Bleached InuYasha Galaxy

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 Post subject: Redesign: Herbs [pending]
PostPosted: August 17th, 2010, 10:17 am 
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Joined: April 13th, 2005, 3:50 pm
Posts: 455
Location: Alvin, TX
In one of the next copyovers, herbs will now spawn much more often than usual. Furthermore, it will no longer be required to go visible when gathering an herb from an herb plant.

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"Being right means you betray life. After all, common sense is dead."
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Last edited by Alexander on September 16th, 2010, 9:37 am, edited 2 times in total.

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 Post subject: Re: Redesign: Herbs [installed]
PostPosted: September 16th, 2010, 9:36 am 
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A few mistakes have been encountered with this fix and will be addressed in a future copyover which is pending.

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"Being right means you betray life. After all, common sense is dead."
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 Post subject: Re: Redesign: Herbs [pending]
PostPosted: April 3rd, 2011, 1:26 pm 
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Joined: April 13th, 2005, 3:50 pm
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Location: Alvin, TX
Due to numerous futile efforts in attempting to make herb location points more common throughout the MUD, I am reconsidering how these herbs may be gathered. I've been considering new methods, this is what I have so far:

1.) Persisting with the current method and possibly involving Zeno for some code work to make this method work as intended.

2.) Integrating the herb location points with area resets, making them less common, more predictable and non-dependent of timed NPCs to repopulate them. (This also means that for long respawning areas, these herbs will be more and more rare.)

3.) The addition (or completely replacing the current system with) NPCs based off each herb that can be killed and harvested for the corresponding herbs. (This may become an addition along with the second option to guarantee a healthy population of herbs.)

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"Being right means you betray life. After all, common sense is dead."
-Alexander Leon


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 Post subject: Re: Redesign: Herbs [pending]
PostPosted: November 1st, 2013, 10:30 pm 
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Joined: January 29th, 2013, 3:02 pm
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. . . So hows that going?


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