Author Topic: RPGKIT 2.3 - Fallos  (Read 3465 times)

New RPG- Fallos

Fallos directly takes from Fallout 3 to provide it's background because I'm lazy and it's a change of pace from the medieval sort of RPGs. The gameplay represents a RPG-TDM more so than it does a standard RPG. Factions fight for territorial control, as well as fighting numerous bots of the enemy faction and roaming monsters.

More details to come.

The Closed Beta for this is open for recruits. Contact me here or via PM or ingame for details.


RPGKIT 2.3
Building directly off of WOB, I'm on the path to 2.5. Updates include:
-Improved Weapon system
 -possibility for thousands of weapons using only 3-10 datablocks.
 -Numpad keys switch weapons now (previously you had to open your inventory and etc etc.)
 -Various new factors.
 --Inherited velocity is modifiable.
 --Weapons can use other items as ammo.
 --They can use a reloading system.
 --Moving accuracy. Weapons can be more accurate when you are standing still.
 -Soon to come (2.5): Damage range falloff, forward start for long range weapons.

-Skill system
 -You may obtain skill points and put them into skills, which then improve your accuracy and damage with weapons.
 -Skillbook items.

-Inventory improvements
 -Retooled stacking so it actually works
 --That is to say, you can have 100 .44 caliber bullets take up 1 spot instead of 100 in your inventory.
 -Items may have a specific sub-type that separates it from other items of the same type in your inventory.

-Item, Skill, and Monster creation streamlined.
New weapon:
Code: [Select]
CreateRWep_Start("dblshotgun","Double Barrel Shotgun","dblshotgun","rpggunimage","[BETA]Ye olde Double Barrel Shotgun. Power: 6-12 Speed: 0.1");
CreateRWep_Values("dblshotgun",200,2,0.1,0.40,1.00,65,50,3,130,0.1,6);
CreateRWep_Bonus("dblshotgun","shotguns","melees","explosives");
CreateRWep_Reload("dblshotgun",2,3000,10,1,1,0,"shotammo",6);

New Skill:
Code: [Select]
CreateSkill_Stat("pistols","Pistol skill helps you utilize pistols.","skill",100);
New Monster:
Code: [Select]
CreateMonster_start("raider",20,0,"3 4 3 2","raiders");
CreateMonster_combat("raider","hammer",1,1,"0 0 0",1,"1 1 0",33);
CreateMonster_drop("raider",33,2,7,"11mm 10 11mm 10 11mm 10 11mm 10 hammer 20",0);
CreateMonster_appearance("raider","headskin","chest","rhand","lhand","rshoe","lshoe");
WOB_monstersetcolor_head("raider","50","77","51","85","66","66");
WOB_monstersetcolor_chest("raider","50","50","50","30","30","30");
WOB_monstersetcolor_hands("raider","50","77","51","95","66","66");
WOB_monstersetcolor_shoes("raider","20","27","21","25","26","26");


So I'm well on my way to 2.5 Right now I need to update the monster script to work with the new weapon system.

sounds epic is it gonna be private or gonna be realesed to the public?

sounds epic is it gonna be private or gonna be realesed to the public?
The RPGKIT base system might be released but Fallos will not.

The RPGKIT base system might be released but Fallos will not.
yay






Details on how to be recruited
Post here, if you're accepted I will PM you with a GUI download link and the password, as well as a possible server time.

If you have any interest in helping to create the mod, make a note of it with your skills etc.

On that note, the next time the server will be up will be in like 3-4 hours as I must go audition for something. I'll probably begin accepting people around that time as well (post ahead of time though).


Ok, I would like to be recruited.

Ok, I would like to be recruited.
Same,i can't do much but i can beta,I know what a real rpg is.


A little overviewing of the gameplay:

This has not been done but is all possible currently: I just need to build the map and event it.
-There are multiple (right now 2) factions that are basically teams.
-There are several territorial control points. The fight over these points is the PVP portion of the RPG.
-These points come with bonuses, some will spawn bots that fight for your side, some let you buy from low-price shopkeepers, some open shortcuts.
-Beyond that, there will be a large outer area to explore( that has fewer points but more non-faction monsters)
-Each faction has a non-capturable main base where they stock up and respawn.
-The game is split into time periods (each is 15 minutes currently)
-Whichever faction has more points at the end of a time period will get a bonus (think EXP or moneys)
-Points may or may not become neutral again.

Its basically a large RPG-TDM. You can fight the other faction(s), or just explore.

Also, on top of that, there will be ways to help your team that don't involve fighting, such as making medicine and possibly crafting weapons. This however has not been made yet and is not set in stone.

Also let me take a second to describe the EXP system:
You get a small amount of EXP for every hit you make, and a larger amount for each kill. When fighting in a group, each person will get exp for taking down an enemy, not just the killer.
When you level you get a certain number of skill points depending on your intelligence level and 1 stat point. You also get a perk point(there aren't, however, any perks yet, so...).