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 Post subject: Wolf hats
PostPosted: Thu Jun 30, 2011 8:24 am 
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Joined: Thu Dec 16, 2004 8:11 pm
Posts: 3668
Location: Sudbury Ont. Canada
We have bear and dear hats why not wolf hats i think those would look cool and it would be a nice change.


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 Post subject: Re: Wolf hats
PostPosted: Thu Jun 30, 2011 8:44 am 
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Joined: Thu Aug 02, 2007 10:52 pm
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You could even call one the Gray Cowl

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 Post subject: Re: Wolf hats
PostPosted: Thu Jun 30, 2011 9:04 am 
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would it change ur name to the gray fox?

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 Post subject: Re: Wolf hats
PostPosted: Thu Jun 30, 2011 5:25 pm 

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It would require a new verdata or other file to be downloaded by players (read as large) this would be a long download for those without the fastest connection and would put an additional load onto the server. Also it requires creating new artwork (what the item looks like) plus 5 animations unmounted an additional 5 when mounted plus standing. Then you also need animation for attacking (different anims for fencing mace swords ect)

Read as: Shit ton of work for little difference


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 Post subject: Re: Wolf hats
PostPosted: Thu Jun 30, 2011 5:58 pm 

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Location: Portland, OR
Quote:
Read as: Shit ton of work for little difference
Might wanna just simplify whatever you say to this from now on Sparger :lol:


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 Post subject: Re: Wolf hats
PostPosted: Thu Jun 30, 2011 6:15 pm 
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Joined: Thu Dec 16, 2004 8:11 pm
Posts: 3668
Location: Sudbury Ont. Canada
Quote:
It would require a new verdata or other file to be downloaded by players (read as large) this would be a long download for those without the fastest connection and would put an additional load onto the server. Also it requires creating new artwork (what the item looks like) plus 5 animations unmounted an additional 5 when mounted plus standing. Then you also need animation for attacking (different anims for fencing mace swords ect)

Read as: Shit ton of work for little difference
OK nevermind then i didn't think it was that much work to add.


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 Post subject: Re: Wolf hats
PostPosted: Thu Jun 30, 2011 7:19 pm 
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If you dont want useless comments in this thread sparger, I suggest you look up a couple and delete my other one, and chips.

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Last edited by Todd on Thu Jun 30, 2011 8:38 pm, edited 1 time in total.

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 Post subject: Re: Wolf hats
PostPosted: Thu Jun 30, 2011 7:24 pm 

Joined: Mon Sep 13, 2010 11:12 pm
Posts: 216
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Quote:
Quote:
It would require a new verdata or other file to be downloaded by players (read as large) this would be a long download for those without the fastest connection and would put an additional load onto the server. Also it requires creating new artwork (what the item looks like) plus 5 animations unmounted an additional 5 when mounted plus standing. Then you also need animation for attacking (different anims for fencing mace swords ect)

Read as: Shit ton of work for little difference
OK nevermind then i didn't think it was that much work to add.
I figured as much thats why i didn't give a really short answer. We like ideas and suggestions so keep them coming.

For future reference:
Some scripts are more complicated than others. A Boss for example requires about 25 lines of code per 'special attack' that it has (for example the spore attack of gorge). The Boss itself not including the special moves ranges about 30 lines. The special drops it has can range from very simple a handful of lines as in the skittering drop or more complex to the artifact drop. The hardest part of npcs is coming up with ideas and getting the ideas into a script that works the way we want and figuring out what loot would be inline with other monsters around obsidian.

Those are easy scripts. Hard scripts would be things like the crafting system or systems you don't necessarily notice like the time/day/night/moon system (vampires are the ones who notice that the most)


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