Treasure Maps
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The Drizzle
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Treasure Maps
I may be a fool and have completely missed this already, but if they're not in there, is it possible that we can figure out a way to get them incoporated. I just remember treasure hunting was one of my favorite things to do in the game, and I'd love for my friends to be able to do the same.
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giwo
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Treasure maps were what made Cartography(sp?) worthwhile.
I never actually went on one on OSI, but it went something like this
Random chance of treasure map dropping on monster. Cartographer translates it and takes a party with him to the location. Party must have a lockpicker who (I believe) also needed Detecting Hidden. They use shovels to dig up the treasure and depending on the difficulty of the map, it spawns sone monsters. Lockpicker then must open the treasure chest and get the loot.
I never actually went on one on OSI, but it went something like this
Random chance of treasure map dropping on monster. Cartographer translates it and takes a party with him to the location. Party must have a lockpicker who (I believe) also needed Detecting Hidden. They use shovels to dig up the treasure and depending on the difficulty of the map, it spawns sone monsters. Lockpicker then must open the treasure chest and get the loot.
Scott
Wow, sounds like we could kill two birds with one stone on this one.
(we could implement cartography/lockpicking at the same time)
I never did one on OSI as well.
Don't we already have random treasure lists to pick from in .dfns?
We could possibly implement it this way:
1. GM tags (or random monster) creates treasure map, with treasure at specified X, Y. location
2. Cartographer uses skill to decode map (returns x,y coordinates). Depending on difficulty of treasure map mixed with cartography skill, results could be skewed. For example, a cartographer with 15.5, and a failed check, might skew the coordinates. So if a treasure is at (150,190), the cartographer would say it is at (250, 30).
3. Players would need to use sextants to go to that location. (would make sextants useful)
4. Use the shovel, dig up, and have optional conflict/ unlocking chest, for gold.
Could be a fun way to kill time if you don't have long hours to prepare for and engage in a GM quest.
(we could implement cartography/lockpicking at the same time)
I never did one on OSI as well.
Don't we already have random treasure lists to pick from in .dfns?
We could possibly implement it this way:
1. GM tags (or random monster) creates treasure map, with treasure at specified X, Y. location
2. Cartographer uses skill to decode map (returns x,y coordinates). Depending on difficulty of treasure map mixed with cartography skill, results could be skewed. For example, a cartographer with 15.5, and a failed check, might skew the coordinates. So if a treasure is at (150,190), the cartographer would say it is at (250, 30).
3. Players would need to use sextants to go to that location. (would make sextants useful)
4. Use the shovel, dig up, and have optional conflict/ unlocking chest, for gold.
Could be a fun way to kill time if you don't have long hours to prepare for and engage in a GM quest.
- Xuri
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Everything you ever wanted to know about Treasure Hunting in UO:
Treaure Hunters of Britannia
On the official shards the treasure locations were all hardcoded, which meant that eventually people learned exactly where they were and could go straight to those locations when they got a specific treasure map.
Would be far more interesting if they were somewhat random, in my opinion. Of course, that requires that we make sure the treasure locations don't end up in areas impossible to reach.
Treaure Hunters of Britannia
On the official shards the treasure locations were all hardcoded, which meant that eventually people learned exactly where they were and could go straight to those locations when they got a specific treasure map.
Would be far more interesting if they were somewhat random, in my opinion. Of course, that requires that we make sure the treasure locations don't end up in areas impossible to reach.
-= Ho Eyo He Hum =-
Can we use the same "region" definitions that we use for weather/spawning?
I know sometimes monsters spawn on in the water and sometimes on mountains, but for the most part its pretty accurate. You could also give the players a +/-10 or so "radius to find" so that if the treasure is placed exaclty under a tree, as long as the PC is within 10 spaces of the tree, the treasure will still be uncovered.
Heck....le'ts make the treasure be able to spawn in water as well! We have a .js engine, let's make a Tile-Id check. If the treasure is placed on the water, make sure the PC is using a fishing pole to get it instead of a shovel.
Could make for some ineteresting boat journeys..........
I know sometimes monsters spawn on in the water and sometimes on mountains, but for the most part its pretty accurate. You could also give the players a +/-10 or so "radius to find" so that if the treasure is placed exaclty under a tree, as long as the PC is within 10 spaces of the tree, the treasure will still be uncovered.
Heck....le'ts make the treasure be able to spawn in water as well! We have a .js engine, let's make a Tile-Id check. If the treasure is placed on the water, make sure the PC is using a fishing pole to get it instead of a shovel.
Could make for some ineteresting boat journeys..........
Another quick idea:
If we wanted some fun with crafting, we could use rope + fishing net + (hook (rope tied to hook icon). = salvage net.
The salvage net could be used to pick up treasure from the bottom of the ocean. Use the "fishing" skill check when constructing the net. (only seaman know how to tie those knots anyway!)
all of the icons for the net are in the "add" + building + decs + misc menu. If we want to do this, I could work on the basic .dfns scripts if someone wants to tackle the harder stuff.
If we wanted some fun with crafting, we could use rope + fishing net + (hook (rope tied to hook icon). = salvage net.
The salvage net could be used to pick up treasure from the bottom of the ocean. Use the "fishing" skill check when constructing the net. (only seaman know how to tie those knots anyway!)
all of the icons for the net are in the "add" + building + decs + misc menu. If we want to do this, I could work on the basic .dfns scripts if someone wants to tackle the harder stuff.
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The Drizzle
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- Jediman
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I'd like to bump this topic!
We do have grave digging. I wonder how difficult it would be to expand this based on map locations?
I would think the system would work like this...
- t-map created and based on regions setup for a tmaps dfn file. Players could specify regions for treasures to spawn in/on. The tmap would basically be drawn based on the random coordinates generated (xyz). The dfn file could even have a skill level (perhaps like 1-10). Maybe even like:
Level 1 = 1-10 in carto skills
Level 2 = 10-20
Level 3 = 20-30
Level 4 = 30-40
Level 5 = 40-50
Level 6 = 50-60
Level 7 = 70-80
Level 8 = 80-85
Level 9 = 85-90
Level 10 = requires skill of 90-100 or greater.
- players with cartography skills good enough per each level (lets say, perhaps tmap skill level is ) are given either a random chance (lets say the closer you are to the upper portion of the skill) of figuring out the tmap. Lets say you are are 10 and the tmap is level 2...perhaps giving you a 10% chance of decoding?
- Once the map is decoded, it shows the location drawn based on the xyz coordinates it equals from the map statics.
- Player goes to that location, and digs for the treasure.
- Treasure map system checks the level of the map and spawns monsters and a treasure chest. Perhaps even the monsters could be defined in the dfns for tspawns.
The treasure chest then could have traps and such applied to it upon spawning and then the player who has detect hidden and can lock pick therefore does his thing, et voila!
Lockpicking is working per it being in the javascript area of the code.
We do have grave digging. I wonder how difficult it would be to expand this based on map locations?
I would think the system would work like this...
- t-map created and based on regions setup for a tmaps dfn file. Players could specify regions for treasures to spawn in/on. The tmap would basically be drawn based on the random coordinates generated (xyz). The dfn file could even have a skill level (perhaps like 1-10). Maybe even like:
Level 1 = 1-10 in carto skills
Level 2 = 10-20
Level 3 = 20-30
Level 4 = 30-40
Level 5 = 40-50
Level 6 = 50-60
Level 7 = 70-80
Level 8 = 80-85
Level 9 = 85-90
Level 10 = requires skill of 90-100 or greater.
- players with cartography skills good enough per each level (lets say, perhaps tmap skill level is ) are given either a random chance (lets say the closer you are to the upper portion of the skill) of figuring out the tmap. Lets say you are are 10 and the tmap is level 2...perhaps giving you a 10% chance of decoding?
- Once the map is decoded, it shows the location drawn based on the xyz coordinates it equals from the map statics.
- Player goes to that location, and digs for the treasure.
- Treasure map system checks the level of the map and spawns monsters and a treasure chest. Perhaps even the monsters could be defined in the dfns for tspawns.
The treasure chest then could have traps and such applied to it upon spawning and then the player who has detect hidden and can lock pick therefore does his thing, et voila!
Lockpicking is working per it being in the javascript area of the code.
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Ghostwolf
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When T-Hunting system was implemented at Lonewolf Duke wrote the basic code and I scripted the order of events
1. Player finds one of 5 maps
Loot
2. The player deciphered the map
We added a section to the regions.scp so when deciphered it would automatically choose one of the locations. I made all levels of T-chest use the same locations which saved on headaches. Plus it did show a map but not the coordinates.
3. When the player gets to the spot he d-clicks the pick axe and targets the the area where he is to dig.
--All scripted from here.
4. When the chest appears 2 npcs appear from the appropriate spawn list.
We didn't have locked chest either
5. Via triggers, the player opens a chest while an invisible spawner is dropped beside him. The spawner was set to decay within 2 minutes.
The one area that I wished for was message in a bottle to be set up.
1. Player finds one of 5 maps
Loot
2. The player deciphered the map
We added a section to the regions.scp so when deciphered it would automatically choose one of the locations. I made all levels of T-chest use the same locations which saved on headaches. Plus it did show a map but not the coordinates.
3. When the player gets to the spot he d-clicks the pick axe and targets the the area where he is to dig.
--All scripted from here.
4. When the chest appears 2 npcs appear from the appropriate spawn list.
We didn't have locked chest either
5. Via triggers, the player opens a chest while an invisible spawner is dropped beside him. The spawner was set to decay within 2 minutes.
The one area that I wished for was message in a bottle to be set up.
I just barely came upon this thread. I'll try to add more later,
I just want to say:
I already have a script to "adjust" XYZ locations and place them on a map gump. For some reason I didn'tt use the "tan" map gump, I can't remember why, but I did use the nice color one that looks like the cloth map given in the original OSI release.
You may want to use/modify the code Jediman:
viewtopic.php?t=1569
Currently we use it to make GM created maps that simply show location (and cartography skill is needed to decipher the map) it works really WELL, is easy for GMs to code, and would only need slight modifications to be an automatic spawn/treasure map.
Hopefully it helps!
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Jedi, is lockpicking officially supported? I have a custom script on my shard, but before I wrote it, there wasn't any lockpicking scripts available.
I just want to say:
I already have a script to "adjust" XYZ locations and place them on a map gump. For some reason I didn'tt use the "tan" map gump, I can't remember why, but I did use the nice color one that looks like the cloth map given in the original OSI release.
You may want to use/modify the code Jediman:
viewtopic.php?t=1569
Currently we use it to make GM created maps that simply show location (and cartography skill is needed to decipher the map) it works really WELL, is easy for GMs to code, and would only need slight modifications to be an automatic spawn/treasure map.
Hopefully it helps!
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Jedi, is lockpicking officially supported? I have a custom script on my shard, but before I wrote it, there wasn't any lockpicking scripts available.
*Bump*
I to am looking to implement a treasure hunting system. My players have requested it, but I've managed to keep them occupied with other custom stuff.
I've put some semi-serious thought into this idea.. and thats about as far as I've got. Where I'm stuck is the point after the treasure chest is dug up. How can this spawned chest contain numerous treasures inside of it? - as a bonus, to also have it locked and trapped.
Ideally, it would be nice to have a "dig up treasure" script that would spawn a chest from the DFN files what would have a loot list attached to it (have treasures inside of it when spawned)
I to am looking to implement a treasure hunting system. My players have requested it, but I've managed to keep them occupied with other custom stuff.
I've put some semi-serious thought into this idea.. and thats about as far as I've got. Where I'm stuck is the point after the treasure chest is dug up. How can this spawned chest contain numerous treasures inside of it? - as a bonus, to also have it locked and trapped.
Ideally, it would be nice to have a "dig up treasure" script that would spawn a chest from the DFN files what would have a loot list attached to it (have treasures inside of it when spawned)
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RandallFlagg26
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Soooooooooooooooooooooooooooooooooooooo have treasure maps been implemented or no?
I tried the post by stranf: viewtopic.php?t=1569
and by Shudderz: viewtopic.php?p=10395#10395
but they both led to "Sorry, but this board is currently unavailable. Please try again later" pages.
I have looked for "treasure" in the dfn's but the only thing that I have come up with is the "Treasure hunt list" (ITEMLIST 69) in the itemlists.dfn file
Does anyone have any newer info on treasure maps?
I tried the post by stranf: viewtopic.php?t=1569
and by Shudderz: viewtopic.php?p=10395#10395
but they both led to "Sorry, but this board is currently unavailable. Please try again later" pages.
I have looked for "treasure" in the dfn's but the only thing that I have come up with is the "Treasure hunt list" (ITEMLIST 69) in the itemlists.dfn file
Does anyone have any newer info on treasure maps?
- Xuri
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The links go to the old version of the forum, which I disabled some time back. The posts still exist, but you'll have to replace the /forum/ part in the link with /forums/ instead to access them on this version of the forum 
viewtopic.php?t=1569
viewtopic.php?p=10395
I don't think a proper treasure map implementation has been done yet, though.
viewtopic.php?t=1569
viewtopic.php?p=10395
I don't think a proper treasure map implementation has been done yet, though.
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