RPG type campaign (Development Stage:Scenario Brainstorming)
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RPG type campaign (Development Stage:Scenario Brainstorming)
My idea for this campaign is to have you in control of 1 unit,which you can upgrade in shops.
There are a few major places: The Ruins of Sarkenia,which is populated by ghosts and other undead.Castle Figenda,where the training grounds,the King and some shops are.Generia,which is the capital city of Dranaka and is full of shops,quests,gangsters,secret passages to other places and some large buildings to explore.Finally,your cottage is where you can rest to regain full HP,store unused items,send a letter (to certain guilds or shops asking for things such as items,training,and keys/locations of secret passages.
Also there will be some new things-including taverns to rest your player,an inventory where you can equip items,the ability to get on different transport items (gryphons and ships),shops,training,joining a guild to change your class,the list just goes on and on.........
CLASSES
Journeyman
Journeyman class,basic,you start off as one,it is a jack-of-all-trades type guy.
HP:40 MP:6
Sword (blade) 4-4
Bow (pierce) 4-3
Archer
Basically,a class that is a little worse at range than a mage,but has more HP and melee.
HP:37 MP:6
Sword (blade) 5-2
Bow (pierce) 5-4
Mage
The top ranged guy,low health and bad melee though.
HP:28 MP:6
Staff (impact) 5-1
Fireball (fire) 8-3 magical
Thief
A thief.Elusive,but bad health.Humans only.
HP:29 MP:7
Elusivefoot
Dagger (blade) 9-3 marksman
Poisoned Knives (blade) 3-3
Swordsman
A swordsman,bad range but good melee and health.
HP:45 MP:5
Sword (blade) 7-4
Throwing Knife (blade) 3-3
Hunter
A little bit weaker than the Archer,but can summon a pet (like a wolf?)
HP:35 MP:6
Sword (blade) 7-2
Bow (pierce) 4-4
Guard
High resistances,low dodge.Dwarves only
HP:45 MP:5
Armoredfoot
Spear (pierce) 9-3
Javelin (pierce) 7-1
That's all for now folks!
There are a few major places: The Ruins of Sarkenia,which is populated by ghosts and other undead.Castle Figenda,where the training grounds,the King and some shops are.Generia,which is the capital city of Dranaka and is full of shops,quests,gangsters,secret passages to other places and some large buildings to explore.Finally,your cottage is where you can rest to regain full HP,store unused items,send a letter (to certain guilds or shops asking for things such as items,training,and keys/locations of secret passages.
Also there will be some new things-including taverns to rest your player,an inventory where you can equip items,the ability to get on different transport items (gryphons and ships),shops,training,joining a guild to change your class,the list just goes on and on.........
CLASSES
Journeyman
Journeyman class,basic,you start off as one,it is a jack-of-all-trades type guy.
HP:40 MP:6
Sword (blade) 4-4
Bow (pierce) 4-3
Archer
Basically,a class that is a little worse at range than a mage,but has more HP and melee.
HP:37 MP:6
Sword (blade) 5-2
Bow (pierce) 5-4
Mage
The top ranged guy,low health and bad melee though.
HP:28 MP:6
Staff (impact) 5-1
Fireball (fire) 8-3 magical
Thief
A thief.Elusive,but bad health.Humans only.
HP:29 MP:7
Elusivefoot
Dagger (blade) 9-3 marksman
Poisoned Knives (blade) 3-3
Swordsman
A swordsman,bad range but good melee and health.
HP:45 MP:5
Sword (blade) 7-4
Throwing Knife (blade) 3-3
Hunter
A little bit weaker than the Archer,but can summon a pet (like a wolf?)
HP:35 MP:6
Sword (blade) 7-2
Bow (pierce) 4-4
Guard
High resistances,low dodge.Dwarves only
HP:45 MP:5
Armoredfoot
Spear (pierce) 9-3
Javelin (pierce) 7-1
That's all for now folks!
Last edited by FireMaster on October 6th, 2007, 1:13 am, edited 3 times in total.
Just because I'm a master of fire doesn't mean I'll light your "uber candle"
Hmmmm.... good idea, and perhaps the class you are at the ed of a senario sends you to a different senario? but, a real RPG has more stats per unit then wesnoth,so you may want to add variables to the campin, like "range use", "mellee use", "alighnment", ect., so using range will increase the "range use" variable, and when it gets lage enough, then the range damage will go up, while the shops increase the attacks. killing a chaotic uint will increase "allinghment", while killing a lawfulunit will decrease it, and when allighnment is at 6 to 14, the "hero" will be nuetral, and when the variable is from 0-5, it is chaotic, and 15 to 20 is lawful. the mage and necromancer class could be the same class, but the allighnment changes the units looks, and the next senario... you might want to change the amount to change the allighnment to 0-15 and 16-24, and 25-40... maybe.
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Re: RPG type campaign (Development Stage:Theoretical)
Might i suggest the necromancer, being a leveld up mage? perhaps a presteige class which your mage can level into?FireMaster wrote:Necromancer
Basically,a Dark Adept with a melee.Note that if you get this class you cannot use blessed weapons.
HP:30 MP:6
Staff (impact) 4-2
Chill Wave (cold) 11-2
And that sounds suspiciously like WOWFireMaster wrote:Hunter
A little bit weaker than the Archer,but can summon a pet (like a wolf?)
HP:35 MP:6
Sword (blade) 7-2
Bow (pierce) 4-4
"time for one more dream?"
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There is levelling up in this,but your unit can use AMLAS to boost their power.
Oddly enough,I thought the hunter up all by myself,I have never played WOW.
Introducing a new concept:Race!
I have no idea how to code this,but at the start of the game you can chose your race,which changes your stats quite a bit.They also change your image.
Human
HP Boost=5 MP Boost=0
Melee Boost=2 Ranged Boost=-1
Special=None
Humans are your basic race,not particularly skilled in anything.
Elf
HP Boost=-4 MP Boost=1
Melee Boost=0 Ranged Boost=2
Special=Ambush*
Dodge Modifier=+10%
Resistance Modifier=-10%**
Elves have a higher dodge but are less durable than humans.
Dwarf
HP Boost=10 MP Boost=-2
Melee Boost=2 Ranged Boost=-2
Special=Archers get a 20-1 thunderstick instead of a bow.Hunters get a 16-1.
Dodge Modifier=-10%
Resistance Modifier=10%
More Soon!
Oddly enough,I thought the hunter up all by myself,I have never played WOW.
Introducing a new concept:Race!
I have no idea how to code this,but at the start of the game you can chose your race,which changes your stats quite a bit.They also change your image.
Human
HP Boost=5 MP Boost=0
Melee Boost=2 Ranged Boost=-1
Special=None
Humans are your basic race,not particularly skilled in anything.
Elf
HP Boost=-4 MP Boost=1
Melee Boost=0 Ranged Boost=2
Special=Ambush*
Dodge Modifier=+10%
Resistance Modifier=-10%**
Elves have a higher dodge but are less durable than humans.
Dwarf
HP Boost=10 MP Boost=-2
Melee Boost=2 Ranged Boost=-2
Special=Archers get a 20-1 thunderstick instead of a bow.Hunters get a 16-1.
Dodge Modifier=-10%
Resistance Modifier=10%
More Soon!
Just because I'm a master of fire doesn't mean I'll light your "uber candle"
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Perhaps add speed to the factor and have +1 for elf, +0 for human, and -1 for dwarf?FireMaster wrote:Human
HP Boost=5 MP Boost=0
Melee Boost=2 Ranged Boost=-1
Special=None
Humans are your basic race,not particularly skilled in anything.
Elf
HP Boost=-4 MP Boost=1
Melee Boost=0 Ranged Boost=2
Special=Ambush*
Dodge Modifier=+10%
Resistance Modifier=-10%**
Elves have a higher dodge but are less durable than humans.
Dwarf
HP Boost=10 MP Boost=-2
Melee Boost=2 Ranged Boost=-2
Special=Archers get a 20-1 thunderstick instead of a bow.Hunters get a 16-1.
Dodge Modifier=-10%
Resistance Modifier=10%
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Aethaeryn wrote:Perhaps add speed to the factor and have +1 for elf, +0 for human, and -1 for dwarf?FireMaster wrote:Human
HP Boost=5 MP Boost=0
Melee Boost=2 Ranged Boost=-1
Special=None
Humans are your basic race,not particularly skilled in anything.
Elf
HP Boost=-4 MP Boost=1
Melee Boost=0 Ranged Boost=2
Special=Ambush*
Dodge Modifier=+10%
Resistance Modifier=-10%**
Elves have a higher dodge but are less durable than humans.
Dwarf
HP Boost=10 MP Boost=-2
Melee Boost=2 Ranged Boost=-2
Special=Archers get a 20-1 thunderstick instead of a bow.Hunters get a 16-1.
Dodge Modifier=-10%
Resistance Modifier=10%
I have.MP=movement points
Just because I'm a master of fire doesn't mean I'll light your "uber candle"
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SCENARIO BRAINSTORMING
Scenario 1=Cottage attacked by a small group of thieves.Training scenario where you learn how to use your inventory,equip and unequip items,use items,pickup items etc.
Scenario 2=The city (Generia),where you can go off to a variety of maps,buy items and training,acquire quests and change class.
Scenarios From This Point=Castle Figenda,The Ruins Of Sarkenia,Cottage,The Generia Inn and the Generia Port.(must complete all but 3e and 3c)
Scenario 3a=Castle Figenda,explore the castle (but watch out for traps)
In some rooms there is a lot of treasure though so be as greedy as you want.Note that there is an Irregular Item shop that sells odd items such as Exploding Arrows,Instant Darkness Powder,Poison Swords,Magic Scrolls (learn a new spell:mage only) etc.
Scenario 3b=The Ruins of Sarkenia.Only accessable if you get the right quest (saving Timmy) and there are a lot of ghosts and other undead there.There is also a nasty boss (a Lich) and if you save Timmy before he dies (he is surrounded by ghouls,but he IS a lvl 3 Master Of Arms....) you get a Magic Rapier (9-5 magical) or 500 gold pieces.
Scenario 3c=Cottage.Same map as scenario 1,but you can rest and store items that you don't need.
Scenario 3d=The Generia Inn,it has a shop and some bandits who would happily give you keys to places (guilds,ships,shops,Forbidden Areas and Thief Loot Areas)There is also a small shop that sells potions (strength,speed,health,toughness) and miscellaneous items.
Scenario 3e=Generia Port.Buy transport to other continents in the world
(Arenea,Norfa,Skarin,Oblait and Horina
Scenario 4=Big Boss Level. Fight the Council of Orcs.(1 orcish warlord,2 orcish warriors and 3 orcish leaders)
I will think up some more soon!
Scenario 1=Cottage attacked by a small group of thieves.Training scenario where you learn how to use your inventory,equip and unequip items,use items,pickup items etc.
Scenario 2=The city (Generia),where you can go off to a variety of maps,buy items and training,acquire quests and change class.
Scenarios From This Point=Castle Figenda,The Ruins Of Sarkenia,Cottage,The Generia Inn and the Generia Port.(must complete all but 3e and 3c)
Scenario 3a=Castle Figenda,explore the castle (but watch out for traps)
In some rooms there is a lot of treasure though so be as greedy as you want.Note that there is an Irregular Item shop that sells odd items such as Exploding Arrows,Instant Darkness Powder,Poison Swords,Magic Scrolls (learn a new spell:mage only) etc.
Scenario 3b=The Ruins of Sarkenia.Only accessable if you get the right quest (saving Timmy) and there are a lot of ghosts and other undead there.There is also a nasty boss (a Lich) and if you save Timmy before he dies (he is surrounded by ghouls,but he IS a lvl 3 Master Of Arms....) you get a Magic Rapier (9-5 magical) or 500 gold pieces.
Scenario 3c=Cottage.Same map as scenario 1,but you can rest and store items that you don't need.
Scenario 3d=The Generia Inn,it has a shop and some bandits who would happily give you keys to places (guilds,ships,shops,Forbidden Areas and Thief Loot Areas)There is also a small shop that sells potions (strength,speed,health,toughness) and miscellaneous items.
Scenario 3e=Generia Port.Buy transport to other continents in the world
(Arenea,Norfa,Skarin,Oblait and Horina
Scenario 4=Big Boss Level. Fight the Council of Orcs.(1 orcish warlord,2 orcish warriors and 3 orcish leaders)
I will think up some more soon!
Just because I'm a master of fire doesn't mean I'll light your "uber candle"
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Oh sorry, didn't catch that. Different variables should be in different lines. I still think dwarves should be -1, assuming they'd get 4 MP if the standard is 5 (which is about right). Otherwise, dwarves would be too slow or elves too fast.FireMaster wrote:Aethaeryn wrote: Perhaps add speed to the factor and have +1 for elf, +0 for human, and -1 for dwarf?
I have.MP=movement points
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Perhaps we could do this as a joint project?appleide wrote:Its quite ambitious IMHO. I don't think even I am ready for such campaigns yet.
I do the custom units,campaigns cfg and outline the scenarios,and then we could do the campaign together?
Just because I'm a master of fire doesn't mean I'll light your "uber candle"
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[complete_revamp]
As I cannot code race (or class!) I am going to have it so that you pick your class at the start and cannot change it.If that doesn't work then I will make it so that you start as a Swordsman and you work your way up the ranks.
RANKS
rank 1=Peasent
Extras=None
Required XP to go up a rank=40
rank 2=Fighter
Extras=Militia Key added to inventory.
Required XP to go up a rank=80
rank 3.1=Leader
Extras=Leadership ability.
Required XP to go up a rank=160
rank 3.2=Nobleman
Extras=Chamber Room key added to inventory.
Required XP to go up a rank=N/A
rank 3.3=Alchemist
Extras=5 Health Potions added to inventory,gain a Greek Fire attack (25-1 fire ranged) and a Solar Beam attack (12-2 arcane).You also LOSE 15 HP and you LOSE your sword and gain a 8-3 staff.
Required XP to go up a rank=N/A
rank 4=General
Extras=Can access Wesnoth and speak to the King.
required XP to go up a level=640
rank 5=Marshal
Extras=Can add Mages and Alchemists to the party.
required XP to go up a rank=2560
rank 6=King
Extras=Gain abilities of ALL ranks.
required XP to go up a rank=N/A
[/complete_revamp]
There.That wasn't so hard
*cough* *splutter* *faint*
As I cannot code race (or class!) I am going to have it so that you pick your class at the start and cannot change it.If that doesn't work then I will make it so that you start as a Swordsman and you work your way up the ranks.
RANKS
rank 1=Peasent
Extras=None
Required XP to go up a rank=40
rank 2=Fighter
Extras=Militia Key added to inventory.
Required XP to go up a rank=80
rank 3.1=Leader
Extras=Leadership ability.
Required XP to go up a rank=160
rank 3.2=Nobleman
Extras=Chamber Room key added to inventory.
Required XP to go up a rank=N/A
rank 3.3=Alchemist
Extras=5 Health Potions added to inventory,gain a Greek Fire attack (25-1 fire ranged) and a Solar Beam attack (12-2 arcane).You also LOSE 15 HP and you LOSE your sword and gain a 8-3 staff.
Required XP to go up a rank=N/A
rank 4=General
Extras=Can access Wesnoth and speak to the King.
required XP to go up a level=640
rank 5=Marshal
Extras=Can add Mages and Alchemists to the party.
required XP to go up a rank=2560
rank 6=King
Extras=Gain abilities of ALL ranks.
required XP to go up a rank=N/A
[/complete_revamp]
There.That wasn't so hard
*cough* *splutter* *faint*
Just because I'm a master of fire doesn't mean I'll light your "uber candle"