Not all is lost!

Date: 
2021-08-05 12:21:38

Hi everyone! I'm better known as OliveCecile and I will be taking over the archives. This will be moving to a new address and I will post that as soon as there is something to see :) 

None of us can thank Floofy enough for all of the hard work, heart, and soul she put into the archives alone, let alone Papillon as a whole. You are loved more than you know, Floofy!

The next generation of the archives will be more community-based.  Again, as soon as I have something to show you, you will see it :)

 

Stay tuned!

An End Of An Era

Date: 
2021-07-30 18:42:50
Source: 
Community News

Hello Papillon Friends,

I want to let you all know that there will no longer be updates to the Archives.

This was not an easy decision to make but it's time to move on. I thank you all for your support over the past almost 4 years (can't believe it's been that long). I will let the subscription run out so if there's any info you would like to save, please do so.

Sincerely,

Floofy Waffle

Hopper Combat Info

Date: 
2021-03-07 22:54:05
Source: 
Official Notecard

H O P P E R     C O M B A T

Hoppers are naturally frisky creatures and love to brawl with each other!  They contain a combat system that allows them to duel and practice with each other in the background, as well as a system that allows you to force a hopper to challenge another hopper...including hoppers owned by others.  These duels are all just for fun, and won't actually hurt your hopper.  If you don't want your hopper to brawl with other hoppers, you can disable the entire combat system by selecting No.Orbit from the Hopper's control HUD, and it can be re-enabled with Orbit.

A hopper can practice with another hopper every half-hour or so, but you can demand that a hopper challenge another hopper any time that you would like.  Hoppers gain experience and gold that gets sent to an Enchanted Forge (more below) when they practice with each other, but do not gain this extra experience and loot when they are forced to challenge another hopper manually.

A hopper's type, size, and class all affect the hopper's statistics, with larger and rarer hoppers gaining more benefits to their Life, Attack Rating, Damage, Defense, and Armor values.  The hopper's class determines what special abilities it has in combat and what passive traits are applied towards its statistics.  Class also affects the amount of base Life the hopper has, and how much Life it gains as it levels up within the combat system (which is separate from pet Tier).

A hopper's pet tier does affect the hopper in several ways, with older and higher-tier hoppers having a significant bonus over a newborn hopper that has just begun to brawl.  In addition, some mutations such as Behemoth, Immortal, Forcefield, Aura, Fiery, Lightning, and similar may have a special effect on your hopper's combat!

A hopper can only brawl every so often in order to gain experience and loot from the combat, so spamming Challenge over and over won't get your Hoppers any more powerful any quicker =P  Hoppers have a cooldown of ten minutes after being rezzed or updated before they can brawl again, but this does not affect direct challenges.

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H O W     C O M B A T     W O R K S

Combat begins with two hoppers challenging each other, either automatically and at random, or by direct challenge.  One a hopper has accepted the challenge, both hoppers roll initiative (make a dice roll) to decide who goes first.  The timers are then randomized every combat round/tick, making it possible for a hopper two go twice in a row quickly if they get very lucky, or perhaps get stuck with a slow around.  Fate is equally fickle and punishing with regards to combat rounds.

Once a hopper's combat round begins, they make four rolls; one for their attack roll, one for their defense roll, one to determine how much of their damage is applied, and one to determine how much of their damage reduction is applied that round.  

The hopper then checks to see if any of its special abilities are performed are applied, which is random.  On average it comes down to a hopper performing some kind of special activity about one out of four combat round, though it's possible to perform two or three special actions in the same round if the hopper gets really lucky.

The hopper then determines whether or not they hit their opponent by checking their attack roll against the enemy's defense roll.  If the attack roll is higher, the hopper calculates any additional damage from elemental sources, special abilities, etc, and applies damage to its opponent.  The opponent's damage reduction/armor reduces the damage dealt to them, to a minimum of 1.

And from there it goes back and forth as they continue to roll initiative and brawl with each other!  Eventually one or the other will run out of life, and be defeated.  If the brawl was against a Monster Lair or a random battle then rewards are given out to the opponents.

The hoppers have a combat level that increases as they brawl, which increases their life and the power of their abilities.

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T H E     E N C H A N T E D     F O R G E

As hoppers brawl, they gain gold as a reward for a good performance.  The winners gain more gold than the losers, but in the end all of the gold is sent to an Enchanted Forge.  The Enchanted Forge can be used to buy metals with hopper gold, which can be forged into Weapons, Armor, Accessories, Helms, and Shields that the hoppers can equip to enhance their combat stats and give them additional special abilities.   The rare the metal, the higher the base attributes of the item will be.

The exact type of item forged is random, but selecting a Weapon to be forged will always forge some kind of Weapon, and selecting Armor will always be some kind of Armor, etc.  The attributes of the forged item are affected by the tier of the forge, as well as the skill of the crafter.  The forge will naturally enhance in tier over time as it absorbs magic from your garden, but the skill of the crafter only gets big boosts to its experience by actually forging something.  However, you can tell the forge to practice with a piece of metal which will generate small amounts of both tier and crafter experience over time until the metal runs out, with better results from rarer metals.

Equipment forged at the Enchanted Forge can be placed in an Equipment Storage Chest, and from there transferred to your hoppers.  These Storage Chests can be traded to others like any other object.  There is also a Material Storage Chest for storing your Copper, Bronze, Iron, Steel, Mithril, Adamantite, and Meteoric Ore if you wish to trade those as well.

Once an item has been forged, it can also be Enchanted, which requires gemstones that Hoppers occasionally win from brawls.  Gemstones can also be earned by infusing the Enchanted Forge with an Ember's Fairytale Crystal.  Once the Forge has a gemstone, it can Enchant the item currently on the forge.  There is a chance that the enchantment fails, based on the forge's tier, but it will usually gain some kind of additional bonus as a result of the enchantment.  An item can normally only be enchanted once, but there is a small chance that it does not gain the Enchanted(☼) flag, instead gaining a lesser mark(⋆),  and can be enchanted again.  This can potentially happen more than once, allowing an item to be further enchanted over and over if you get very lucky.  The chance of this fluke is based on the skill of the crafter.

In addition to the base attributes that an item is initially crafted with, it can also possess the following enchantments:

*See image attached*

Only one Enchanted Forge can be in a garden!

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M O N S T E R     L A I R

Monster lairs represent an additional way to acquire gold, valuable metals, and other resources that the Hoppers can use on the Enchanted Forge to create and enchant equipment.  A monster lair is dormant until a monster surfaces from below, creating an encounter similar to a Hopper brawl.  If the Hopper wins against the Monster Lair, the Monster Lair generates additional loot and becomes dormant again for a while.    The chance of loot is based on the difficulty of the encounter, with most weak encounters simply granting a small amount of gold, while higher difficulty encounters may even uncover very rare forging materials.

Monster Lairs increase in tier over time, with more advanced Monster Lairs generating more dangerous encounters that, in turn, are worth better rewards if they are successfully defeated.

Only one Monster Lair can be in a garden!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

M U T A T I O N     C O M B A T     D A T A

Forcefield; +5 Defense Rating and occasionally negates an attack
Aura; +5 Attack Rating and occasionally forces a critical hit
Lightning; Lightning Damage/Resist
Fiery or Burning; Fire Damage/Resist
Snow*; Cold Damage/Resist
Bubb*; Poison Damage/Resist
Mighty; +1 Attack Rating, +1 Damage, +1 Might
Magical; +1 Defense Rating, +1 Damage Reduction, +1 Magic
Immortal or Perpetual; Regeneration
Monster; +2 Life, +1 Damage
Behemoth; +5 Life, +2 Damage
Titan; +7 Life, +3 Damage

Image: 

{Papillon} Hopping hoppers!

Date: 
2021-03-04 20:51:33
Source: 
Group Notice

The hoppers have been released down in the main store.  As with any release, it may be a good idea to wait a day or so before buying too many of them just in case someone spots a problem that I missed!  The Enchanted Forge and supporting accessories will be released in a few days to let you craft gear for them =)


Hoppers have 14 eye patterns ranging from Light and DarkG, to Light and DarkG.  The eye pattern progression is the same as any other trait progression.   Hoppers have their color tint on their eyes.

LightA ->  LightB -> LightC -> LightD -> LightE -> LightF -> LightG -> LightF
DarkA -> DarkB -> DarkC -> DarkD -> DarkE -> DarkF -> DarkG -> DarkF

Swirl, and No.Swirl on the control HUD will enable and disable eye blinking.
A hopper's spot pattern is based on their class, with a classless hopper also lacking spots.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Similar to the alien snails, the hopper types are really just based on the first two letter, which is the same as what shows up on their eggs.  A H'yet is simply an "H-Y" for all intents and purposes.  A hopper's Type affects its base body texture, which
tends to grow darker as the rarity increases.

Hopper Types:

Very Common:   H'yet, H'wan, H'zig, H'rom
Common:   K'nan, K'vop, K'rew, K'iag
Uncommon:   M'een, M'oot, M'ies
Rare:   P'aan,  P'iik, P'yiv
Very Rare:   R'aes, R'ief, R'yot
Legendary:   T'eoh, T'ian, T'ayz

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Hopper Sizes:

Baby -> Pygmy -> Dwarf -> Diminutive -> Tiny -> Small -> Medium -> Large ->
Giant -> Enormous -> Grandiose -> Colossal -> Titanic -> Mondo -> Gargantuan

Titanic can unlock Mondo!
Mondo can unlock Gargantuan!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Hopper Radiances:

Dull -> Soft -> Normal -> Strong -> Bright -> Intense -> Radiant -> Dazzling -> Luminous

Luminous can unlock Shining!
Shining can unlock Sparkling!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Hopper Body Mutations:

Tinted, Glowing, InvertedA, InvertedB, Gold, Silver, Chrome, NaturalA, NaturalB, NaturalC
CamouflageA and CamouflageB, GlassA, GlassB, RainbowA, SLight, STinted,
DarterA through DarterI (Vividly Colorful)
Immortal (Regenerates life in combat)
Mighty (Increased physical combat power)
Magical (Increased magical combat power)

STinted and SRainbow* can unlock BRainbowB through BRainbowZ

20%+ can unlock Monster
Monster can unlock Behemoth
Behemoth can unlock Titan
Immortal can unlock Perpetual (Regenerates life in combat)

As well as all of the usual v18 body traits!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Hopper Eye Mutations:

RainbowA, Forest, Fire, Earth, Ocean, Sky, Dusk, Dawn, Sunset, Midnight
Whiteout, Blackout, Dark, HypnoticA, HypnoticB
Candy, Lemon, Watermelon, Magical, Cat, Goat, RainbowA
Ruby, Sapphire, Emerald, Topaz, Amethyst, Jade, Charoite, Amber, Moonstone, Bloodstone


Rainbow* can unlock RainbowB through RainbowAN
Rainbow* can unlock HaloA through HaloD

Magical can unlock EnchantedA through EnchantedN
Enchanted can unlock BewitchedA through BewitchedN


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 Ring* unlocks MagicalA to MagicalJ (Rainbow Magic Circle)
 Magical* unlocks EerieA to EerieJ (Rainbow Magic Circle + Animated Orbiter)
 
Annnnd of course all of the usual v18 particle mutations!                

I did a huge rework on the particles to slim down the scripts and cut a couple of them out.  This will inevitably lead to some particles not showing correctly, or at all.  Please let me know if you spot one!  I'll add them back into the scripts and correct the problems as they pop up.

{Papillon} Optional Bonsai Update!

Date: 
2021-02-28 22:23:52
Source: 
Group Notice

So.  I decided to turn the bonsai into the 3-land-impact model that I had out as a teaser tree.  If you are interested, there is a yellow box at the store that will turn your 10-prim bonsai into a 3-prim version that is statistically identical.  This update contains nothing new, it is simply a cosmetic swap of the model to a lower land-impact version.  Enjoy!

{Papillon} The spicy little radish!

Date: 
2021-02-28 17:25:43
Source: 
Group Notice

The radish are available down in the store for those of you that were interested in them =)  A notecard is included that lists the traits.   The hoppers that were supposed to go with them aren't ready just yet, but I don't see any reason to keep sitting on the radish when they're actually done.  Enjoy, and have fun~


Radishes are visibly different based on mood.  Mood affects initial size and scale (some radishes are plumper than others), and it affects their base leaf textures.  Mood also affects the texture of the radish's magical circles if they possess one of the body mutations that makes a magical circle appear under them.

Radishs are spicy!  They provide energy for embers (as per an Elemental-class) based on size, ranging up to Tier-18 for the most spicy of radishes.  The range of the spicy energy is based on the Radish's size, similar to Bonsai.  This can be enabled and disabled with Work and Don't.Work.  The spiciness of the radish also adds a small amount to its nutritional value, and towards mutation% -- this bonus is displayed on seedlings as an additional (+%) on the seedling's hovertext.

Spicy ranges from Mild (+0.0%) to Inferno (+2.0%) and progresses just like any other trait:
Mild -> Tepid -> Spicy -> Tangy -> Hot -> Torrid -> Fiery -> Burning -> Blazing -> Scorching -> Inferno

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Radish Sizes:

Baby -> Pygmy -> Dwarf -> Diminutive -> Tiny -> Small -> Medium -> Large -> Giant -> 
Enormous -> Grandiose -> Colossal -> Titanic

Dwarf can unlock Pygmy!
Titanic can unlock Mondo!
Mondo can unlock Gargantuan!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The radiance of radishes has been rebalanced and the steady increase has been leveled out to support the two new plant radiances.
Radish Radiances:

Normal -> Dull -> Pale -> Soft -> Strong -> Bright -> Intense -> Radiant -> Dazzling -> Luminous

Luminous can unlock Shining!
Shining can unlock Sparkling!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Leaf/Body Mutations:

Eternal, Energized, Delicious, Healthy
LLight, LDark, LDarkest, LTinted, LGlowing, LGlass, LInverted, LShiny
LRainbowA through LRainbowZ


Energized can unlock Lunar and Solar!
Delicious can unlock Healthy!
20%+ can unlock Monster and Perfect!
Eternal can unlock Bountiful and Enchanted (tinted magic circle)!
Enchanted can unlock Magical!
Magical can unlock Ensorcelled (rainbow magic circle)!
Ensorcelled can unlock Bewitched (double-rainbow circle)!
Bewitched can unlock Eerie (double rainbow circle and rainbowy leaves)!
Bountiful can unlock Plentiful and Lavish!
Monster can unlock Behemoth!
Behemoth can unlock Titan!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Radish/Wing Mutations:

RainbowA through RainbowZ, RainbowAA through RainbowAD
Onyx, Ruby, Sapphire, Emerald, Topaz, Amethyst, Alabaster, Obsidian
Amber, Charoite, Moonstone, Jade, Bloodstone, Quartz, Glass
Earth, Forest, Ocean, Sky, Fire, Sunset, Dawn, Dusk, Midnight, Shiny
CracksA, CracksB, HoleA, HoleB, Fabric, Distorted
SpottedA through SpottedD
SpeckledA through SpeckledD
RunedA through RunedH

Runed* can unlock EtchedA through EtchedG!
Spotted* can unlock DottedA through DottedD!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Ring* unlocks MagicalA to MagicalJ (Rainbow Magic Circle)
 Magical* unlocks EerieA to EerieJ (Rainbow Magic Circle + Animated Orbiter)
 

Annnnd of course all of the usual v18 Particle mutations!

{Papillon} Louder pets!

Date: 
2021-02-27 21:41:23
Source: 
Group Notice

So, I decided to make an amplifier that takes the pet bonuses around it and spreads them around the entire sim.  Normally pets only affect a 20-meter, or 50-meter area depending on their class.  This isn't a problem for most people, but for those with larger gardens that exceed 20-Meters, the amplifier can save on prims and scripts from having to place pets at different points to make sure that those bonuses spread out.  It is available down in the store for L$99 for anyone that happens to need one.


The amplifier collects bonuses from your pets, and only your pets, and echos those bonuses throughout the sim.  This allows you to only have one set of boosting pets out instead of multiple sets to cover different areas.  Only the bonuses from pets are collected and distributed.  The bonuses do not overlap -- multiple amplifiers will have no additional effect other than potentially applying the bonuses more quickly instead of every few minutes.  Pets maintain their bonuses for several hours, so there is no need for this constant spam from multiple amplifiers.

The 'Stats' option on the Amplifier's blue-menu will allow you to see what bonuses it has specifically learned from other pets.  Bonuses from moon pools, trumpeters, and other sources are not recorded by the Amplifier -- only bonuses learned from a pet.  The pets do not constantly spam out bonuses, so it may take an hour or two before it learns all of the bonuses from the pets that it can hear.  

The Amplifier is Sim-Wide, and provides a bonus equal to the highest-tier bonus that it has discovered. The amplifier resets every day, requiring the pets to remain near it in order for it to maintain the sim-wide bonuses indefinitely.

The Amplifier's (x) will change to (√) once it has learned a bonus.

Morale (x)
Loyalty (x)
Health (x)
Tend Plant (x)
Mutagen (x)
Mating Speed (x)
Longevity (x)
Motivation (x)
Social (x)
Light (x)
Theurge (x)
Wisp Energy (x)
Ember Energy (x)
Sorcerous (x)

{Papillon} SO! Confused snails...

Date: 
2021-02-26 21:49:41
Source: 
Group Notice

So...I apparently left a dragonfly flag in the code that I used for the snail emblem update.  Which means they can accidentally cross-mate and make broken offspring.  Please update your snails to emblem 18u if you're using the snail emblems before you end up with some very confused offspring.  The 18u box is in the blue box at the store.

{Papillon} Dragonfly/Firefly/Snail Emblems!

Date: 
2021-02-23 15:34:13
Source: 
Group Notice

The prototypes for the dragonfly, firefly, and snail emblem boxes are in the blue box at the store.  These emblems contain a temporary cut-out icon until I find something that I like better.  They function identical to the butterfly/ladybug emblems, however, updating back to a full version of the firefly/dragonfly requires an updated v18s box that supports the backwards compatibility. 


As with any major update, it can be a good idea to let others test it for a day or three before updating tons of pets.   It sucks having to do it again a day later if someone spots a major problem that has to be corrected.

======================================================================

So.  I've been working on this on and off for a while, and I feel that it's ready to be tested by others.

The idea behind this project is to reduce a pet, and its necessary scripts, to the minimum primcount and script usage possible.  In the case of the flutters, this involves shrinking the pet down into a little butterfly emblem that holds all of the flutter's data and performs all of the duties that the flutter is supposed to perform, without all of the baggage that the flutters have accumulated over the years.

The Emblem update box changes the pet into a 1-prim flutter that continues to mate, work, and do its day-to-day tasks the same as it used to.  However, it does NOT show its mutations, flutter wings, etc.  It is a static object.   Since there is no need for the scripts to hold year after year of wing UUIDs and particle engines, I was able to reduce the flutter down to just three scripts and one prim.  This is a huge reduction in sim-impact overall and can potentially allow for larger breeding projects.

Statistically, the Emblem flutter operates identical to a normal flutter.  The tier/exp system, mating system, and work system in particular are 100% copy/pasted in so that the core functions remain the same.  However, the Emblem flutter will not move, orbit, or do the additional activities that a normal flutter might do.  

The end-result is about an 85% reduction in script usage and operations performed.  On sims with lots of flutters, this can free up hundreds of prims and thousands (really) of scripts with no loss of mating/productivity.

Emblem pets (I'll be doing this update to the other main pets as well, given time) still display color, radiance, and size, as well as all of the hovertext that you are used to.

This is an entirely optional update that you may try out if you wish.  You can revert the Emblem flutter back to a normal flutter by running it through the current update boxes.  This system isn't intended to replace the existing pets -- people love the pretty fluttering things =)  It's simply an option for large-scale breeders that intend to work on big projects, or breeders that are limited on prims but still want to try a breeding challenge without being limited to only a few pets out.

(Orbit and No.Orbit on the butterfly control HUD will cause the little trail of butterflies under the emblem to turn on and off)