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Custom Homunculus
kyoshiro421 Offline
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#1
Custom Homunculus
Before I give out my suggestions/ideas, I would first like to ask:

Is it possible to give all classes homunculus abilities (Ability to control homunculus and such) and homunculus pets, and is it also possible to create custom homunculus pets (i.e. lets say an alice becomes a homunculus and such)?

If it's not possible to do what was said above, then please disregard this thread, lock it up or delete it if you must. But if you want to talk about what my idea was, then please leave this thread open. I just don't want to waste space =P.
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04-22-2008, 02:03 AM
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Nidsrule Offline
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#2
RE: Custom Homunculus
It is possible (I remember reading a thread on the eAthena discussion board regarding the addition of a wolf "homunculus" for hunters. The Mercenary system is also built upon the homunculus system, but there are a number of differences). Implementation of such a system is rather complicated, however.

Edit: Here is the thread regarding the addition of a wolf homunculus, for those who may be interested.
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(This post was last modified: 04-22-2008, 02:15 AM by Nidsrule.)
04-22-2008, 02:12 AM
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GM-Ayu Offline
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#3
RE: Custom Homunculus
Mercenary system is troubling because they share the same AI as homunculus, and some sites warned how your old AI for homun probably will be erased when the official servers get mercenary so you have to set it all up again. It's basically designing a whole new class (skills and all) on top of dealing with how a custom like that handles the AI like regular homun as well.
04-22-2008, 02:53 AM
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Nidsrule Offline
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#4
RE: Custom Homunculus
The thread states that it isn't currently possible to implement custom homunculus skills. The addition of new homunculus builds upon the pre-existing homunculus system (The custom homunculus would have a skill tree made up of pre-existing homunculus skills and would use the same AI files), whereas the mercenary system is somewhat different in its implementation. Adding a new homunculus to the database seems to be the equivalent of adding a new monster or item. The thread also discusses how to add either new skills for each class (to allow use of a homunculus), or simply enable the homunculus skill tree for everyone.

Although it would be fun, it would be quite a bit of work. A dark and light themed homunculus would fit in well with the allegiance system.
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04-22-2008, 03:14 AM
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GM-Ayu Offline
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#5
RE: Custom Homunculus
Yeah I know you can't add "brand new skill" but rather take bits and scraps for the most part. Even on "new classes" the new skill is usually a modification or combination of existing skills rather than totally new concepts most of the time. Skill tree is simply icky to touch o_O;

Sometimes instead of adding new things, it's more urgent to fix existing problem. For example, increasing efficiency of ToH NPCs to speed up the process (we are mostly hoping for NPC to do rules explanation at least.) and there's also some in-progress things that we need to finish up too ^_^
04-22-2008, 03:26 AM
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kyoshiro421 Offline
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#6
RE: Custom Homunculus
I do understand that fixing existing problems are much more important than adding new stuff. I don't expect this idea to be added anytime soon, heck I don't expect this idea would be added anyway. I'm just glad people are actually giving attention to this idea.

Now that the possibility of custom homunculus to exist has been proven, on to my idea.

My idea wasn't really connected to the Allegiance system (although that's a good idea, too.). I also have a storyline about it in mind. So, here goes *nothing*..

In the distant future...

Doctor ________, a robot specialist, had spent all his life creating his best masterpiece, 2 robots: Each specialized in one field, Offense and Defense, to defeat __________________ and save humanity. Though, to give life and power to his creations, he needs _________, an ancient stone which was said to be 10 times stronger than the Philosopher's stone. But the day came when ____________ knew about his plan...

*CRAAASSSHHH*
"Doctor! The HQ is being attacked by __________! We must evacuate quickly!"
"....."
"...........Is this the end.......?"

*Warning: An intruder has infiltrated the territory. Please calm down, the security is currently taking- * *BOOOOOOOOOOOOOOOM*

"Doctor! They are already inside! WE MUST EVACUATE NOW!"
"........"
"Doctor! Doctor! Can you hear me?!"
"........All my life I dreamed of defeating ________ and end his reign..."
"......I was so close..........."
"DAMN YOU ____________!!!!!!"
"......"

"Doctor, I understand your feelings but we must leave now!"
"...I...shall die in this place.."
*Door opens*
"Father!"
"...Huh?"
"Father! Quick! Get in the time machine! I'll send you _____ years from now!"
"Huh? (we have a time machine?! O_O) But what about my creations.."
"You can bring them with you! The time machine is big enough (duh o.o), YOU MUST HURRY BEFORE IT'S TOO LATE!"

*RAAAAAWWWWWWWWRRRRRRRR*
"DOCTOR ____________... WHERE ARE YOU.........?!?!?!"

"Quick Father! You're our only hope.. please.."
"........." "...Okay.. Let's do this!"

"Sending you ______ in the past in 5..."

*CRASHH* "THERE YOU ARE! YOU CAN'T GET AWAY FROM ME! GET THEM MY MINIONS!"

"Gah! I'll hold them up, you guys protect the time machine!"
"Roger!"

"Grrr... ___________, my father will be back.. He will save us all!"
"LIES!" *shoots evil beam* ( >.> )

"...4"
"......3"
"............2"
"................1"
*ting*
"Have a nice trip." *everything turns light*

"....Ugh..."
"....Huh?"
"...Where am I?"

And that's about it, not a very good writer though. Hey, it's fun =p. That was a long post... Anyway, what I had in mind was custom *robot* homunculus, one good in offense (Pretty much like fliir), and one good at defense (Amistr). Discuss please ><.
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(This post was last modified: 04-22-2008, 04:34 AM by kyoshiro421.)
04-22-2008, 04:30 AM
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Avogadro Offline
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#7
RE: Custom Homunculus
GM-Ayu Wrote:Mercenary system is troubling because they share the same AI as homunculus, and some sites warned how your old AI for homun probably will be erased when the official servers get mercenary so you have to set it all up again. It's basically designing a whole new class (skills and all) on top of dealing with how a custom like that handles the AI like regular homun as well.

I'm okay with this. MirAI is increasingly the most frustrating thing I've ever had to deal with. To say that it sucks is an understatement. Makes me wish I had the time to learn python to code one that actually works.

Siroma > Attack first.
Well of course that means I want my homunc to avoid at all costs.
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04-22-2008, 09:43 AM
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GM-Pandora Offline
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#8
RE: Custom Homunculus
It is "possible", just about anything is possible, some things are easier than others. Even adding new skills is doable, just a little out of my league at the moment.

Give all classes homunculus: to me that's a no go, homun is what makes Alche special, I wouldn't wanna take that away from them.

Giving a new type of homunculus to alche: could be cool someday, definitely not high in the priority list (in fact, downright at the bottom, sorry XD) Balance would have to be checked carefully. If the homun is too good it makes the other crap compare to it it's no fun and everyone will have the same, if it's too bad no one will want it and it will just be a "novelty phase" then everyone goes back to the regular homunculus.

It's a nice suggestion to be sure, just not anything I plan to do in a near future, if at all. But suggestions are ALWAYS welcome ^_^
04-22-2008, 10:04 AM
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kyoshiro421 Offline
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#9
RE: Custom Homunculus
I understand. I got your point about the alchemist thing, and yeah, I thought you were right. It IS what makes alchemists special. But my point is, it would be cool to have control over your pets. But anyway, I know you are busy with other 'more important' stuff, sorry if I bothered you :O. But thanks, for taking time to read this thread.
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04-22-2008, 10:45 AM
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GM-Pandora Offline
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#10
RE: Custom Homunculus
Suggestions don't bother me Icon_smile
04-22-2008, 10:59 AM
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