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 Module-Mechanics

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DM An-Marcach
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Number of posts: 175
Location: Germany
Registration date: 2008-06-03

PostSubject: Module-Mechanics   Sat Jul 18, 2009 12:31 pm

Here are informations on some of the module-mechanics:

1. Upon creating a new character, the player will be equipped with the serverrules. Please read them.

2. In the starting-area, there are boards with announcements. Please check them once in a while.

3. New characters should start with level 3 and some coin. Please contact a DM to give you the needed EXP and gold (steel Wink ).

CHANGE: In the current version (2.89+), a newly created character will automatically get the XP for level 3 and the coin added upon entering the module the first time.

...to be continued...

_________________
The character(s) I play(ed).
Maglor Pallanén
Riddarenn Inn-Rauda
Beyn-Ab Godik
Kah-Tehn Moker

Lost in time...
Znu-Teh
Eysenfaust Kay


Last edited by DM An-Marcach on Thu Oct 01, 2009 8:17 pm; edited 3 times in total
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DM An-Marcach
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Admin


Number of posts: 175
Location: Germany
Registration date: 2008-06-03

PostSubject: Re: Module-Mechanics   Thu Jul 30, 2009 11:08 pm

4. Restingsystem:
Resting is restricted to certain areas. Most common are: Innrooms, campsites (marked on the map), restingcaves. If resting is allowed, it will show as an option in your resting-menu.

For Innrooms you will need TWO keys. One to get into the restingroom and one to get out. The keys will be removed from your inventory upon usage. They can be bought at the innkeeper and they don't cost much .

_________________
The character(s) I play(ed).
Maglor Pallanén
Riddarenn Inn-Rauda
Beyn-Ab Godik
Kah-Tehn Moker

Lost in time...
Znu-Teh
Eysenfaust Kay


Last edited by QM An-Marcach on Thu Jul 30, 2009 11:09 pm; edited 1 time in total
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DM An-Marcach
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Admin


Number of posts: 175
Location: Germany
Registration date: 2008-06-03

PostSubject: Re: Module-Mechanics   Thu Jul 30, 2009 11:09 pm

5. Respawn-Sytem:
When you die and choose "Respawn", all your (non-plot-) items will be placed in a corpse right at the spot, where you fell. You will then make a little journey into other realms. In the Realm Of Mishakal, you can recieve some items, which aid you in your return to our corpse. These items will vanish upon being used and cannot be dropped or sold.

Reminder: These items are for this purpose only (returning to the corpse) and not to be missused for other "business on the mortal plain"!

Right now, if your character dies without having used those items, they will stay in the character's corpse (not takeable)!

BUT BEWARE: Your corpse is lootable! So other players could pick up your things. Of course, other players should do this for roleplayreasons only, not to harm others on purpose. If you do and meet the original owner, make up a nice story! AND: GUILDITEMS are for guild-members only! Don't abuse them!Respawning will cost something! BUT: Don't log out and in to avoid the penalty! *finger waggle* If you get caught... Evil or Very Mad

Addition: Characters under level 4 will NOT loose their items! The penalty will be made upon reaching level 4!

Issue with the deathrobe:
It might be, that, upon respawning, two deathrobes are created in your inventory. This has technical reasons known to the builders. If so, don't wonder - just sell them and get real rich! Smile

_________________
The character(s) I play(ed).
Maglor Pallanén
Riddarenn Inn-Rauda
Beyn-Ab Godik
Kah-Tehn Moker

Lost in time...
Znu-Teh
Eysenfaust Kay


Last edited by DM An-Marcach on Thu Oct 01, 2009 8:22 pm; edited 2 times in total
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DM An-Marcach
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Admin


Number of posts: 175
Location: Germany
Registration date: 2008-06-03

PostSubject: Re: Module-Mechanics   Thu Jul 30, 2009 11:13 pm

6. Buying a house:
You can buy (special merchant!) a deed for a housetyp you like. In front of a door of the house, which can be used for housing, USE (= rightclick -> use) the deed and then choose the door. If the deed does not match the housetype (eg. small house key on castledoor) or the building is already owned by another player, you will be told.

If the key is valid and the building free, your deed is changed into a key for this door and you may enter.
If you USE this key on the houseentrydoor, you get more options like "selling" the house again (= get your deed back). All items in the house are then droped at the characters feet (all on one spot) and you get the deed back.

Furniture:
You can buy furniture (= furniture-deed) in special stores. In your house, USE the furniture-icon and click on the location you want it placed. You can then USE the key on the furniture to manipulate it (eg. move it, pick it up [Containers will dump their inventory in front of the character, if they are picked up]).
], ...)

Duplicating keys:
It has happened, that - following a roleplay-developement - two characters want to live in one building. Housedeeds are unique, so the key has to be dublicated. This is done by a DM, so you have to contact one.


Addition:
A plea to players, who think of leaving the server and own a house:
Please use your key to get your housedeed back (="sell" your house). This way, the house is available to other players again and saves some work for the module-hoster. Thank you!

_________________
The character(s) I play(ed).
Maglor Pallanén
Riddarenn Inn-Rauda
Beyn-Ab Godik
Kah-Tehn Moker

Lost in time...
Znu-Teh
Eysenfaust Kay
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DM An-Marcach
Admin
Admin


Number of posts: 175
Location: Germany
Registration date: 2008-06-03

PostSubject: Re: Module-Mechanics   Mon Sep 07, 2009 1:04 pm

7. Bag Of Cleaning:
Upon entering the module for the first time, this bag is automatically placed (once) into your inventory. It was created to clean up unwanted loot behind you to reduce lags (, though you can also remove unwanted items from your inventory). This event fires every six+ seconds (the span of a combat round in NWN). So every six seconds, the bag is emptied. If much is going on, the timespan may lenghthen!

PLEASE MAKE USE OF IT!

Remark: Undroppable or plot-items cannot be removed! Undroppable items will stay in the inventory and plot items in the bag

_________________
The character(s) I play(ed).
Maglor Pallanén
Riddarenn Inn-Rauda
Beyn-Ab Godik
Kah-Tehn Moker

Lost in time...
Znu-Teh
Eysenfaust Kay
Back to top Go down
View user profile http://www.yoyogames.com/games/show/21113
DM An-Marcach
Admin
Admin


Number of posts: 175
Location: Germany
Registration date: 2008-06-03

PostSubject: Re: Module-Mechanics   Thu Oct 01, 2009 8:34 pm

8 Special doors/transitions:

Doors:
There is a different type of a door to be found (eg. the High Clerist Tower Gates). The curor will not change into the known "door-icon" if moved over this door.
It might be, that a special key is needed to unlock! If it is in the inventory of the character (these keys are passed out by DMs!), rightclick the gate and choose lock/unlock from the radial menu. Gates won't auto-shut-lock! Better do it yourself...


Transitions:
Some doors are not usable at all. In this case, an areatransition is placed in front of them (eg. Qualinost-doors). Some of these transitions check for a key and won't transport, if this key is not in the inventory. (A message of some kind should be send.)

_________________
The character(s) I play(ed).
Maglor Pallanén
Riddarenn Inn-Rauda
Beyn-Ab Godik
Kah-Tehn Moker

Lost in time...
Znu-Teh
Eysenfaust Kay
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