Jump to content

froggy

Members
  • Posts

    297
  • Joined

  • Last visited

  • Days Won

    7

froggy last won the day on December 29 2021

froggy had the most liked content!

2 Followers

About froggy

  • Birthday October 29

Contact Methods

  • Skype
    flapjack.lulzz
  • Discord
    froggy#4410

Profile Information

  • Gender
    Male
  • Interests
    love

Profile Fields

  • Twitch.tv
    toaovari

Recent Profile Visitors

4,768 profile views
  1. froggy

    WIP Realmshaper 0.2

    Hey all! I've gotten a lot done with the time available. I'm going to talk a bit about class design, a new class (Templar), and overall game design. When it's ready I will post update info regarding patch 0.3, hopefully in video format. For those who have played any of the testing phases I've had, with 0.3 the game will be playable up to level 30 (quest level), this is also the point where the game slows down, just a little bit, compared to level 1-20, which can be achieved relatively fast. 0.3 will also add one more dungeon, hopefully two if I can squeeze it in. Realmshaper is designed to be equally PvP and PvE oriented. Instanced dungeons will be safe from PvP, and outside of those there are outside dungeons with elite mobs and some smaller bosses. Parties have a max of 5 players, with a traditional tank, healer, dps design. There are currently six different classes; Warrior, Tank/DPS, utilizes stances for the two roles. The tank spec is primarily tank specced, focused on reducing damage and keeping mobs attention to them, the DPS spec is a mix between PvE and PvP. Weapons: Swords, Axes, Maces and Spears Off-hand: Shields Rogue, DPS, the Rogue utilizes physical damage skills, and poison which deals magic damage. The Rogue is also the only (currently) class to be able to go into Stealth, some of the Rogue's abilities can only be used while stealthed. Weapons: Daggers or Swords Off-hand: Half-shield, or none Archer, DPS, Archers much like the rogue can choose whether to spec into Physical or Magic damage, their physical abilities are different from their magic ones. Weapons: Bows Off-hand: Quivers (not currently implemented) Mystic, Healer/DPS, semi-utility, Mystics are primarily healers, but can definitely hold their own when it comes to PvP. Weapons: Maces/Scepters Off-hand Shields or Magic stones Mage, DPS, Mages are a pure magical DPS class, focused on heavy hitting single target and AoE spells, with some crowd control thrown in there. Weapon: Scepters(1H)/Staves(2H) Off-hand: Magic Stones (with 1H weapons) Templar, the Templar can fill all three roles, with DPS/Tank being the primary roles. However, specializing in healing equipment and spells will prove a strong healer as well! The Templar is also the strongest utility class, with several buffs. Like the Warrior has two stances, the Templar utilizes two various beliefs, Zealous, and Devout belief. Depending on your belief you can use different spells. (Beliefs can be changed with a 15 second cooldown) Weapon: Spears, Swords, and some Maces Off-hand: Shield A few examples of Templar skills: Tireon's Blessing: Grant your target the boon of Tireon, increasing all stats by 5% for 5 minutes Can be used in any religous view 3 total Ranks, learned at level 20/40/60, Rank 1 cooldown is 30 seconds, rank 2 is 15 seconds, rank 3 is 0 seconds Can be used with any religious outlook Wrath: Imbue your weapon with holy power for 3 seconds, dealing additional magic damage to the first enemy hit Requires Zealot Ranks increase initial damage Bolt of Light: Smite your foe with a bolt of light, dealing magic damage with 125% effectiveness Can be used in any religous view Ranks increase initial damage. Divine Storm: Empower your weapon with the wrath of Tireon, smiting enemies in 5 cells around you with magic power at 200% effectiveness Requires Zealot Ranks increase base damage Exorcism: Forcibly perform an exorcism on your target, dealing magic damage with 25% additional chance for critical Requires Zealot Ranks increase base damage and critical % chance Judgment: Judge your target, dealing physical damage and decreasing their Magic Resistance by 15% for 10 seconds Requires Zealot Ranks increase base physical damage and amount of magic resistance reduced So for example, as a Templar Zealot filling a DPS role in his group which has a Mage and a Magic Archer, it would be excellent constantly using Judgment on bosses to increase their damage output. What I'm aiming for is to not just have to grind, but to be able to explore/pvp with your party/guild, and be able to do fun and challenging content that requires preparation rather than just plowing through a dungeon and collecting loot! That is all for now, just letting anyone interested know development is still undergoing!
  2. There is no direct function for that, but you can work around it with something like this: So in the same common event where you announce the death of the NPC, do another row with the 'Wait...' command, set the amount of time until the NPC respawns, then do another global message. Example: Row 1: NPC Dies & Global Message Row 2: Wait for xx seconds (monster respawn time) Row 3: Announce boss spawn global message Or if someone else has a better way..
  3. Shouldn't be necessary with a video or images.. a short step by step: 1. Create Common Event 2. 'Add Chatbox Text' under command, make it say what you want when the NPC dies, typing \pn will call the name of the player who killed it, set Channel to: Global. For example: \pn has killed the boss of death! 3. Create NPC(boss) 4. Bottom part of the NPC Editor, select your common event 'For Killer' or party if you want.
  4. 1. Create a common event, run that event when the NPC is killed, make it say (global) something like: "\pn has killed *boss*!" 2. I haven't played around with guilds that much, but you can do 'Player Death' conditional events along with condition 'Map Is', next part perhaps by using variables, though unless you want to edit the source I would recommend keeping this feature very simple, high risk for errors. 3. Editing source would be the best way to do this, you can probably work around it if you simplify it. Are you talking about a quest where you deliver items to an NPC? If so, a item that uses spell transform with a timer would be simple, and make the items drop upon death (I believe that's a setting in the item editor) Overall, making edits to the source code is your best bet for question 2 & 3.
  5. froggy

    WIP Realmshaper 0.2

    Hello! Server is back up, to play you need to download the updated client: Download And link to Discord: Realmshaper Discord I received a lot of quality feedback during the first testing phase! Patch notes Realmshaper 0.0.2: Moved Westhaven further south towards Rookie's Beach Moved things around in Westhaven, centralized the locations of the Tavern, Crafting, and Trade shop Also added additional paths in Westhaven to give a more natural flow when walking in or out of the town. Added dialogue to NPCs in Westhaven, Forest Garrison, and parts of Riverwind City. Finished up some Alchemy crafts (Lesser Goblin's Blood, Medium Mana/Heal) Added cooldown groups for potions and elixirs (separate groups) Added cooldown groups for Food and Drinks, they are on separate groups, also reduced the cooldown from 50s to 45s Increased base regen for classes: Archer: hp3/mp3(prev. 2/2), Mage: hp2/mp5(prev. 2/3), Mystic: hp3/mp4(prev. 2/2), Rogue: 3/3(prev. 2/2), Warrior: hp5/mp1(prev. 4/1) Reduced the cost of the three gathering items from 35 silver each to 15 silver each. Rewrote and added more thorough explanations to the 'In Progress' descriptions for many quests. Slightly increased the droprate of the quest item 'Water Heart' Changed Mystic's Frostwave ability to 'Piercing' Thickened the rope graphics leading to the Pygmy Cave outside of Westhaven Added Sounds for a lot of things, such as: Equipping items, drinking potions, leveling up, buying items in shops, using tools, attack sounds for enemies, crafting success, etc. Added Paperdolls for all human NPCs Added graphics for Gloomvale Added graphics for Arid Hills Changed crafting costs for food and drink consumables, so that while it may take a bit longer to gather the resources yourself, it yields more rather than buying them from a shop, balancing it out well, with crafting them yourself coming out slightly on top Up next I will be focusing on finishing Riverwind City, and rearranging some parts of it. After that the northern part of the Arid Hills will be finished, Arid Hills is a two part zone located south of Riverwind Fields, with quests ranging from 18 to 23 in the northern region. After that is Gloomvale, located east of Riverwind Fields, which will contain quests from level 20 to ~27.
  6. I see! I guess I'll use the resolution I think is good and people will have to play with it? That works, kind of Thanks
  7. The UI is changing places when I change the resolution in the client, how do I solve this?
  8. Very nice! I would play it. Any more to show? What graphics are you using?
  9. froggy

    WIP Realmshaper 0.2

    Server will be down for a few days in preparation for an upcoming update!
  10. froggy

    WIP Realmshaper 0.2

    Updated first post with alpha info.
  11. froggy

    WIP Realmshaper 0.2

    I'm working diligently on finalizing some minor things, I will be able to begin closed testing this week, hopefully tomorrow if it's ready. Absolutely! I do want critique. I will PM you once it's ready.
  12. froggy

    WIP Realmshaper 0.2

    Hello everybody! The game should be playable within a few weeks, so I am intending to do an open testing phase. But before then I would like a few people to do some closed testing for me since I am the only one who has tested the game so far. If anyone is interested please send me a PM here, or PM me on Discord: dumpsterhobo#4410. There is still a few things I need to finalize before then, closed testing is planned to begin approx 11/8. Thanks!
  13. I tried editing the 'EventDialogWindow_1Response' since I assume that is what the 'Show Text' event dialogue uses? I can enlarge the window just fine, and move the response button, but when I go into the client to see the enlarged window it doesn't work?
  14. To use a shop follow these steps: 1. Create an item/s (Item Editor) 2. Create a Shop (Shop Editor) 3. Add desired item/s to desired shop (Shop Editor) 4. Create Event (On any map, Event Layer) 5. Add 'Open Shop' on 'Commands' (Event Editor) And select your shop. Here's an example where I have an NPC (Event) offer multiple choices, where one of them opens a shop. Or if you want to keep it simple just add the 'Open Shop' event command. Hope this helped.
  15. Was something changed with animations and lights with the latest build? Some of my animations resetted and when i set them to their original sizes they are way bigger than previously. Version 0.7.0.120
×
×
  • Create New...