Unknown2005-12-24 13:23:47
QUOTE
19.10.7 CUSTOM PETS
Pets, in Lusternia parlance, are denizens that can be substantially customised
and which are loyal to a particular player. They are _not_ meant to assist
you greatly in combat, though they are not useless either.
The basic price of a pet is 500 credits. With that you get:
 - The pet itself (including fully custom descriptions and name).
 - Resets to you so that it cannot get stolen or lost permanently.
 - Resets to you in the case of death.
 - The ability to order it to move about via tells.
 - The ability to order it to follow you.
 - The ability to order it to enter your inventory.
Beyond this, you may purchase add-ons, either at the time of buying the pet or
any time afterwards. For 900 credits, you can get a pet with add-ons 1-5 plus
five reactions. Things not on this list are also possible, but will probably
add considerable cost.
TRADEIN
-------
Pets may not be traded in at all - no tradein value, no refunds, no exchanges.
Be sure that you want any pet you purchase, because it will be yours for a very
long time!
ADD-ONS:
--------
1) Invincibility - 150 credits
 - Your pet will not die.
2) Sentience - 150 credits
 - Order your pet to speak and emote, pre-defined and custom emotes.
3) Flight - 50 credits
 - Your pet will be able to fly. We will only allow this for pets that flying
  makes sense for. No flying sea turtles, for example.
4) Mountable - 100 credits
 - Ride your pet like a pony! We will only allow this for pets that riding
  makes sense for. No riding a cockroach, for instance. You could ride a
  giant cockroach of course, but not a cockroach of normal size.
5) Reactions - 25 credits each (expensive because they are a pain for us)
 - These are described below
6) Amnesia - 400 credits. Your pet will sometimes afflict your enemies
 in combat with amnesia.
7) custom attack message - 300 credits. Your pet's attack will have a
 custom appearance in the form we call an 'oact'. Oacts may not change
 the damage type or amount. Multiple oacts may be combined to give
 the pet various attacks. Each added oact is also 300 credits.
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8) maskability - 150 credits - With this ability, you gain the ability to
 PETMASK or PETUNMASK. A masked pet does not appear in the room when
 someone LOOKs there, nor is it seen while entering or leaving. This
 does not mean that the pet is completely invisible, since someone
 looking directly at it will see it.
Reactions are responses to various 'events'. An event is something that happens
that causes the pet to respond. The events they may respond to are:
 - Being asked something (by the owner, a certain player, or any player)
 - Being attacked
 - Being greeted
 - Being given something
 - Being told something (by the owner, a certain player, or any player)
 - Death (at the very moment)
 - Dying (hurting bad, not dead yet)
 - Entry of a given player
 - Exit of a given player
 - Hearing something any player says (or only a certain player)
 - Random (this means it just goes off randomly)
The things that denizens can do in response to these events are:
 - Say things
 - Do standard emotes
 - Do room emotes. A room emote is essentially sending out any text whatsoever
  to the room (the name of the denizen isn't in the results, as with a
  normal emote).
 - Move in a direction
 - Follow someone
 - Tell someone something
 - Attack someone
 - Give someone something (provided that the denizen is holding it)
 - Jump into your inventory
So, for instance, you could have your pet automatically run over and pee on
your worst enemy's foot when he/she enters the room. Or you could have your pet
attack someone if someone gives it your dead body. Use your imagination keeping
in mind the lists above.
... blah blah ...
MANSE DENIZENS
--------------------
A special type of pet is available to manse owners to help bring life to their homes and estates. For a base price of 100 credits you may purchase a denizen that has the following features:
 - The denizen itself (including fully custom descriptions and name).
 - Resets to a room in your manse so it cannot be permanently lost or killed.
 - The ability to order your denizen to roam within your manse, or sit.
For extra cost, you may purchase addons (1) and (7) above, as well as reactions that do not cause the denizen to follow someone, or jump into an inventory. Also, you may purchase an additional upgrade
9) Merchant - 400 credits
  - The denizen will sell up to 5 types of items that you provide. This is only allowed for denizens that make sense as traders - we don't want to see alligators selling undergarments. It is also highly recommended that the invincibility upgrade is purchased alongside this one.
Pets, in Lusternia parlance, are denizens that can be substantially customised
and which are loyal to a particular player. They are _not_ meant to assist
you greatly in combat, though they are not useless either.
The basic price of a pet is 500 credits. With that you get:
 - The pet itself (including fully custom descriptions and name).
 - Resets to you so that it cannot get stolen or lost permanently.
 - Resets to you in the case of death.
 - The ability to order it to move about via tells.
 - The ability to order it to follow you.
 - The ability to order it to enter your inventory.
Beyond this, you may purchase add-ons, either at the time of buying the pet or
any time afterwards. For 900 credits, you can get a pet with add-ons 1-5 plus
five reactions. Things not on this list are also possible, but will probably
add considerable cost.
TRADEIN
-------
Pets may not be traded in at all - no tradein value, no refunds, no exchanges.
Be sure that you want any pet you purchase, because it will be yours for a very
long time!
ADD-ONS:
--------
1) Invincibility - 150 credits
 - Your pet will not die.
2) Sentience - 150 credits
 - Order your pet to speak and emote, pre-defined and custom emotes.
3) Flight - 50 credits
 - Your pet will be able to fly. We will only allow this for pets that flying
  makes sense for. No flying sea turtles, for example.
4) Mountable - 100 credits
 - Ride your pet like a pony! We will only allow this for pets that riding
  makes sense for. No riding a cockroach, for instance. You could ride a
  giant cockroach of course, but not a cockroach of normal size.
5) Reactions - 25 credits each (expensive because they are a pain for us)
 - These are described below
6) Amnesia - 400 credits. Your pet will sometimes afflict your enemies
 in combat with amnesia.
7) custom attack message - 300 credits. Your pet's attack will have a
 custom appearance in the form we call an 'oact'. Oacts may not change
 the damage type or amount. Multiple oacts may be combined to give
 the pet various attacks. Each added oact is also 300 credits.
Â
8) maskability - 150 credits - With this ability, you gain the ability to
 PETMASK or PETUNMASK. A masked pet does not appear in the room when
 someone LOOKs there, nor is it seen while entering or leaving. This
 does not mean that the pet is completely invisible, since someone
 looking directly at it will see it.
Reactions are responses to various 'events'. An event is something that happens
that causes the pet to respond. The events they may respond to are:
 - Being asked something (by the owner, a certain player, or any player)
 - Being attacked
 - Being greeted
 - Being given something
 - Being told something (by the owner, a certain player, or any player)
 - Death (at the very moment)
 - Dying (hurting bad, not dead yet)
 - Entry of a given player
 - Exit of a given player
 - Hearing something any player says (or only a certain player)
 - Random (this means it just goes off randomly)
The things that denizens can do in response to these events are:
 - Say things
 - Do standard emotes
 - Do room emotes. A room emote is essentially sending out any text whatsoever
  to the room (the name of the denizen isn't in the results, as with a
  normal emote).
 - Move in a direction
 - Follow someone
 - Tell someone something
 - Attack someone
 - Give someone something (provided that the denizen is holding it)
 - Jump into your inventory
So, for instance, you could have your pet automatically run over and pee on
your worst enemy's foot when he/she enters the room. Or you could have your pet
attack someone if someone gives it your dead body. Use your imagination keeping
in mind the lists above.
... blah blah ...
MANSE DENIZENS
--------------------
A special type of pet is available to manse owners to help bring life to their homes and estates. For a base price of 100 credits you may purchase a denizen that has the following features:
 - The denizen itself (including fully custom descriptions and name).
 - Resets to a room in your manse so it cannot be permanently lost or killed.
 - The ability to order your denizen to roam within your manse, or sit.
For extra cost, you may purchase addons (1) and (7) above, as well as reactions that do not cause the denizen to follow someone, or jump into an inventory. Also, you may purchase an additional upgrade
9) Merchant - 400 credits
  - The denizen will sell up to 5 types of items that you provide. This is only allowed for denizens that make sense as traders - we don't want to see alligators selling undergarments. It is also highly recommended that the invincibility upgrade is purchased alongside this one.
I know mobiles have been requested a few times for manses, but I feel that the above version is reasonable for the manse owner, without requiring a huge amount of new coding or balance considerations. The pet is extremely limited, it can't be controlled at all, and only clever use of reactions will make it responsive beyond a very basic fashion.
Thoughts?
Edit: Come on, I want animals in my forest.
...and maybe a villager or two.
Unknown2005-12-24 13:40:41
Also, maybe I was a little excessive in the price. For something that can only be essentially decoration, I'd say 50 credits might be more reasonable, given the possible upgrade price required.
Unknown2005-12-24 16:28:48
Yah, I wanted a butler for my up and coming manse. Was thinking of a pet that could respond to people requesting drinks or food, or beckon people or motion them to sit down in or on particular furniture. That and a few handy phrases.
It would be great to be able to add that level of responsiveness to our manses but the current pet prices are too expensive, your idea seems much better.
It would be great to be able to add that level of responsiveness to our manses but the current pet prices are too expensive, your idea seems much better.
Unknown2005-12-24 16:30:07
I dunno about the merchant thing though...
Richter2005-12-24 19:08:50
Well, what I think...
For the merchants idea, I'd rather have it be so that if you've already purchased one store in a manse, any additional ones are 500cr instead, and you can set them in any room (providing that room does not have a down exit).
As for the denizens, I'd love a cheap-ish, inexpensive way to have people in there. I already have two (they're just pets that reset to deepnight_1), but they're regular pets. Nocturne cost 900cr, and I believe Sierus probably spent about 1300cr on his.
Manse denizens, if implemented, should probably not be invincible. Are regular ones? They should not give any exp for killing them (maybe even negative exp, like when you kill certain things in Aetolia).
For the merchants idea, I'd rather have it be so that if you've already purchased one store in a manse, any additional ones are 500cr instead, and you can set them in any room (providing that room does not have a down exit).
As for the denizens, I'd love a cheap-ish, inexpensive way to have people in there. I already have two (they're just pets that reset to deepnight_1), but they're regular pets. Nocturne cost 900cr, and I believe Sierus probably spent about 1300cr on his.
Manse denizens, if implemented, should probably not be invincible. Are regular ones? They should not give any exp for killing them (maybe even negative exp, like when you kill certain things in Aetolia).
Unknown2005-12-24 22:49:38
QUOTE(Richter @ Dec 24 2005, 07:08 PM)
Well, what I think...
For the merchants idea, I'd rather have it be so that if you've already purchased one store in a manse, any additional ones are 500cr instead, and you can set them in any room (providing that room does not have a down exit).
For the merchants idea, I'd rather have it be so that if you've already purchased one store in a manse, any additional ones are 500cr instead, and you can set them in any room (providing that room does not have a down exit).
I disagree about this. One shop in a manse is plenty, in my opinion. It also makes shopping in manses a pain since you can no longer just use the search function. If a player wants even more room to sell stuff, they can use this to make butlers, waiters, barmaids, or just regular merchants, but it isn't cheap.
QUOTE
Manse denizens, if implemented, should probably not be invincible. Are regular ones? They should not give any exp for killing them (maybe even negative exp, like when you kill certain things in Aetolia).
239776
Well, it just needs to be the same as regular pets. As you say, you can already create manse denizens, they just aren't worth the price of a normal pet that you can take everywhere. Though negative experience - no. Someone should be able to enter and kill your denizens - its an opportunity for RP!
Serrin2005-12-24 23:59:56
"Well, it just needs to be the same as regular pets. As you say, you can already create manse denizens, they just aren't worth the price of a normal pet that you can take everywhere. Though negative experience - no. Someone should be able to enter and kill your denizens - its an opportunity for RP!"
Manse guards!
Manse guards!
Unknown2005-12-27 00:56:41
Well, not so much guards.
Just a very diluted version of pets that we can put in a manse.
Actually, it would be kind of cool if artisans/enchanters had the ability to make figurines of non-sentients into manse creatures in the meantime. But then that would have significant drawbacks, mainly that it doesn't come close to being as customizable or appropriate as limited pet artifacts.
Just a very diluted version of pets that we can put in a manse.
Actually, it would be kind of cool if artisans/enchanters had the ability to make figurines of non-sentients into manse creatures in the meantime. But then that would have significant drawbacks, mainly that it doesn't come close to being as customizable or appropriate as limited pet artifacts.
Richter2005-12-27 05:53:55
Well, there are artifact miniatures, and now there's that skill in arts called miniatures. Sure, we should have figurines be able to turn full size. I want Crow, Luciphage, Lisaera, and Shitaki patrolling my place.
Marcalo2005-12-27 15:37:58
QUOTE(Richter @ Dec 27 2005, 12:53 AM)
I want Crow, Luciphage, Lisaera, and Shitaki patrolling my place.
240480
You want a giant mushroom?
Diamondais2005-12-27 16:12:46
QUOTE(Richter @ Dec 27 2005, 01:53 AM)
Well, there are artifact miniatures, and now there's that skill in arts called miniatures. Sure, we should have figurines be able to turn full size. I want Crow, Luciphage, Lisaera, and Shitaki patrolling my place.
240480
Howd you manage that one? Or do you mean Shikari?
Vix2005-12-27 18:00:11
There's actually a shroomie in Lolliprin called Shitake the Warrior.
Richter2005-12-27 19:31:28
QUOTE(marcalo @ Dec 27 2005, 07:37 AM)
You want a giant mushroom?
240559
Hells yes.
Diamondais2005-12-27 20:45:12
QUOTE(Vix @ Dec 27 2005, 02:00 PM)
There's actually a shroomie in Lolliprin called Shitake the Warrior.
240585
I know, I was asking how he -got- it as he cant go in there anymore and not many who still can have enough arts for sketches.
Richter2005-12-28 00:14:58
I didn't, but I could get one if I wanted.