Party System ------------ The fundamental party structure is already in place and working (if a bit spammy). But, apart from offering players a social framework, it doesn't offer any real benefit. Goals: - Parties will become a requirement/valid target for certain spells - Some quests will require party involvement (group puzzles, etc...) - Parties will be a way to split experience earned Of these goals, the first two can really wait until their constituent projects are ready. Party XP -------- Whenever a member of a party earns experience in a skill _while_other_members_are_present_, a note will be made in an env_var. Every 10 points earned in any skill will generate one bonus point. If, at any time, a player actually quits the party - either by typing 'party quit', by being booted, or by going LD, etc... this second buffer is purged. These bonus xp are then distributed to all present party members - including the one who generated the normal xp in the first place. Thus, if I am partied with Sora and he casts 10 wind strikes, he will have generated at least 30 practices of wind mana and 20 in evoking. Each of us is eligible for 3 bonus pracs in wind and 2 in evoking. If we had four other party members present at the time, they too would receive the same amount of bonus experience. Mentoring --------- It should also be possible for a player to 'mentor' another party member. The results of this relationship are that the pupil will receive all bonus xp that the teacher would have normally received. Thus, if Sora were mentoring me during the previous example, I would have gotten 6/4 wind/evoking xp and he would have received no bonuses. The mentor system will also have an associated skill (ot.mentoring). It will receive pracs for every bonus point you transfer to a pupil. These pracs are some of the only pracs in the game that are not eligible for sharing with party members. Every time a mentor generates a bonus point (as opposed to receiving and merely redirrecting it), they perform a skill check. The success of this check could potentially reduce the cost of the next bonus point they generate by up to 50%. Huh? Example. Sora is mentoring me and he generates 10 wind pracs. This creates one bonus point (2 for the student, actually). He's new at this whole mentoring thing and thus doesn't have any skill in it. But, he still manages to pass the first level of the check (5 levels total). Thus, the next bonus point in wind will be generated when he earns a total of NINE wind mana xp in stead of 10. Nine xp later, he will feed me two more bonus wind xp and will get to make another check. Mentoring doesn't just benefit the student, it benefits the entire party as the mentor is generating more bonus xp than he would otherwise. Mentoring skill will have maximum difficulty set and should use emp/cha/cha for its stat components. A player may only have one mentor and one pupil at a time. It is impossible to chain mentor relationships - ie, you may only be either mentor or pupil at any given moment. Parties with more than three members may have more than one mentor/pupil pair. XP Caps ------- If, at any time, a party member fills their xp buffer in any given skill (as is quite possible in large groups performing the same type of action non-stop), they will continue to generate xp bonuses as normal, with a few exceptions. Any bonus xp they receive in that skill turns around and counts toward their generated total. This does not affect mentors. They don't get double bonuses. Thus, if Garvin were also in the party with Sora and I and he were throwing fireballs sufficient to cap his fire mana xp buffer, every time he generated 10 points and generated bonuses for Sora and I, his bonus would turn around and go back into the normal pile and he would only need to generate 9 more before the next bonus came around.