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Weapon merchant
Posted: Sat Aug 20, 2011 10:54 pm
by Trahelion
Since I have not yet started with a weapon in any of the tutorials I've tested, Can we try adding a merchant (Or putting them in an existing merchant) that sells the beginner weapons until the script for starting with one can be hammered out?
Re: Weapon merchant
Posted: Sun Aug 21, 2011 8:36 am
by John Adams
If you have a list of what weapons players are "born" with, please let me know. I can add that to the server (or, you can if you choose to take on the task

)
btw, I have been consumed by getting this new portal working the last week, so no work has been done on the emulator by me... sorry about that. Need the site to work, though

Re: Weapon merchant
Posted: Tue Aug 23, 2011 12:00 am
by Trahelion
Well, I don't know how to do it (yet, I delayed my learning CC 'till I finish moving), But I can try to collect the data for all the starting weapons/armor (I think they start with a chest and a leg slot). I'll start tomorow, Not the thing I fancy at 3 A.M.
PS. The site looks wonderful, I like it.
Re: Weapon merchant
Posted: Tue Aug 23, 2011 4:09 pm
by Zcoretri
I already have starting info for the following classes:
- Defiler
Berserker
Guardian
Templar
Brigand
Warlock
This is the info I was gathering by starting a brand new character class...
Code: Select all
ITEMS SKILLS SPELLS/CA
Defiler's Chestguard Combat:Focus Imprecate
Defiler's Leggings Combat:Piercing Dire Balm
Defiler's Boots Combat:Crushing
Defiler's Spear Avoidance:Defense
Sturdy Backpack Harvesting:Fishing
ration Harvesting:Foresting
flask of water Harvesting:Gathering
Harvesting:Mining
Harvesting:Transmuting
Harvesting:Trapping
General:Alcohol Tolerance
General:Swimming
Language:Common
Re: Weapon merchant
Posted: Tue Aug 23, 2011 11:00 pm
by Trahelion
Awesome. I am just going to start a trial account (Or two, but this should take like 1/2 an hour, tops). Is there any kind of data harvester I can use without somehow forever ruining myself with them?
And if there is, Is it simple? I fear I am not that bright sometimes....
Re: Weapon merchant
Posted: Wed Aug 24, 2011 6:48 am
by Zcoretri
Trahelion wrote:Awesome. I am just going to start a trial account (Or two, but this should take like 1/2 an hour, tops). Is there any kind of data harvester I can use without somehow forever ruining myself with them?
And if there is, Is it simple? I fear I am not that bright sometimes....
No there is no data harvester, I am afraid you are gonna have to write it down by hand

Re: Weapon merchant
Posted: Thu Aug 25, 2011 6:22 pm
by Trahelion
Zcoretri wrote:Trahelion wrote:Awesome. I am just going to start a trial account (Or two, but this should take like 1/2 an hour, tops). Is there any kind of data harvester I can use without somehow forever ruining myself with them?
And if there is, Is it simple? I fear I am not that bright sometimes....
No there is no data harvester, I am afraid you are gonna have to write it down by hand

WAT?!
How wretched! I Demand a STATUE to be erected in qeynos AND freeport.
Ahhh, Oh well, Anyways. If there anything I do to figure out what would be involved in getting pets to work?
I am a total pet man.
Just finished installing EQ2 a bit ago, I'll also write down the stats on all the claimable gear and so on.
Re: Weapon merchant
Posted: Sat May 11, 2013 9:15 pm
by Flunklesnarkin
I know that it is too early in the project for this type of suggestion to take any of the dev's valuable time.
It might be a good idea to implement a weapon merchant when it comes time to test content and a way to reset quests at the player level so an individual player could repeat a particular quest multiple times so they can test the difficulty of different setups / levels and make recommendations for adjustments.
I can fully appreciate the annoyance of people making suggestions without understanding just how difficult it is to implement them but this is just a thought for the future if its possible.
Re: Weapon merchant
Posted: Sat May 11, 2013 11:12 pm
by thefoof
Flunklesnarkin wrote:I know that it is too early in the project for this type of suggestion to take any of the dev's valuable time.
It might be a good idea to implement a weapon merchant when it comes time to test content and a way to reset quests at the player level so an individual player could repeat a particular quest multiple times so they can test the difficulty of different setups / levels and make recommendations for adjustments.
I can fully appreciate the annoyance of people making suggestions without understanding just how difficult it is to implement them but this is just a thought for the future if its possible.
It would be relatively easy to make some kind of gear merchant or buffbot actually, we just haven't had any content to test really

. For now /itemsearch, or summoning items, will allow you to get gear though. I've been working on deving Frostfang Sea and the first island is about 60% scripted so hopefully soon there will be some stuff to test content wise.
Re: Weapon merchant
Posted: Fri May 24, 2013 7:06 pm
by thefoof
Flunklesnarkin wrote:I know that it is too early in the project for this type of suggestion to take any of the dev's valuable time.
It might be a good idea to implement a weapon merchant when it comes time to test content and a way to reset quests at the player level so an individual player could repeat a particular quest multiple times so they can test the difficulty of different setups / levels and make recommendations for adjustments.
I can fully appreciate the annoyance of people making suggestions without understanding just how difficult it is to implement them but this is just a thought for the future if its possible.
Coming to a testing server near you!

Re: Weapon merchant
Posted: Sun Jun 23, 2013 9:13 pm
by KhaineGB
If you need to know what people get from /claim as vet rewards, let me know.
My account is apparently 9 years and 6 months old thanks to expansion pack bonus time.