Blockland Forums > Suggestions & Requests
Project: Blockoscript
Bushido:
hey, guys, i just wrote up this giant RPG mod idea, but it's not like i can code for stuff. if anyone feels like doing it, pm me, wouldja?
feedback would be nice too, just put it in the topic
--- Quote ---Project; Blockoscript
._____________________.
Due to my being bored and the need to make something a bunch of players can do together, I've written up a summary of my RPG ideas, called Project Blockoscript.
In Blockoscript, players directly influence the growth and matinence of the city, in order to give players something
to do end-game: It also tries to remove the focus on 'shooting people randomly = reward' as much as possible.
This mod is _never_ to be released at any point to anyone except people who can be trusted.
._____________________.
Player Identification and Other Information
._____________________.
Before we even get started on the good stuff, I want to cover the bare basics first. Blockoscript is entirely run by GUI: There's no /commands except for the police-only /acceptreport.
> Predicted GUI List
Admin Shop The shop that people purchase permits and the like from: accessible anywhere.
Bank The bank GUI used for smooth deposits and withdrawls
Player ID The GUI that springs up whenever you look directly at a player: displays info.
Status GUI Reveals information and such about your player, like your cash and occupation.
._____________________.
Needs and Health
._____________________.
Everyone has needs, obviously; Players in Blockoscript are no exception. Needs are shown via GUI in the form of bars- If a bar bottoms out, the player will lose an important function, such as the the ability to move at any speed past a crawl and defend against damage. If 2 needs bottom out at the same time players instantly die and loose all the cash they have on them, which is automatically dropped on the floor.
On the GUI, normal player health (which is at a maximum 200 health) is displayed as a long red bar above the other three needs bars.
> Needs list
Hunger Gotta get some food eventually; replenished with food
30% and lower; Health is reduced to 10 health
Hunger degrades all the time at a rate of 1% per 5 seconds but more when you move. (2% per 4 seconds)
Energy Sometimes you can't just move anymore. Replenished with medicine and rest
40% and lower; Audible panting noise.
10% and lower; You move very slowly.
Energy is lost every time you use an item, fire a gun or move at all at a rate of .5% per left mouse button press and 1% passively every 4 seconds, but is regained by standing still. (1% is gained per 1 second standings till: negated if LMB has been clicked in the last 20 seconds)
Health Being sick is dangerous! Replenished with medicine and slowly with rest
70% and lower; Makes you sneeze or cough once in a while, and doing 4 damage.
20% and lower; Makes you unable to move, and lowers your health to just 10 HP.
Health randomly chooses a percentage every tick but slowly degrades over time at a rate of 3% per 18 seconds.
._____________________.
Jobs and Failures
._____________________.
Jobs, like in reality, are the main source of any kind of income; But in Blockoscript jobs are given a much larger purpose. Despite that, I'm going to start this passage with how jobs work.
At any time, players can have two jobs.
If a player has a two jobs, both jobs 'stack' over eachother and the player gets both benefits, but only if he does both jobs- If a firefighter/shopkeeper doesn't fight any fires for two ticks straight then he doesn't get paid as a firefighter because he's not doing his job: He WILL keep his job, but he'll only get the benefits when he fights another fire.
> General Job List
Grocer Sells food items. 50$ wage Spawns food items
Car Dealer Sells cars. 25$ wage Spawns vehicles
Storeclerk Sells items, annoys ephi. 45$ wage Spawns misc items
Gun Dealer Sells guns. 15$ wage Spawns weaponry
Physician Sells medicine. 55$ wage Spawns medicine
In Blockoscript the city, like in real life, is subject to failure. Problems like roads developing (giant) potholes, buildings collapsing under their own weight, entire city blocks lighting on fire aren't too rare, so citydwellers have to help out once in a while to make sure their city doesn't get fall into disrepair. Utility jobs like the firefighter, the repairman and the handyman influence a normal player's ability to keep these failures under control.
> Utility Job List
Firefighter Fights fires, hurr. 15$ wage Firefighting 2x
Repairman Repairs structures before they fall. 35$ wage Fixing bricks 2x
City Worker Fills in potholes in roads, can place road bricks 5$ wage Fixing roads 2x
Electrician Fixes electrical problems. 35$ wage Fixing events 2x
Handyman Helps with everything just a bit. 25$ wage General Upkeep 1.5x
In the case of a city failure being averted, the player is given a small but worthwhile bonus. Doing multiple city services will give even more cash!
> Failure Chart
Fire-fought Fight a fire. 60$ bonus Manually done
Multi-Fire Fight 5 fires. 130$ bonus Manually done
Repair Repair a falling structure. 50$ bonus Takes 40 seconds
Re-Re-Repair Repair 5 falling structures. 110$ bonus Takes 38 seconds
Road Repair Repair a road. 70$ bonus Takes 20 seconds
Quint-Road Repair 5 road. 150$ bonus Takes 10 seconds
Electric Fix Re-energize a lot. 50$ bonus Takes 30 seconds
Electric 5ix Re-energize 5 lots. 60$ bonus Takes 25 seconds
._____________________.
Item list
._____________________.
A list of items that should probably included in the mod. "Costs" is the amount required to spawn the item; shopkeepers set their own prices by simply selling it off
> Grocer's Items
Bread Heals 15 health, restores a bit of hunger. Costs 15$
Water Heals 45 health, restores a bit of hunger. Costs 15$
Sandwich Heals 75 health, restores alot of hunger. Costs 25$
Meat Heals 25 health, restores hunger. Costs 20$
> Storeclerk's Items
Fire Extinguisher Spray flaming bricks to extinguish them; Very large area of effect. Costs 35$
Repair Kit Use on a damaged lot to start repairing: Can't move while repairing stuff. Costs 35$
Road Repair Kit Use on road to start reparing: Can't move while repairing stuff. Costs 35$
Electrician's Manual Use on a powerless lot to start repairing: Can't move while repairing stuff. Costs 35$
> Gun Dealer's Items
(Assorted/generic weaponry, find in add-ons section)
> Physician's Items
Medpills Use to heal yourself, or right click to use it on others. Costs 10$
Medkit Use to heal yourself, or right click to use it on others. Costs 25$
Medcooler Use to heal yourself, or right click to use it on others. Costs 50$
Bandages Heals 15 health. Costs 5$
> Policeman's Items
Police Baton Left click to arrest people, right click to 'police jump' forward. Police-only. Free!
-Police Baton Left click to (attempt) to arrest people; usable by non-police. Costs 45$
Police Gear Mounts to right and left hands, gives police 100 more max HP. Costs 65$
Battering Ram Can be used to break down doors. Also does good damage. Costs 55$
City Construction System
._____________________.
Unless you're an admin, you can only place a baseplate adjacent to another 32x32 baseplate or a road brick; Road bricks have to start from a 'city start' brick, which is basically a normal old roadbrick that can be placed anywhere and only by an admin. The city start brick also comes with spawn bricks. Roads are not just the little road bricks you see in the baseplates section, the road brick itself is just a 32x32 plate, but when it's placed it 'builds' (see: duplicator) a road structure. Also comes in T-junction, 4-way
intersection and 90 degree angle flavors.
For the most part, road bricks are only placeable by admins, but if a player gets enough cash (see: 200 dollars),has a permit,is a City Worker, and the city has appropriate funding (see taxes) he can place road bricks, and with enough he can make his own city.
Once a city worker pays the 200 dollars up front, he can create up to 5 road blocks with taxes.
Road Permits are purchaseable via admin.
._____________________.
Lawmen and the Law
._____________________.
Of course, cities attract crime, and crime requires Lawmen. Lawmen-ing is a job too, and it's much harder then any other job but it doesn't pay nearly as much. But, if anyone is to get anywhere, someone's gonna have to be a Lawmen and uphold the law.
Lawmen, using their Police Batons, Police Jumps and other police equipment capture criminals, or anyone with more then 100 demerits. Only lawmen can use Police Batons and other similar equipment, but normal everyday citydwellers can use -Police Batons, which lacks the ability to 'police jump' with right click. Lawmen also spawn on Law Spawns, instead of normal civilian spawns.
In the case of things like theft from a player, since this kind of thing isn't possible to detect using torquescript, players have to 'report' a crime to the police: Reports are then looked over by the police, and if something was really stolen then the police accept the latest report, giving them demerits. (In the case of report abuse then simply banning the starfish abusing should work, too)
Every 100 demerits is 30 seconds in jail. Players can pay off demerits for a rate of 50 cents per demerit.
> Crime List
RAGE! Talk in all caps. 40 demerits
Assault Hurt someone. 120 demerits per 10 points of damage
Murder Kill someone. 800 demerits
Reported Get reported by a victim, then have it rightfully accepted. 300 demerits
Hit N' Run Hurt someone with a car: Is stacked with assault. 400 demerits
False Arrest Attempt to arrest someone who doesn't have enough demerits. 10 demerits per hit
Repeat Offense After getting jailed, do the same crime again. Demerits multiplied by 2
Criminal Assault Assault a criminal. 2 demerits per hit
Pickpocket Be counter-pickpocketed after pickpocketing someone 100 demerits
Taxes, Taxes Don't do your taxes 60 demerits per dollar not payed
Lawful Assault As a cop, hurt someone. 1 demerit
Lawless Assault As a cop, hurt someone who isn't a criminal. 240 demerits per 10 points of damage
If a non-criminal player is assaulted by any other player, the attacked player is given the choice to fight back, and get the crime 'Criminal Assault' for each attack landed, instead of 'Assault': Criminal assault has much less of a demerit 'reward', so it is quite a viable choice in confrontations between a criminal and a normal player.
When a non-criminal player (except Lawmen) reaches over 1400 demerits, they're instantly fired from their 'most potentially criminal' job: At 2000 demerits, they're fired from their second job, if they have one; If a player would be left with no job, he immediately becomes a Criminal.
> Jobs in order of Criminal Potential
Gun Dealer
Lawman
Storeclerk
Grocer
Physician
Utility Jobs
The demotion rate is much faster for a lawman: If he reaches over just 800 demerits, he immediately looses his lawman job. If he's left with no job after this operation, he randomly is assigned a 'civilian' job, like a Storeclerk or a Grocer.
._____________________.
Crime and Punishment
._____________________.
Of course, having a perfectly lawful city is no fun either. There's always gotta be a bit of sour to balance out the sweet, and Blockoscript is no exception.
The Criminal job (not to be confused with "Criminal", anyone with over 100 demerits) is the personification of 'danger' in the city, and the job title isn't even shown when a player examines a criminal: Despite that, a seasoned player would say it's pretty easy to tell a criminal out of a crowd of normal people because they're always "shifty" and emit a barely noticeable "sneaky fog". The criminal has the ability to "pickpocket" people to steal small amounts of cash from unsuspecting victims by clicking on them with no tool. In the case this is a success, a small wad of cash is mounted to their hand and the sneaky fog gets a bit more dense, and they move slightly faster. A maximum of 15 dollars (see: 50% of average wage!) can be stolen at any time from any one person. After pickpocketing a player, a criminal cannot pickpocket another player for 6 seconds, when the wad of cash disappears from his hand.
In the event of a player being pickpocketed, he recieves a message reading "You've been pickpocketed!" and a large "!" sign appears above his head. If he finds the person who stole from him, he can strike or pickpocket the criminal, called a "counter-pickpocket". This technique sends the pickpocket flying in the opposite direction and makes him drop the wad of cash on the floor. If another player collects the wad of cash, he can be counter-pickpocketed as well: Only the owner of the cash can pick it up safely.
The Criminal also gets a +40% bonus to attacks, and has a 10% chance to "dodge" (or be completely unaffected by) any given attack other then a counter-pickpocket.
._____________________.
Doing Taxes
._____________________.
Even worse then crime is the chore of doing taxes. Luckily, it's not much of a chore in Blockoscript but it's still a notable arguement.
For every lot a player owns, he's taxed 1 dollar for them every time he logs in and every time a tick passes by. Taxes are used by City Workers to create new cities or expand a city into new directions. However, if a new road hasn't be placed in 4 ticks, and there's more then 200 dollars in the city coffers, players won't be taxed. Every road the city earns generates 1 dollar per tick no-matter what, because obviously everyone loves roads and donates to the roads fund every day.
Roads also cost 200 dollars to build.
._____________________.
Banking
._____________________.
Whenever you die, you loose all the money that was on you and it is dropped to the floor in the form of a cash wad. In Blockoscript, this kind of thing can be avoided by simply keeping all your excess cash in the bank.
Banking is done via events: Click the bank brick, select "withdraw" from the GUI menu that appears, and type in the amount of cash you want to withdraw from the bank. Same goes for deposits, only the cash goes in, not out. Anyone in possession of a cash wad cannot use a bank, and criminals cannot use the bank. (Bankers are surprisingly smarter then that!)
Money in the bank also accumulates interest with every 5 minutes a player is logged in. For every 1 dollar in the bank as a tick passes by, .12 dollars (in other words: twelve cents) are added to your bank account; this kind of interest can add up to some serious dough!
--- End quote ---
Jaydee:
Its like CityRP, plus with new features.
Bushido:
i tried writing simcity, only you play from the sim's point of view
while retaining the whole, you know, god-like city manipulation bit
zoneark:
Gun Dealer= Me shooting random people ruining the game.
Bushido:
oh, i forgot to say
energy goes down whenever you click the mouse, or you fire anything: eventually someone will run out of energy, and the cops will-
loving HELL, I FORGOT TO WRITE A LAW AND PUNISHMENTS PASSAGE.