Implementing: Heroic Opportunity (0.7.3)
Posted: Sat Aug 03, 2013 1:09 pm
In 0.7.3, I have HOs on the plan, so let's iron out the details. I'm going to suggest the first iteration of this simply be Solo player HO chains, because no one really groups in Emu and that seems a lot more complex... but, we'll keep the group/raid(?) HO design in mind as we progress. Maybe it won't actually be any different.
Wikia: http://eq2.wikia.com/wiki/Heroic_Opportunities Not sure how accurate Wikia is anymore, but I don't think HOs have changed much (?)
The Progression:
Starter Ability - player starts the HO
Code and Database:
For code there will need to be a LUA Function to start Heroic Opportunity chain. I believe anything after the starter could be normal spell processing + bonuses (?)
For Database, we may need a new table to hold the combinations and stats/bonuses for outcome
Do we need additional LUA scripting in each eligible spell script to process HO-related events?
As with all things EQ2Emulator - always consider:
Discuss.
Wikia: http://eq2.wikia.com/wiki/Heroic_Opportunities Not sure how accurate Wikia is anymore, but I don't think HOs have changed much (?)
The Progression:
Starter Ability - player starts the HO
- New LUA Function: StartHeroicOpportunity()
- It is probably here that determines what the Complete Starter Chain ability will be based on class(es) (?)
- Solo player sees the flashing ability in the Wheel
- And also the icon flashes on their hotbar
- For groups, the wheel and chain ability needs to appear and flash their icons too
- Question: Do Starter Chain abilities get bonuses too, or just the final chain ability?
- Approximately 10 to 12 seconds is available to complete the finishing chain or else the opportunity expires to no effect;
- the outer circle has blue-filled portions that turn black to count down the remaining time.
- Scouts can shift any opportunity by using a Coin symbol spell or combat art. This rerolls the triggered effect from the starting chain and restarts the finishing chain.
- The potency of effects scale with group members' potency (possibly their level, attributes or other statistics).
- The effects available include more powerful and difficult ones with more archetypes in the group.
- Advancing chains is done by using spells and combat arts with particular opportunity symbols and sometimes in particular orders
- If the wheel has a clockwise-traveling arrow in the center the symbols must be matched in clockwise order beginning from the top, otherwise there will be arrows pointing at every wheel space and the symbols can be matched freely in any order.
- Heroic opportunities cannot be started in PVP.
- Thank you Xinux for luring me to my DEATH to collect this in a /duel!!!

- Thank you Xinux for luring me to my DEATH to collect this in a /duel!!!
Code and Database:
For code there will need to be a LUA Function to start Heroic Opportunity chain. I believe anything after the starter could be normal spell processing + bonuses (?)
For Database, we may need a new table to hold the combinations and stats/bonuses for outcome
Do we need additional LUA scripting in each eligible spell script to process HO-related events?
As with all things EQ2Emulator - always consider:
- 1. customization when adding new features - ie., what can we do better than SOE within the constraints of our client?
2. where Rule System options can be applied - minimize hard-coded values - so admins can tweak their HO systems to their personal needs.
Discuss.