Bleached InuYasha Galaxy
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Redesign: Herbs [pending]
http://biyg.org/forums/viewtopic.php?f=16&t=2835
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Author:  Alexander [ August 17th, 2010, 10:17 am ]
Post subject:  Redesign: Herbs [pending]

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.

Author:  Alexander [ September 16th, 2010, 9:36 am ]
Post subject:  Re: Redesign: Herbs [installed]

A few mistakes have been encountered with this fix and will be addressed in a future copyover which is pending.

Author:  Alexander [ April 3rd, 2011, 1:26 pm ]
Post subject:  Re: Redesign: Herbs [pending]

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.)

Author:  Vanilla [ November 1st, 2013, 10:30 pm ]
Post subject:  Re: Redesign: Herbs [pending]

. . . So hows that going?

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