Vaiku
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Everything posted by Vaiku
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alright so the formula that looks at BlockingSlow is written so it can actually only add time; I tried a few different things with it but for some reason I wasn't able to have much success with re-purposing the BlockingSlow int. I just replaced the formula altogether with one that is the same as the normal move speed multiplied by 0.75. You have to do it in both the client and server entity.xs. This is what mine looks like now: However, in the midst of all that, my block now has decided to throw in the attack animation at the end of blocking for some reason (doesn't send an attack, just the animation) so I have to figure that out...
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You're definitely right, the bestiary would be poorly extensible. Even thinking of how to reduce it down to categories such as how many beasts, demons, etc. were killed would really be way more work then the value add from events I'd drive off of those variables. I do still like the idea of using the variables for the class specializations; I only have 5 classes with two sub-classes for each, and not every spell would be "upgraded", just ones that are associated with that sub-class. Professions feels reasonable too still; 5 professions that (in my head) i'd just need an exp and a level variable for each. It sounds like the problem with these applications aren't the integrity of variables though, which is good news! I'll just be mindful where I use them.
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well for example, talent trees is one idea; I was thinking something along the lines of a variable for each sub-domain within each class; i.e. rogue would specialize into assassin vs. scout/ranger. Those points would dynamically drive the strength of their abilities (effectively, replace what skills that player had with their stronger counterparts based on their specialization). Bestiary is another example; I think you're familiar with what Nightmare's done there; similarly, tracking monster/pvp kills long-term and driving access to features/content based on that. and professions levels: using player variables to track their fishing progress for example. Aside from database-wide events that result in me having to utilize a back-up, I don't want to have to spend any operational time troubleshooting/fixing individual players' cooking level that somehow disappeared, or bestiaries that either were freely capped out for some new player or removed from players who did the work. These might sound like a silly concern, but the reason behind my questioning is due to what I experienced after logging into Nightmare after a patch; every NPC in the game was added to my bestiary, where previously I only had NPC's I had killed. Fortunately my progress within each NPC was accurate, but i'm also not sure if their bestiary drives off the standard variable/event systems.
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my guess would be to edit here:
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yeah what i'm saying is if you find where int he source it modifies the speed for block you simply adjust that modifier the other direction so it adds instead of subtracts speed.
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Well there's a block function that is effectively useless for it's intended effect, does not mitigate dmg at all. It does however make you walk slower while "blocking"... SO, if you find where that's being used, you could probably adjust whatever the speed modifier is and repurpose it. If you want something like stamina or anything, you'll have to probably do more significant source changes
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Hi again - just looking for people's experience on player variables for long-term use. Thus far i've only used them to accomodate quests / events, but I'd like to do things like profession levels and skill/weapon specialization points, bestiary etc. I'm not sure if the projects that have implemented these used variables & events to accomplish them, or if they've addressed them via source; are variables for more fluid values reliable for long term storage of player data (relative to the reliability of any other player data inherently part of the engine, i.e. level, etc.)?
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PMed
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Hello,
Â
I'm looking for an artist to help with paperdolls, particularly to fit the LPC assets freely available through OGA:Â https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Generator/#?body=Humanlike_white&weapon=Thrust_spear&shadow=Shadow_shadow&sex=male
The free stuff available has some gaps in armors, shields, weapons etc. that i'd like to supplement.Â
This has been a solo passion project so far and so i'm not sure what information you'd want, but if you're interested and available, please let me know and we can discuss further! Thanks. -
How to remove items from Inventory when equipped please?
Vaiku replied to RandemGamor's question in Questions & Answers
How would we move something to these hidden slots when they equip? -
Not to anything I'd imagine is sprite related... I'll go through my git later I guess and see
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Hello, I have a sprite sheet that has 9 frame for it's walking. On 6.3 i had no problems once I figured out how to set to 9 frames, but since switching to 7.0, I've noticed after moving, my 2nd or 3rd frame of the walking becomes what it stops at when I'm no longer moving instead of the first frame. Additionally, after attacking it also goes back the wrong frame, but only after moving first. Id rather not set a ridiculously low idle timer to workaround; how do I set what frame my player is set to after it finishes moving?
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Story Today I did this on my project...
Vaiku replied to SkywardRiver's topic in Design & Creativity
Today I added spell crit and melee crit as bonus stats, as well as spell leech vs. lifesteal. Considering a mana leech functionality as well because I think a more fluid management of hp/mp like you see in Diablo 2 is a good way to bring up how actively you play the game. I also did a lot of mapping and tinkered with psuedo-instancing via event editor. Need to get a VM spun up to test for sure but I'm feeling pretty decent about where it's at. Next i'll refine it to be more extensible to have multiple concurrent rooms available & explore how to get one event trigger to put you in whatever's available without breaking anything -
Story Today I did this on my project...
Vaiku replied to SkywardRiver's topic in Design & Creativity
That's amazing haha, what a fun application of the projectiles! -
That's unfortunate! What did you run into that stopped this from working? seemed like you were on the right track!
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Sorry if I'm just missing it, but I don't see anywhere the runic run timer variable is even actually used.. it gets set to 1 when timer starts and set to 0 when it ends, but don't see any logic keying off of that variable? Is it intended that players relog are kicked out, even if it's still active? Not sure if that's a limitation of the event system or not
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If you don't want them to re-enter, my assumption is you don't want this map to be accessible outside of the GvG event, right? so a standalone "instanced" event sort of? I know this is a little older but i'm interested in something similar, so I'll spitball for question #2 until I can actually try myself: Have whatever mechanism you want (key, text command whatever) that can only be used during your certain hours (there's a whole separate guide on how to do that by Weylon) When the event is triggered, set a player variable from 0 to 1, and a global variable from 0 to 1. I'd imagine you'd want some sort of "lobby" so guilds can organize ahead of the actual event. So from the above time trigger, use a wait for whatever duration until the event start, then warp them in or unlock a door/gate to the field with a global var. Set the global variable back to 0, preventing the lobby/entrance area on the event timer from being able to be accessed anymore. At the end of the duration of the GvG, set player variables back to 0. Add an event on respawn that changes the player variable back to 0, and maybe one for login that checks if its =1. If so, warp them out and set to 0. Some of my PvP event ideas include also group vs. group where each team has a variable counter for # of respawns; each death on their team respawns them inside still but -1 to the variable. Once that reaches -4 (assuming 4-man teams, I'd go to -4 to account for initial lives; should tell me when they're completely wiped) then the event ends. I have a ton of other work to do but now that i've done all this brainstorming I may take a try this weekend xD let me know if you've already done it and if you had any success/challenges!
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Looking for pointers as to where i'd start messing w/ the source to adjust how the bonus stat range is applied. I want to make it a percentage of each stat's base value on the item.. for example: a weapon with 100 attack and 30 speed - I would like to randomize the roll by +-20%, so that the possible outcomes are 80-120 attack, and 24-36 speed.
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Perfect, thank you!
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I'm trying to understand how paperdolls come together on top of our player entity before I start working on paperdolls too much and, notably, add some additional slots (i.e. back slot for capes/backpacks/wings) 1. What order are items drawn in by default, and where would I edit/view that? 2. I imagine draw order has to depend on direction your facing (so shields cover armor facing down, and armor covers shield facing up); where do I see/configure that? Thank you all! I know this engine has been around a long time, but i'm new and really enjoying using it. Looking forward to sharing more about my project in a couple months
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I'm hoping to use projectiles on weapons to accomodate adding unique spell effects to weapons, including melee ones. For example, a dagger that has a range=1 projectile that takes health from player each time they hit but maybe adds mana, or applies a dot to the enemy, etc. My problem is that this treats the weapon as a projectile and puts the entity's animation into a the "_Shoot" instead of the "_attack" that I'd like (for some reason, _weapon doesn't seem to work as I'd expect? not sure when _weapon even applies...) What i'd like to do is be able to assign to each item the appropriate attack state that the entity should use, regardless of what I set for those other values. This will also allow me to expand from only one _attack state (thrust vs. slash animations). I have no idea where to start though, looking for input / anyone who's done something similar!
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Story Today I did this on my project...
Vaiku replied to SkywardRiver's topic in Design & Creativity
I'm also using LPC assets (entities/paperdolls, not tilesets). Were you able to find walk animations for bow, or are you stuck with just shoot as well? I'm debating spending time on creating the walk animations for one so that I can use that as a base for modifying for new bows, but i'm certainly no artist! -
That's awesome. If there's any chance I can sneak in on the private features still, I'd love to chip in and support. Really interested in the guild levels & associated functions!
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Yeah i'm working off of the latest unless one's come out in the last couple days, but I don't think there''s anything for guild levels or other variables that can be used (a point system would be nifty!) Ideally this is just a slowrolling side thing JC is doing and I can still jump in and help bring this to life xD
