Legend of Hondo - My collection of server mods

tatwi

Member
Joined
May 31, 2012
Messages
66
Legend of Hondo is a single player Star Wars experience based on SWGEmu that I put together for myself to play around with. I decided to share it with you folks too, as some of what I've done might be helpful to other server admins in general.

I've hosted the code on GitHub and you can look at it as a sort of rolling tutorial on how to (butcher) mod a SWGEmu server. :)

https://github.com/Tatwi/legend-of-hondo

I'll list below what I have done thus far. For a rolling update log, check out my LoH Features Log.

Thanks to all at SWGEmu and Mod The Galaxy for making such a personal project possible. It's a hell of a lot of fun to be able to do this stuff!

May the Force be with you,

- Tatwi.

Ps. Life isn't some kind of weird popularity or pissing contest; I'm not looking for feedback or opinions on this project, as it's something I am doing for just me. You don't have to like it and I am not here to cater to your ideas or whims lol... Just be happy I am taking the time to share. :)

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Server Settings
= = = = = = = = = = = = = = = = =
scripts/managers/player_creation_manager.lua
- - - - - - -
- Players start with 50,000 credits total.
- New Artisans also get a wind survey tool.
- Every new player gets a backpack.
- All players start with a Tantel Helmet, Chest Plate, and Boots.


scripts/managers/player_manager.lua
- - - - - - -
- 3x Global XP rate.
- Group XP Bonus is 0%, so people don't feel obligated to dual log clients to max XP gain.
- Datapad Increases: 5 Pets (CAN be increase with SEAs and skills), 5 Droids, 5 Vehicles.
- Disabled Anti-Decay Kits and Crate of Free Resources vet rewards. This keeps the universe moving forward, always in flux, always fresh.

scripts/managers/resource_manager.lua
- - - - - - -
- Resource quality like original swg (it is not "throttled").

scripts/managers/skill_mod_manager.lua
- - - - - - -
- Enabled Stored Pets and Taming Bonus SEAs.

scripts/managers/loot_manager.lua
- - - - - - -
- Made the Armor Attachment list match Clothing Attachment list, so both can have all the same stats.


Skill Points and New Players
= = = = = = = = = = = = = = = = =
tre/loh_001.tre/datatables/skill/skills.iff
- - - - - - -
- Novice Artisan, Brawler, Marksman, Medic, and Scout cost 1 Skill Point.
- Entertainer, Dancer, Image Designer, Musician, and Politian do not require skill points. (Credit: Kinshi @ Tarkin.org)
- Each box of Medic only requires 1 skill point.

tre/loh_001.tre/datatables/creation/starting_locations.iff
- - - - - - -
- New players can only start in Mos Entha

tre/loh_001.tre/datatables/clientregion/dantooine.iff
tre/loh_001.tre/datatables/clientregion/tatooine.iff
- - - - - - -
- Allow the player to place structures in NPC cities (Credit: Kinshi @ Tarkin.org)
- Has the amusing side effect of allowing lairs to spawn within cities, which is nice for the extra danger and randomness.

tre/loh_001.tre/appearance/thm_prp_kiosk_statue.apt
- - - - - - -
- Changed "Blue Frog" model to an Image Design terminal

scripts/managers/planet_manager.lua
- - - - - - -
- Removed default "Character Builder" locations


Power/Maint/Housing Adjustments
= = = = = = = = = = = = = = = = =
scripts/object/installation/[GENERATORS/HARVESTERS]

- Increased Min/Max BER on all harvesters and (less so) generators
- Increased max possible hopper size for harvesters (but not generators).
- Reduced power and maint costs harvesters.
- Reduced maint cost on factories and houses/guild halls.
- Left the factory power cost normal, as it only drains when running and a single player doesn't need thousands of blah instantly.
- General idea was to keep power important, but not crippling.
- All small, medium, large houses, guild halls, and player city decore can be built Datooine/Tatooine.

src/server/zone/objects/building/BuildingObject.idl
src/server/zone/objects/building/BuildingObjectImplementation.cpp
- - - - - - -
- Player houses have 300 item storage per lot.
- Civic structures have 1000 item storage.
- Any building that does not require lots has 1000 item storage.

src/server/zone/managers/planet/PlanetManagerImplementation.cpp
- - - - - - -
- Allowed placing player structures in NPC cities.

src/server/zone/managers/structure/StructureManager.cpp
- - - - - - -
- No longer checks if there is "enough space" to place an object or building, so objects and buildings can be placed where ever.
- Also allows lamp posts to be placed on the steps of buildings, etc.

src/server/zone/objects/creature/commands/RotateFurnitureCommand.h
src/server/zone/objects/scene/SceneObject.idl
src/server/zone/objects/scene/SceneObjectImplementation.cpp
- - - - - - -
- Allowed items placed inside structures to be rotated on all three axis


Medic, Medicine, and Buffs
= = = = = = = = = = = = = = = = =
scripts/object/tangible/beta/beta_terminal_wound.lua
scripts/screenplays/hondo/buff_terminals.lua
- - - - - - -
- Terminal name is "Wound Terminal"
- Modified this unused terminal so that it can be a buff and heal bot.
- Uses the values that are used for the Character Builder buffs.
- Located inside hospitals on Tatooine (Bestine, Mos Eisley, Mos Entha, Mos Espa)
- Heals battle fatigue.
- Removes DoTs, because sometimes they get bugged.
- Removes buffs and empties stomach, because sometimes they get bugged.
- Does not heal health/action wounds, but does heal mind wounds and battle fatigue.

scripts/managers/player_manager.lua
- - - - - - -
- Medical buffs set to 800.
- Performance buffs set to 400.

src/server/zone/managers/player/PlayerManagerImplementation.cpp
- - - - - - -
- Buff terminal stat changes, limited regen boost (to encourage Medic "active healing" game play)
- Charges 5,000 credits (taken from cash on hand).
- 800 Heath / Action / Mind
- 400 Strength / Quickness / Focus.
- 100 Constitution / Stamina / Willpower.
- The player can still craft medial and food buffs.

src/server/zone/objects/creature/buffs/PerformanceBuffImplementation.cpp
- - - - - - -
- Disabled Entertainer buffs, because the process sucked and is useless in a single player environment.

scripts/object/tangible/medicine/crafted/crafted_stimpack_sm_s1_a.lua
scripts/object/tangible/medicine/crafted/crafted_stimpack_sm_s1_b.lua
scripts/object/tangible/medicine/crafted/crafted_stimpack_sm_s1_c.lua
scripts/object/tangible/medicine/crafted/crafted_stimpack_sm_s1_d.lua
scripts/object/tangible/medicine/crafted/crafted_stimpack_sm_s1_e.lua
- - - - - - -
- Increased the min/max values on Stim-A/B/C.
- Increase the min values on Stim-D/E. These remain the most potent.

src/server/zone/objects/creature/commands/HealDamageCommand.h
src/server/zone/objects/creature/commands/HealWoundCommand.h
- - - - - - -
- Healing self and healing pets with the Medic abilities now grants XP, for damage and wounds.
- Damage Healing XP awarded = 25% power of the health + action healed (default)
- Wound Healing XP awarded = 2.5x power of the heal (default)
- This was done in the hopes people could level by actually playing the game, rather than doing it AFK with a second character.
- The 3x global XP rate on top of the default XP values really make it nice to level Medic while out leveling the combat classes.

src/server/zone/managers/sui/SuiManager.cpp
- - - - - - -
- Disabled wound healing using the Buff Terminal and Character Builder Terminal (blue frog).
- People can heal wounds with the dirt cheap Medic skills rather than the Buff Terminal!
- Retained the Mind wound Battle Fatigue healing option, so as to no require Entertainer.


scripts/object/tangible/medicine/crafted/medpack_enhance_action_c.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_action_d.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_health_c.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_health_d.lua
- - - - - - -
- Reduced the max possible experimentation, because default SWG Doc buffs made the game way too easy.
- They will still be better than the Buff Terminal with a decked out Doctor.

scripts/object/tangible/medicine/crafted/medpack_enhance_constitution_a.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_constitution_b.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_constitution_c.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_constitution_d.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_stamina_a.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_stamina_b.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_stamina_c.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_stamina_d.lua
- Nerfed all regen buffs into the ground to encourage "active healing".
- Top end went from 800 down to 200, but with a Doc suit that will go quite a bit more than 200.

scripts/object/tangible/medicine/crafted/medpack_enhance_quickness_c.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_quickness_d.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_strength_c.lua
scripts/object/tangible/medicine/crafted/medpack_enhance_strength_d.lua
- Reduced top end buffs to encourage "active healing".
- A (100), B (200), C (300), D (400)


Specials Adjustment
= = = = = = = = = = = = = = = = =
scripts/commands/eyeShot.lua
scripts/commands/headShot1.lua
scripts/commands/headShot2.lua
scripts/commands/headShot3.lua
scripts/commands/melee1hScatterHit1.lua
scripts/commands/melee1hScatterHit2.lua
scripts/commands/melee2hHeadHit1.lua
scripts/commands/melee2hHeadHit2.lua
scripts/commands/melee2hHeadHit3.lua
scripts/commands/melee2hMindHit1.lua
scripts/commands/melee2hMindHit2.lua
scripts/commands/mindShot1.lua
scripts/commands/mindShot2.lua
scripts/commands/saber1hComboHit1.lua
scripts/commands/saber1hComboHit2.lua
scripts/commands/saber1hComboHit3.lua
scripts/commands/saber1hHeadHit1.lua
scripts/commands/saber1hHeadHit2.lua
scripts/commands/saber1hHeadHit3.lua
scripts/commands/scatterShot1.lua
scripts/commands/scatterShot2.lua
scripts/commands/unarmedCombo1.lua
scripts/commands/unarmedCombo2.lua
scripts/commands/unarmedHeadHit1.lua
- - - - - - -
- Changed all specials that direactly damaged Mind directly to damage Health or Action instead
- Specials that hit a random pool still have a 15% chance to hit the Mind pool.
- This will effect both players and NPCs.
- The idea being it normalized professions such that drilling down the weakest spot, Mind, isn't THE ONLY way to play the game. And, in a group no class is useless for "doing the wrong kind of damage", becuase every class can hit Health or Action with their specials. DoTs and random hits will still take the Mind down, but at least it's more strategic than "SPAM MY MIND HIT SPECIAL!!!"...

scripts/commands/headShot1.lua
scripts/commands/headShot2.lua
scripts/commands/legShot1.lua
scripts/commands/legShot2.lua
scripts/commands/Melee1hHit1.lua
scripts/commands/polearmHit1.lua
scripts/commands/polearmHit2.lua
scripts/commands/unarmedHit1.lua
scripts/commands/unarmedHit2.lua
- - - - - - -
- These specials were utterly punishing for leveling players, so I made them more like Body Shot, which works well with starter gear/skill.
- Mostly accuracy increases.


Starter Gear and Vehicle Merchants
= = = = = = = = = = = = = = = = =
scripts/screenplays/hondo/merchants/starter_gear.lua
scripts/screenplays/hondo/merchants/starter_weapons.lua
scripts/mobile/hondo/merchants/starter_gear.lua
scripts/mobile/hondo/merchants/starter_weapons.lua
scripts/mobile/conversations/hondo/merchants/starter_gear_conv.lua
scripts/mobile/conversations/hondo/merchants/starter_weapons_conv.lua
- - - - - - -
- Starter Gear Merchants. Sells basic tools, armor, structures, and weapons.

scripts/screenplays/hondo/merchants/crazy_larry.lua
scripts/mobile/hondo/merchants/merch_crazy_larry.lua
scripts/mobile/conversations/hondo/merchants/crazy_larry_conv.lua
- - - - - - -
- Vehicle salesman.


Travel System
= = = = = = = = = = = = = = = = =
scripts/screenplays/hondo/travel/*
scripts/mobile/conversations/hondo/travel/*
scripts/mobile/hondo/travel/*
- - - - - - -
- Added character conversation based travel from Mos Espa to various locations on Dantooine, Dathomir, Endor, and Lok.
- Travel from Mos Espa to a safe harbor is 5,000 credits.
- Travel from Mos Espa to a dungeon is 10,000 credits.
- Travel back to Mos Espa is free.
- Add a replacement shuttle port system for public transport on Dantooine, Dathomir, Endor, and Tatooine. Tickets are 250 credits.

scripts/object/building/military/outpost_starport.lua
scripts/object/building/player/city/shuttleport_corellia.lua
scripts/object/building/player/city/shuttleport_naboo.lua
scripts/object/building/player/city/shuttleport_tatooine.lua
scripts/object/building/tatooine/shuttleport_tatooine.lua
scripts/object/building/tatooine/starport_tatooine.lua
scripts/screenplays/hondo/travel/galactic_travel_from_theed.lua
- - - - - - -
- Disable Ticket Terminals, Ticket Droids, and replaced NPC shuttles with a static model.
- Tatooine starport shuttles remain disabled so as to no overlap with the Onak, which is parked in Mos Espa.


Scout and Ranger
= = = = = = = = = = = = = = = = =
src/server/zone/managers/creature/CreatureManagerImplementation.cpp
- - - - - - -
- Any creature that usually drops less than 30 units in SWG will drop roughly 30 units for Master Rangers and around 2 units for Novice Scouts. The value increases gradually as the player gains more Creature Harvesting skill.
- Novice and Master Rangers will both grant and be personally granted the harvest bonus when in a group. For a non Ranger to get this bonus, they must be within 64m of the Ranger. Of course, the Ranger is always in range of himself! :)
- The group bonus thing was a fix I made for the Tarkin server and I added it here even though there isn't a group XP bonus in Legend of Hondo (at this time).

src/server/zone/managers/minigames/ForageManagerImplementation.cpp
- - - - - - -
- Grant Wilderness Survival XP for the following:
- Scout Foraging Success
- Searching Lair Success (+ 15 bonus XP)
- Shellfish Survey Tool Success
- Medical Foraging Success (50% WS XP, but grants 100% Medical XP)
- XP Amounts: Min 1, Max 135 (+15 for lair searching), with foraging skill mod increasing the chance for higher XP.

src/server/zone/managers/minigames/ForageManagerImplementation.cpp
- - - - - - -
- Slightly improved the chance to find Eggs rather than Creature Samples, based on Creature Harvesting Skill.

scripts/mobile/corellia/murra.lua
- - - - - - -
- Fixed ability to be milked

src/server/zone/objects/creature/events/MilkCreatureTask.h
- - - - - - -
- XP on Milking Success
- Tested Milkable Creature Types: Bageraset, Humbaba, Paralope, Sharnaff(2), Piket, Thune, Bolma, Brackaset, Bolle Bol,
Bantha, Gurnaset, Snorbal, Falumpaset, Fambaa(7), Gualama, Ikopi, Kaduu, Murra, Kahmurra, Cu Pa, Eopie, Ronto(3),
Tybis, Lesser Plains Bol, Bordok.

scripts/object/building/poi/scout_camp_s0.lua
scripts/object/building/poi/scout_camp_s1.lua
scripts/object/building/poi/scout_camp_s2.lua
scripts/object/building/poi/scout_camp_s3.lua
scripts/object/building/poi/scout_camp_s4.lua
scripts/object/building/poi/scout_camp_s5.lua
- - - - - - -
- Added some items to camps.
- Basic Camp: Explorer Mission Terminal
- Multiperson: Destroy/Deliver Mission Terminal
- Improved: Bounty Hunter Mission Terminal
- High Quality: Rebel and Imperial Mission Terminals
- Field Base Kit: Bank and Insurance Terminals
- High Tech Field Base Kit: Bank, Insurance, and Buff Terminals

scripts/mobile/spawn/hunting_mission/corellia_hunting_missions.lua
scripts/mobile/spawn/hunting_mission/dantooine_hunting_missions.lua
scripts/mobile/spawn/hunting_mission/dathomir_hunting_missions.lua
scripts/mobile/spawn/hunting_mission/endor_hunting_missions.lua
scripts/mobile/spawn/hunting_mission/lok_hunting_missions.lua
scripts/mobile/spawn/hunting_mission/naboo_hunting_missions.lua
scripts/mobile/spawn/hunting_mission/rori_hunting_missions.lua
scripts/mobile/spawn/hunting_mission/talus_hunting_missions.lua
scripts/mobile/spawn/hunting_mission/tatooine_hunting_missions.lua
scripts/mobile/spawn/hunting_mission/yavin4_hunting_missions.lua
scripts/mobile/spawn/serverobjects.lua
- - - - - - -
- Added new Hunting Mission Spawn Groups (as there weren't any appropriate groups already)
- When I went to add Wilderness Survival XP to these missions, I discovered that they were not implimented correctly. Apart
from the generally poor way SOE made these missions, SWGEmu seems to have based the potential targets off any
possible MOB spawn on any planet, which is incorrect (and in some cases, out-right broken as it includes faction NPC, some
of which don't even spawn). Consiquently, I went ahead and solved this problem by creating new spawn groups for each
planet that consist of only valid animal type creatures. Most (if not all) non-quest, non-dungeon animals that can spawn on
a planet are available.

src/server/zone/managers/mission/MissionManagerImplementation.cpp
- - - - - - -
- Completely changed how the available creature types are determined.
- All available creature types are displayed in the mission terminal, regardless of player level and group size. Just because you take the mission, doesn't mean you'll actually find those creatures! :)
- Adjusted the mission credit payout method to more appropriately match the difficulty of the mission. Reward range is approx 450cr to 25,000cr. Creature Knowledge skill grants a bonus!
- Difficulty level displayed is now the average level of the target creatures (rather than the not very helpful 1, 2, or 3 that used to be displayed).
- Removed the roleplay from the mission descriptions server side, for clarity and to fix SOE typos without requiring a client update.
- Titles for Hunting Missions on the terminals show the target creature name rather than the roleplay name. [Animal]: a humbaba

src/server/zone/objects/mission/HuntingMissionObjectiveImplementation.cpp
- - - - - - -
- Granted Wilderness Survival XP upon completion.
- XP granted is based upon your Foraging skill and the credit payout, so SEAs can be used for bonus XP!

src/server/zone/objects/mission/MissionObject.idl
src/server/zone/objects/mission/MissionObjectImplementation.cpp
src/server/zone/objects/mission/HuntingMissionObjectiveImplementation.cpp
src/server/zone/packets/mission/MissionObjectDeltaMessage3.h
- - - - - - -
- Mission description, when viewed in the datapad, now shows how many kills are remaining.
- Unfortunately, the text is loaded from the client side files by default each time you log in, but it gets updated again once you kill one of the mission creatures.
- Titles for Hunting Missions on the terminals show the target creature name rather than the roleplay name. [Kill 15]: a humbaba

src/server/zone/managers/mission/MissionManagerImplementation.cpp
- - - - - - -
- Titles for Destroy Missions on the terminals show the target creature name rather than the roleplay name. [Difficulty 9]: humbaba lair



Weapons, Armor, and Components
= = = = = = = = = = = = = = = = =
scripts/object/weapon/melee/polearm/lance_staff_wood_s1.lua
scripts/object/weapon/melee/polearm/lance_staff_metal.lua
scripts/object/weapon/melee/axe/axe_heavy_duty.lua
scripts/object/weapon/melee/knife/knife_dagger.lua
scripts/object/weapon/melee/knife/knife_survival.lua
scripts/object/weapon/ranged/carbine/carbine_cdef.lua
scripts/object/weapon/ranged/pistol/pistol_cdef.lua
scripts/object/weapon/ranged/rifle/rifle_cdef.lua
- - - - - - -
- Adjusted the Min/Max/Speed ranges for crafted versions such that they can actually be better than the ones granted for free to Brawler/Marksman (and the ones sold by the Starter Weapons vendor).
- This always bugged me about the starter weapons - a perfectly crafted one was still not as good as a free one! Why even have them? lol... Now, that they can be better than the free ones there is a point to making them.


scripts/object/tangible/wearables/armor/[ARMORSET]
- - - - - - -
- Changed the default values so the sets can be sold by NPCs as basic armor sets.
- Crafted armor will cover all stats except stun and lightsaber, with some stats being special resists on some armor types.
- Stun and Lightsaber are the only vulnerabilities (for sake of ease).
- Max condition ranges between 30k - 45k
- Bone/Mabari/IthDefender/KashBlack: 24 Kin, 24 Eng, 12 Ele, 4 Acid / 40H, 20A, 20M
- Tantel/Ubese/: 20 Kin, 40 Eng, 4 Ele, 12 Acid / 40H, 20A, 20M
- Chitin/Marauder: 40 Kin, 20 Eng, 12 Ele, 4 Acid / 40H, 20A, 20M
- Comp/Marine/Stormtrooper/IthGuard/KashCer: 50 All / 50H, 30A, 30M
- BH/Mando/RIS/IthSent/KashHunt: 55 All / 35H, 35A, 35M

scripts/object/tangible/component/armor/armor_layer_acid.lua
scripts/object/tangible/component/armor/armor_layer_blast.lua
scripts/object/tangible/component/armor/armor_layer_cold.lua
scripts/object/tangible/component/armor/armor_layer_electrical.lua
scripts/object/tangible/component/armor/armor_layer_energy.lua
scripts/object/tangible/component/armor/armor_layer_heat.lua
scripts/object/tangible/component/armor/armor_layer_kinetic.lua
scripts/object/tangible/component/armor/armor_layer_ris.lua
scripts/object/tangible/component/armor/armor_layer_stun.lua
- - - - - - -
- Reduced the highest possible encumberance values from 20 to 8.
- Secondary stat buffs are lower and encumberance values on crafted armor can easily make a piece useless.

scripts/object/tangible/component/armor/armor_segment_bone.lua
scripts/object/tangible/component/armor/armor_segment_bone_advanced.lua
scripts/object/tangible/component/armor/armor_segment_chitin.lua
scripts/object/tangible/component/armor/armor_segment_chitin_advanced.lua
scripts/object/tangible/component/armor/armor_segment_composite.lua
scripts/object/tangible/component/armor/armor_segment_composite_advanced.lua
scripts/object/tangible/component/armor/armor_segment_kashyyykian_black_mtn.lua
scripts/object/tangible/component/armor/armor_segment_kashyyykian_black_mtn_advanced.lua
scripts/object/tangible/component/armor/armor_segment_kashyyykian_ceremonial.lua
scripts/object/tangible/component/armor/armor_segment_kashyyykian_ceremonial_advanced.lua
scripts/object/tangible/component/armor/armor_segment_kashyyykian_hunting.lua
scripts/object/tangible/component/armor/armor_segment_kashyyykian_hunting_advanced.lua
scripts/object/tangible/component/armor/armor_segment_padded.lua
scripts/object/tangible/component/armor/armor_segment_padded_advanced.lua
scripts/object/tangible/component/armor/armor_segment_ris.lua
scripts/object/tangible/component/armor/armor_segment_ris_acklay.lua
scripts/object/tangible/component/armor/armor_segment_ubese.lua
scripts/object/tangible/component/armor/armor_segment_ubese_advanced.lua
- - - - - - -
- Reduced the highest possible encumberance values.
- Increased the condition and effectiveness on advanced segments
- These crafted segments added too much encumberance.


scripts/object/tangible/wearables/armor/bone/[ARMORPIECE]
scripts/object/tangible/wearables/armor/zam/[ARMORPIECE]
- - - - - - -
- Brought the min base effectiveness up from 1 to 10 and the max base effectiveness up from 20 to 30.

scripts/loot/items/creature/[Armor Components].lua
- - - - - - -
- Revamped the following looted armor components so that they're genuinely useful.
- Reduced Encumberance values.
- Brackaset Plates: Acid, Blast, Cold, Heat with a bonus to Blast. Small HAM bonus possible.
- Famba Plates: Acid, Blast, Cold, Heat with a bonus to Cold. Small HAM bonus possible.
- Sharnaff Plates: Acid, Blast, Cold, Heat with a bonus to Heat. Small HAM bonus possible.
- Voritor Scales: Increased max stack size to 20.
- Kimogila Scales: Made these an upgrade to Voritor Scales by making them Energy, Kinetic, Acid and improving the min/max values. Min stack size is 3, max is also 20. Kimo's have the best Acid resit.
- Krayt Dragon Scales: Made these the ultimate upgrade for lizard scales by increasing the Energy and Kinetic min/max values and leaving the Acid, Blast, Cold, Heat. Min stack size is 3, but max is only 12.

scripts/loot/items/creature/[Armor Segments].lua
scripts/loot/items/geonosian_lab/kliknik_reinforced_chitin_armor_segment.lua
- - - - - - -
- Revamped the following looted armor segments so that they're genuinely useful.
[Chitin Armor]
- Armor Effectiveness normalization
- Brackaset Segment: Acid, Blast, Cold, Heat with a bonus to Blast and Integrity.
- Sharnaff Segment: Acid, Blast, Cold, Heat with a bonus to Heat and Integrity.
- Kliknik Segment: Increased Integrity bonus and added Health Encumberance bonus.
- Reinforced Kliknik Segment: Increased min/max Armor Effectiveness.
[Padded Armor]
- Rancor Segment: Added Acid and Blast so it covers all resists.
- Famba Segment: Lesser version of a Rancor Segment (lower stats and higher Encumberance).
[Bone Armor]
- Voritor Segment: Increase max stack size to 20.
- Kimogila Segment: Upgraded Voritor scale with better stats, bonus Integrity, and Acid protection. Kimo's have the best Acid resit.

scripts/mobile/tatooine/ronto.lua
scripts/mobile/dantooine/piket.lua
scripts/mobile/dantooine/piket_longhorn_female.lua
scripts/mobile/dantooine/piket_walker.lua
scripts/mobile/endor/merek_assassin.lua
scripts/mobile/endor/merek_cavern_creeper.lua
scripts/mobile/endor/merek_deaths_head.lua
scripts/mobile/endor/merek_harvester.lua
scripts/mobile/dathomir/malkloc.lua
scripts/mobile/dathomir/malkloc_bull.lua
scripts/mobile/dathomir/malkloc_plainswalker.lua
scripts/mobile/lok/vesp.lua
scripts/mobile/lok/vesp_hunter.lua
scripts/mobile/lok/vesp_scavenger.lua
scripts/mobile/tatooine/dune_lizard.lua
- - - - - - -
- Spread the looted parts to more creatures.
- Note that some creatures are not available, due to their planets being disabled. I plan to add those creatures in a future update.
- Sharnaff: Ronto (Tatooine), Piket (Dantooine)
- Kliknik (common loot): Merek (Endor)
- Famba: Malklok (Dathomir)
- Voritor: Dragonet (Tatooine), Vesp (Lok)

scripts/object/draft_schematic/armor/[Various Files]
scripts/object/draft_schematic/clothing/[Various Armor Related Files]
scripts/object/draft_schematic/munitions/[Various Files]
scripts/object/draft_schematic/weapon/[Various Files]
- - - - - - -
- Removed requirement for overly specific named resources.
- Some planets are not available and some requirements were too specific for a single player game.


Crafting Loot, XP, and Timings
= = = = = = = = = = = = = = = = =
src/server/zone/objects/player/sessions/crafting/CraftingSessionImplementation.cpp
- - - - - - -
- Changed the Practice Mode XP bonus when crafting from 5% to 75%.
- Removed crafting tool timer (1 second per item).
- Granted a chance to win a piece of loot (Junk to good quality SEAs) while crafting using practice mode.
- Loot chance is based upon item complexity, tool quality (not station), and assembly skill (appropriate to the item being made).
- Loot quality is based upon the quality of the item created and assembly skill.

MMOCoreORB/src/server/zone/objects/installation/factory/FactoryObjectImplementation.cpp
- - - - - - -
- Significantly reduced factory run times, but still based upon item complexity. Min of 1 second per item.

/home/swgemu/workspace/MMOCoreORB/src/server/zone/objects/factorycrate/FactoryCrate.idl
- - - - - - -
- Increase max factory crate size to 1,000.

scripts/object/draft_schematic/bio_engineer/dna_template/dna_template_generic.lua
- - - - - - -
- Increased XP granted to 1250 from 50.
- 510,000 Crafting XP required for the profession.
- 170,000 DNA Samping XP required = roughly 380 DNA samples.
- Therefore, 78 crafts in practice mode at 896 XP each (before bonuses) will grant enough XP to level the profession using all the DNA collected to level the DNA Sampling line.


Loot, Junk, and Junk Dealers
= = = = = = = = = = = = = = = = =
- The general idea with these changes is that with only one player, there isn't any division of labor at all - if the one player doesn't loot it, it doesn't exist! Normally, many players are out there collecting loot and then selling it to other players. Without the combined efforts brought by many players, the default loot system was broken.
- I've tried to make it such that one person can go about their play and actually have a real chance to earn what they need themselves. However, the amount of time required is still so collossal for a single player that I will later add in an NPC merchant system to augment the lack of players selling, at the very least, basic items.

optional/bin/scripts/managers/loot_manager.lua
- - - - - - -
- Increased the chance of getting a exceptional and legendary item.
- Increased the stat bonus to exceptional and legendary items.
- Increased the chance to find an SEA.
- Made both SEA types have the same full array of stat possibilities.

scripts/loot/items/attachment_armor.lua
scripts/loot/items/attachment_clothing.lua
scripts/loot/items/creature/*.lua
scripts/loot/items/forage/*.lua
scripts/loot/items/loot_schematic/*.lua
scripts/loot/items/painting/*.lua
scripts/loot/items/recycler/*.lua
scripts/loot/items/skill_buff/*.lua
- - - - - - -
- Junk Dealers, in this single player game, are a primary source of income. They are the ONLY people can sell anything to!
- Junk Dealers will now purchase the items listed above, as well as other misc items.

src/server/zone/objects/resource/ResourceManager.idl
- - - - - - -
- Reduced the Crate of Free Resource to 500 units.

scripts/loot/groups/junk.lua
- - - - - - -
- Anything that can drop junk now has a chance to drop an SEA instead.
- SEA quality is based on the creature level, so this is self balancing.
- Can also drop Crate of Free Resources (Resource Deed)

scripts/loot/groups/tailor_components.lua
- - - - - - -
- Added most crafted Tailor components. Note they do not have a junk dealer value.

scripts/loot/items/hondo/
- - - - - - -
- My custom loot items are in here.

scripts/mobile/[PLANET]/[CREATURE].lua
- - - - - - -
- All wild and lair spawned creatures have the chance to drop junk (including SEAs), clothing, and weapons (in that order).
- With the exception anything that aleady had a loot table.
- Included planets that aren't in use at the moment, as I will later add many of their creatures to the planets are in use.


Skill Terminal
= = = = = = = = = = = = = = = = =
scripts/object/tangible/beta/beta_terminal_xp.lua
- Give free profession training for Dancer, Entertainer, Image Designer, Merchant, Musician, Politician.
- None of these professions are worth/possible leveling in a single player environment.
- Also added learning of all languages as well.
- Located in the Mos Espa cantina.


Simple Flight and 24 Hour Limit
= = = = = = = = = = = = = = = = =
src/server/zone/managers/player/creation/PlayerCreationManager.cpp
- Add a basic Scyk ship to the datapad of new players. Can be used to fly around on the planets. This feature is rough around the edges, but still cool!
- Removed the 1 character creation per 24 hour limit, because it sucked in general and was plain broken due to the server not being on all the time.
- Customized the welcome message pop-up for Legend of Hondo.

scripts/mobile/conversations/hondo/travel/wolten_kinhara_from_espa_conv.lua
- Updated conversation with some information (and story) about the fighter ship.
 

drdax

Member
Joined
Jun 11, 2015
Messages
133
Thanks tatwi.. I am a really new n00b to the server / player content creatation side and this will help me understand and expand on key concepts as I begin my creative journey. This community is great!
 

tatwi

Member
Joined
May 31, 2012
Messages
66
Posted up a few fixes and the following features. One of the little fixes I did was to make the player invincible while piloting the ship over land, because I noticed that critter attack ranges did not take into account the vertical and it was hard to tell combat was going on or you were near agro. Makes for a nice alternate travel method now! (which I am sure would be all kinds of broken if we had JTL, but we don't, so... meh). :)

I also did some reading on loot tables and learned what numbers actually meant lol... so I had to go through and adjust things and I took the opportunity to rejigger the Junk loot group into a master group of crap folks might need. I use the sed command line program to look into files and change lines from "blah" to "blah blah", which has the downside of touching all files in the directory, even if it does not change them. So... massive list of changes in the update where I fixed the loot tables.

City and Building Permssions
= = = = = = = = = = = = = = = = =
*WARNING* NOT A MULTIPLAYER FRIENDLY UPDATE!!
- Keep in mind this project is unforgivingly designed to cater to a single player (me!). As such, some updates will break multiplayer play. This is one of those updates. You've been warned. :)
- Previous changes were to this regard were too tame for a single player game.

src/server/zone/managers/city/CityDecorationTask.h
src/server/zone/managers/city/CityManagerImplementation.cpp
src/server/zone/managers/structure/StructureManager.cpp
src/server/zone/objects/creature/commands/PlaceStructureCommand.h
src/server/zone/objects/creature/commands/PlaceStructureModeCommand.h
- - - - - - -
- Removed many checks and limitations when placing buildings in cities, to allow any player to place buildings and decorations.
- Can place objects "too close" to each other, including overlapping. Player must use caution when placing objects!
- Can place up to 30 decorations in an NPC city.
- Can place any building, city decoration item, and city decoration deed in an NPC city.
- Can place any building on any planet where building is permitted (Dantooine and Tatooine).
- Politician profession skills are still required, but they are available on the XP terminal in the Mos Espa cantina.





Junk Dealers: Super Deluxe!
= = = = = = = = = = = = = = = = =
scripts/loot/[MISC FILES]
- - - - - - -
- Corrected loot weighting values on junk loot and tailor part groups.
- Added new loot group for recycler parts.
- Made "Junk" into the Super Deluxe general loot group for all occassions! Taking a page from other single player games, the idea here is give the player a wide variety of loot to use or sell, considerng they can't buy any from the nonexistent other players.
- Added some cheap furniture and 3 otherwise unobtainable small plants to the junk group.
- Added junk seller prices to sore more items that did not have them, including quest and themepark rewards.

scripts/mobile/[PLANET]/[CREATURE].lua
- - - - - - -
- Corrected loot weighting on all mobile/[PLANETNAME] mobs.
- Any creature that did not already drop loot will now have a 25% chance to drop loot from the Super Deluxe Junk group.

scripts/managers/spawn_manager/tatooine.lua
- - - - - - -
- In a previous fix, I added:
- Clothing/Armor Junk Dealer, Imperial Oasis, Tatooine
- Weapon Junk Dealer, Anchorhead, Tatooine

src/server/zone/objects/creature/junkdealer/JunkdealerCreatureImplementation.cpp
src/server/zone/objects/player/sessions/crafting/CraftingSessionImplementation.cpp
- - - - - - -
- Junk Dealers (Generic type) will purchase player crafted items.
- Will buy factory crated items only after they are taken out of the crate.
- Value based upon player skill. final item complexity, and "real world" luck.
- As with loot, the junk value is set when the item is created and is unknown/invisible to the player until they sell the item.
- Factory crate items all have the same junk value.
I discovered since the building/city changes that Event Perks can't be placed in NPCs cities, so I'll have to fix that eventually as well.

Also just wanted to say that as far as people "cheating" using AutoHotKey macros to make and sell items to the Junk Dealer, etc. go... Legend of Hondo a single player game. It would be far more sensible for people to just log into the God Mode account and grant themselves whatever they'd like. I'm trying to make an experience that is compelling enough for people to not feel like they need to use the God Mode account to have fun, but it is useful to use it for some things, like granting admin access to NPC buildings.

I'm currently working on a conversation driven NPC Merchant system. I looked at using the SUI list box method, but decided that ultimately I would like more characters who sell only a few items each and who are tied to faction allegiance and quests, rather than Walmart type vendors. Both SUI list box and conversations lack the item details available when using the Bazaar/Vendor system, but perhaps one day I'll figure out how to use that system, trigged from a conversation or quest state. Who knows! :)

Anyhow, given that LoH does not use Naboo, Corellia, and Yavin4, one of the "credit sinks" I'll be putting in are vendors who sell the themepark/geo crafting parts for steep prices. Non-consumable rewards will be moved to pirate related activities/quests and other custom content.

Well... I should really stop babbling and do something else now...

EDIT July 10th, 2015:

I have a working "Merchant System" now. There are few optional pieces of functionality I would like to add before I consider it complete, but what I've finished thus far can be used as it is. The additional features will all be optional and easy to add on later. For those who may be interested, you can check it out here,

https://github.com/Tatwi/legend-of-hondo/tree/merchants/MMOCoreORB/bin/scripts/screenplays/hondo/merchants
 

dzabloc

New Member
Joined
May 26, 2016
Messages
2
THIS IS AMAZING!

My question is how do I find the area in the .lua and other files to change the BER/hopper size like you did?

Do I have to use the Sy's IFF Editor?
= = = = = = = = = = = = = = = = =
scripts/object/installation/[GENERATORS/HARVESTERS]

src/server/zone/objects/building/BuildingObject.idl
src/server/zone/objects/building/BuildingObjectImplementation.cpp
 

tatwi

Member
Joined
May 31, 2012
Messages
66
dzabloc said:
THIS IS AMAZING!

My question is how do I find the area in the .lua and other files to change the BER/hopper size like you did?

Do I have to use the Sy's IFF Editor?
= = = = = = = = = = = = = = = = =
scripts/object/installation/[GENERATORS/HARVESTERS]

src/server/zone/objects/building/BuildingObject.idl
src/server/zone/objects/building/BuildingObjectImplementation.cpp
Sorry about the late reply.... The BER is stored in the deed lua file on the server. Here is an example:

MMOCoreORB/bin/scripts/object/tangible/deed/generator_deed/generator_fusion_deed.lua

The values are:

experimentalMin = {0, 0, 6, 100000, 1000},
experimentalMax = {0, 0, 12, 150000, 1000},

NA / NA / BER / Hopper Size / I Forget :)

= = = = = = = = = = = = =  = = = = = =  = =
= = = = = = = = = = = = =  = = = = = =  = =

They say that necessity is the mother of invention... here's a server mod geared toward making it easier to "make stuff" as a server modder! Even includes a minor client side fix so one can target all the camp decorations.

Feature: Admin Decoration Tools
= = = = = = = = = = = = = = = = =
src/server/zone/objects/scene/components/ObjectMenuComponent.cpp
src/server/zone/objects/creature/commands/RotateFurnitureCommand.h
src/server/zone/objects/creature/commands/MoveFurnitureCommand.h
src/server/zone/objects/creature/commands/GetObjVarsCommand.h
src/server/zone/objects/creature/commands/FindPlayerCommand.h
bin/scripts/object/tangible/terminal/terminal_character_builder.lua
tre/object/tangible/camp/*.iff
- - - - - - -
- Added radial menu options for Admin Characters to drop and pickup objects while outside. Works on most objects, including NPCs and items loaded by screenplays and world snap shot files. Some items, such as armor, can't be picked up, but they can be dropped and moved/rotated.
- Admin Characters are also able to move and rotate objects outside.
- Added new options to /getObjVars command that output helpful information into the chat log, such as fully formatted spawnSceneObject and spawnMobile screenplay calls.
- /getobjvars spout = spawnSceneObject for the targetted object.
- /getobjvars onme = spawnMobile based on where the player is standing and facing. Defaults are "commoner" mobile template and 1 for respawn time.
- /getobjvars myparent = returns the objectID of the structure you are standing in.
- With chat logging enabled and the commands put into toolbar buttons via macros, this allows an admin to decorate normally and then cut and paste fully formated code directly into a screenplay file.
- Added the Structure ID to the output of the findPlayer admin-only command, because it's handy.
- Uncommented some decorations on the character builder terminal.
- Fixed some iff files for some camp items that couldn't be targeted. Note that the files only *need* to be on the client for the for targeting to work (fyi adding targetable = 1 to the server template doesn't allow the client to target the item).
 

langelusse

Member
Joined
Dec 20, 2012
Messages
33
wonderfull add for decoration.

I will try this

Juste a question. Have you fix that ?

src/server/zone/objects/creature/junkdealer/JunkdealerCreatureImplementation.cpp
src/server/zone/objects/player/sessions/crafting/CraftingSessionImplementation.cpp
- - - - - - -
- Junk Dealers (Generic type) will purchase player crafted items.
- Will buy factory crated items only after they are taken out of the crate.

I have try but junk dealer don't buy item of player.
 

tatwi

Member
Joined
May 31, 2012
Messages
66
langelusse said:
wonderfull add for decoration.

I will try this

Juste a question. Have you fix that ?

src/server/zone/objects/creature/junkdealer/JunkdealerCreatureImplementation.cpp
src/server/zone/objects/player/sessions/crafting/CraftingSessionImplementation.cpp
- - - - - - -
- Junk Dealers (Generic type) will purchase player crafted items.
- Will buy factory crated items only after they are taken out of the crate.

I have try but junk dealer don't buy item of player.
I'll have a look at it, because it's possible I missed something or messed it up. Do you remember what you crafted? Note that it only works for items that were crafted after you installed the mods (because old crafted items will lack the junk value attribute).

Ps. I am removing the ability to pickup NPCs, as it doesn't always work right and picking up babies crashes the client.
 

langelusse

Member
Joined
Dec 20, 2012
Messages
33
I have try with knife but I cantry test with another object. I tell you. Thank you for your answer.
 

tatwi

Member
Joined
May 31, 2012
Messages
66
langelusse said:
I have try with knife but I cantry test with another object. I tell you. Thank you for your answer.
Thank you for taking the time to reply with the item you made. I just tested making a survival knife and a cdef rifle and both worked for me. Earned my test character a whole 25 credits! ::)

Some reasons it may not be working for you:

1. You're not speaking to a "generic" type junk dealer, as only those who have that tag in their spawn manager line will buy crafted items.

2. You're using a newer code base than I am, in which case I can't tell you if anything will work. Sorry.

3. You missed something when merging in the system.

If you're using LoH directly then ya got me man, cause it should work. :)
 

nickwill86

New Member
Joined
Jun 4, 2012
Messages
8
How would i go about installing LoH to ZonamaDev - Fast Track Development Environment 2016? Is there a command i can input into the console and it will download and install the mod? Sorry im a newb at this. But at the moment i have ZonamaDev - Fast Track Development Environment 2016 working and i can play on it.

Also, the tre files, I assume we need to download the files you have hosted, and make our own tre? I really love the idea of placing items in the open world, clicking on it, and having it sved to a lua file.

I must say, I do not know how to use GitHub. Telling me to 'Pull' is a foreign word to me :S

The most I have done so far was go into my mmocore folder, and open a terminal, and did

git clone https://github.com/Tatwi/legend-of-hondo

It downloaded the folders. I then took the "tre_required" and "tre_optional" folders and made 2 separate tres for them.
 
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