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Artifact FAQ

PostPosted: Sat Oct 17, 2009 4:34 pm
by Tolakram
I have updated the Storm Herald FAQ in game to provide ToA and artifact info. All artifacts are available though many are missing at least one of their abilities.

Here is what is says.

Trials of Atlantis
Trials of Atlantis is open and all artifacts are available. Artifacts can be obtained by purchasing quest credit with bounty points and then hunting for the proper scrolls for the artifact. Once all 3 scrolls are collected you can combine the scrolls by /use ing any one of them. After the scrolls are combined talk to the appropriate artifact scholar and tell him or her what artifact you are working on. The scholar will then ask you for the combined artifact item and give you the artifact.

Scrolls for each artifact drop in the zone that would normally contain the artifact encounter.
Page 1 of 3 drops off level 45-50 mobs (blue/yellow)
Page 2 of 3 drops off level 51-54: mobs (orange)
Page 3 of 3 drops off level 55+ mobs (red)


Artifacts
Artifacts will self repair and update each time you log in so there is no need to take them to the item fixer when the missing abilities are implemented.

Alverus's Leggings [Fixed]
Arms of the Winds (missing both abilities)
Aten's Shield (missing both abilities)
Band of Stars [tested, both abilities working] (The shapechange is for the enemy, working as intended)
Belt of the Moon (item creation not implemented)
Belt of the Sun (item creation not implemented)
Bracer of Zo'arkat (summon elemental does not work)
Braggart's Bow (missing both abilities)
Bruiser (missing both abilities)
Ceremonial Bracer
Cloudsong
Crocodile Tear Ring (missing both abilities)
Crocodile's Tooth Dagger (create item not implemented)
Crown of Zahur (missing both abilities)
Cyclops Eye Shield (missing both lore abilities)
Dream Sphere [Fixed]
Egg of Youth (missing both abilities)
Enyalio's Boots (missing both abilities)
Eriene's Huaberk (only a single version for each class at this time)
Erinys Charm (missing both abilities)
Eternal Plant (missing both abilities)
Flamedancer's Boots (missing both abilities)
A Flask (missing both abilities)
Fools Bow (missing both abilities)
Foppish Sleeves (missing both abilities)
Gem of Lost Memories (missing both abilities)
Goddess' Necklace (stealth lore not implemented)
The Golden Spear (1 of 2 abilities)
Golden Scarab Vest (both abilities present but not working correctly)
Guard of Valor
Harpy Feather Cloak
Healer's Embrace
Jacina's Sash (missing both abilities)
Kalare's Necklace (missing both abilities)
Maddening Scalars
Malice's Axe
Mariasha's Sharkskin Gloves (create item not implemented)
Nailah's Robes (1 of 2 abilities)
Night's Shroud Bracelet (missing both abilities)
Orion's Belt (missing both abilities)
Phoebus' Harp (missing both abilities)
Ring of Dances (missing both abilities)
Ring of Fire (missing defensive proc)
Ring of Unyielding Will (missing both abilities)
Scepter of the Meritorious
Scorpion's Tail
Shades of Mist (Stealth Lore not implemented)
Shield of Khaos (missing both abilities)
The Snakecharmer's Weapon
Snatcher (missing both abilities)
Spear of Kings (all versions available, but both abilities missing)
Staff of the God (missing both abilities)
Stone of Atlantis (missing both abilities)
Tablet of Atlantis
Tartaros' Gift
Traitor's Dagger (only slash version is available at the moment)
Traldor's Oracle (missing both abilities)
Wing's Dive (missing both abilities)
The Winged Helm

Re: Artifact FAQ

PostPosted: Sat Oct 17, 2009 4:37 pm
by Argo
excellent, i can hardly await to have time again to play on storm :)

Re: Artifact FAQ

PostPosted: Sat Oct 17, 2009 8:08 pm
by Tolakram
bump

Re: Artifact FAQ

PostPosted: Sat Oct 17, 2009 9:12 pm
by baradien
hehe argo

Re: Artifact FAQ

PostPosted: Sat Oct 17, 2009 10:42 pm
by Argo
having only so little time at the moment and storm has got into my heart as a good DAoC server. So what can i say :)

Re: Artifact FAQ

PostPosted: Sun Oct 18, 2009 1:04 pm
by Tolakram
bump ... all artifacts added. Whew.

Re: Artifact FAQ

PostPosted: Sun Oct 18, 2009 1:27 pm
by Roozzz
Great job guys :)

Now I just need someone to farm them for me :twisted:

Re: Artifact FAQ

PostPosted: Sun Oct 18, 2009 4:19 pm
by Graveen
/hug !

Re: Artifact FAQ

PostPosted: Mon Oct 19, 2009 7:00 am
by Phen
Traitor's Dagger needs a Thrust version that is not available to players yet(currently only Slash).

Re: Artifact FAQ

PostPosted: Mon Oct 19, 2009 12:49 pm
by Tolakram
You know how to add those Phen?

Make an itemtemplate for the thrust versions like any item. Set the allowed classes to just the classes eligible to get the dagger. Current template id's are like traitors_dagger_hib so I would just add traitors_dagger_hib_pierce to the end of it.

In ArtifactXItem and add an entries for your new itemtemplates with version set to thrusting;one handed; <- or whatever the realm correct term for the type is. These are the words that will be displayed when the player is choosing the artifact version.

Once done they will become available next restart and people with the slashing version will be able to turn it in for the thrusting version.

Re: Artifact FAQ

PostPosted: Mon Oct 19, 2009 2:25 pm
by dragonfire
I can add them if you want but the turn in quest will probably need to be rewritten in order to allow some classes the choice between slash and thrust. :wink:

Re: Artifact FAQ

PostPosted: Mon Oct 19, 2009 2:38 pm
by Tolakram
I can add them if you want but the turn in quest will probably need to be rewritten in order to allow some classes the choice between slash and thrust. :wink:
The change is pretty minor but is needed. I tried to make it as generic as possible so you can just plug it in where needed.

Take a look at EirenesHauberk for example.
Code: Select all
public override bool ReceiveItem(GameLiving source, GameLiving target, InventoryItem item)
{
if (base.ReceiveItem(source, target, item))
return true;

GamePlayer player = source as GamePlayer;
Scholar scholar = target as Scholar;
if (player == null || scholar == null)
return false;

if (Step == 2 && ArtifactMgr.GetArtifactID(item.Name) == ArtifactID)
{
scholar.TurnTo(player);
if (RemoveItem(player, item))
{
Dictionary<String, ItemTemplate> versions = ArtifactMgr.GetArtifactVersions(ArtifactID, (eCharacterClass)player.CharacterClass.ID, (eRealm)player.Realm);

String reply = "";

if (versions.Count > 1)
{
reply = "Great! ";
DisplayStep3(scholar, player, reply);
Step = 3;
return true;
}
else
{
reply = String.Format("The magic of Eirene's Chestpiece is unlocked {0} {1}. {2} {3} {4} {5}, {1}!",
"and linked now to you,", player.CharacterClass.Name,
"Please know that if you lose or destroy this Chestpiece, it will be gone",
"from you forever. I hope it will help you succeed in the trials.",
"Bring glory to", GlobalConstants.RealmToName(player.Realm));

Dictionary<String, ItemTemplate>.Enumerator venum = versions.GetEnumerator();
venum.MoveNext();

if (GiveItem(scholar, player, ArtifactID, venum.Current.Value))
{
scholar.TurnTo(player);
scholar.SayTo(player, eChatLoc.CL_PopupWindow, reply);
FinishQuest();
return true;
}
}
}
}

return false;
}
If versions.Count > 1 I Simply say Great! and then proceed to Step3. For Step 3 I had to add a couple of ways to handle it, but both fairly straight forward.

I'll look at this and see ... on second thought, just how many have to be changed to be multi-version? Probably easiest just to change those and move on. :)

Go ahead and add the new items if and when you have time and I'll update the quest.

Re: Artifact FAQ

PostPosted: Mon Oct 19, 2009 4:34 pm
by dragonfire
Will try to get them in tonight after work. Cheers! :wink:

Re: Artifact FAQ

PostPosted: Mon Oct 19, 2009 11:17 pm
by Charz
Congratz Mark nd participating staff on the artifacts!!!!!!! :)
If only I had time to play and a left hand that was not broken now.

Re: Artifact FAQ

PostPosted: Mon Oct 19, 2009 11:35 pm
by dragonfire
Ok, a thrust version for each realm is now in the db and will be available after reboot. Won't be available to players till turn-in quest is redone. Cheers! :D