aggro player based.
Energy - This is a defensive mage suit. Focused on high mana recovery rates and lower mana cost with low spell damage. A support class so to speak, healers and such. (think priestish)
Power - This is an offensive mage suit, your nuker. High spell damage with high mana but low mana recovery.
New Secondary Resources required to craft T5
Power - Crystal of Power, drops off Blood Elementals
Energy - Magic Fragment, Drops off Evil Mages and Evil Mage Lords
Defender - Token of Valor, drops off Ronins
Rage - Heart of Rage, drops off Balrons
Revival - Holy Token, Drops off Yamatsu Priests
Nightbane, doesn't require special item, just lots and lots of bones.
There are also 4 new talismans that summon 1 of 2 mobs to assist the player in combat for a duration. Example, Mage Talisman summons either Ophidian Matriarch or a Phoenix to assist them.
Black Gate Demon drops them on chance ( Is included in package )
Other Changes Made
I have also altered the PlayerMobile.cs, BaseWeapon.cs, and BaseTalisman.cs. Along with everymonster mobile file in the game.
In the playermobile.cs file I have altered max elemental reisst from 70 - 80. I have altered max physical resist from 70 - 95. I have also increased the max STR, Dex, and INT cap to 200. This does NOT mean players are able to gain stat skill up to 200 it simply means the gear will allow them to reach a cut off point of 200 in a single stat. Also no single class will obtaine 200 in any more than 1 stat.
In the BaseWeapon.cs script I have increased the Bonus DMG % scale. It will now give players bonus damage with weapons up to 250%.
All of the monster mobiles have had hit points slightly increased, and have all been set to fight mode strongest rather than closest. This allows our tank warriors (the only ones that will obtain a max of 200 str) to always be the target and our dps warriors our secondary targets if the tank is to die. The mage classes having lower str would be left alone so long as the warriors on screen stay alive. As I've stated before unless you've tried this its truly incredible in the amount of difference there is in the game play with others using this idea.
A Moment of Thanks
To all of those whom have Pm'ed me and thanked me for the previous submissions on this project that I have made. Every thanks means a lot to me as it took a very long time to write all of this up. It has been extensively tested and has been seen fit to be called "Balanced" I do personally believe that warriors and mages are on the same level as tamers with this re-vamp and thanks to all of those whom supported me in this idea.
Testing
REMEMBER! When testing ANY crafted artifact always craft it. Do not just [add "Item". When items are crafted they gain elemental properties as well as additional damage, ect. =)
Changes Made to files....
In BaseTalisman.cs this was changed...
Code:
private static Type[] m_Summons = new Type[]
{
typeof( SummonedAntLion ),
typeof( LichLord ),
typeof( SkeletalDragon ),
typeof( OrcBrute ),
typeof( ElderGazer ),
typeof( ShadowKnight ),
typeof( SummonedDoppleganger ),
typeof( EtherealWarrior ),
typeof( Pixie ),
typeof( SummonedArcticOgreLord ),
typeof( OphidianMatriarch ),
typeof( SummonedBakeKitsune ),
typeof( Phoenix ),
typeof( SummonedSkeletalKnight ),
typeof( SummonedWailingBanshee ),
typeof( SummonedChicken ),
typeof( SummonedVorpalBunny ),
typeof( Board ),
typeof( IronIngot ),
typeof( Bandage ),
};
Code:
public override int GetMaxResistance( ResistanceType type )
{
if ( AccessLevel > AccessLevel.Player )
return int.MaxValue;
int max = base.GetMaxResistance( type );
if ( type != ResistanceType.Physical && 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
max = 60;
if( Core.ML && this.Race == Race.Human && type == ResistanceType.Energy )
max += 10; //Intended to go after the 60 max from curse
if( Core.ML && this.Race == Race.Human && type == ResistanceType.Fire )
max += 10; //Intended to go after the 60 max from curse
if( Core.ML && this.Race == Race.Human && type == ResistanceType.Cold )
max += 10; //Intended to go after the 60 max from curse
if( Core.ML && this.Race == Race.Human && type == ResistanceType.Poison )
max += 10; //Intended to go after the 60 max from curse
if( Core.ML && this.Race == Race.Human && type == ResistanceType.Physical )
max += 25; //Intended to go after the 60 max from curse
return max;
}
This is what changes the max stat cap with gear on for the players...Still located in playermobile.cs.
Code:
[CommandProperty( AccessLevel.GameMaster )]
public override int Str
{
get
{
if( Core.ML && this.AccessLevel == AccessLevel.Player )
return Math.Min( base.Str, 200 );
return base.Str;
}
set
{
base.Str = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public override int Int
{
get
{
if( Core.ML && this.AccessLevel == AccessLevel.Player )
return Math.Min( base.Int, 200 );
return base.Int;
}
set
{
base.Int = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public override int Dex
{
get
{
if( Core.ML && this.AccessLevel == AccessLevel.Player )
return Math.Min( base.Dex, 200 );
return base.Dex;
}
set
{
base.Dex = value;
}
}
In BaseWeapon.cs this was changed....This is what changes the max damage % bonus.
Code:
if ( damageBonus > 300 )
damageBonus = 300;
Installation
Total: 908 Files
Delete the current following...
Playermobile.cs
BaseWeapon.cs
BaseTalisman.cs
Entire Daemonbone file located in your Items/Armor file
Entire Ranger Armor file located in your Items/Armor file
Your entire Mobile folder, If you have custom mobiles in these folders then I would suggest for you to remove them from the current mobile folder they are in and place them in the new one that I provide. I would then think of altering new mobile you have from fight style Closest, to Strongest.
Download the file I provide and drop entire file in your Scripts folder and run the server.