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Dev Blog 4/5/2020 - Beta 6.2 Development (Ongoing!)

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is there a way to make it idle differently with a weapon and without a weapon?

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47 minutes ago, buu said:

is there a way to make it idle differently with a weapon and without a weapon?

 

Not by default.. but that would only require modifying a few lines of code.

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I case anyone (by which I mean most people, probably) missed the latest build's notes.. There's a few changes in it! Most are background stuff you'll likely never have to deal with.. some are more immediately noticable.. And some bugfixes that also applied to the base engine.

 

1. A new Conditional Branch entry has been added to the Event System to check for free inventory slots.

efed1f1ad04ec6da02f493b119ad81ea.png

 

2. New options have been added to the Change Items event command.

79af50f3a71bd20711fa638321e82f21.png

 

You can now choose how to give/take items away from the player.

  • Normal - Gives/Takes items as per usual, fails if the user does not have or can not receive the amount of items.
  • Allow Overflow - Gives items until the player runs out of inventory space up to the amount provided, if the inventory is full starts dumping the rest of the items on the map. (Does not change the logic for taking away items, as you can't take more than they have!) NOTE: items dropped are bound to the same loot rules as normal dropped items!
  • Up to Amount - Changes as many items as can be changed up to the amount specified. So if the user has 2 items, and you want to take 5 it takes 2 and considers that a success. Same goes for giving, if the user has 2 inventory slots and you want to give 5 they receive 2. NOTE: this needs to change at least 1 item to be considered a success.

3. A new option on how to handle non-stackable items dropped on the map was added to the server config

44344c3a8dec33926f2788bc253720a2.png

 

By default all non-stackable items dropped with a quantity of over 1 will drop as ONE consolidated item on the map, and the player will need enough inventory space to pick them all up to pick even ONE up. Toggling this option to false will instead drop multiple items to the map they can pick up individually.

 

4. A large portion of item giving/taking away and other inventory related logic was rewritten

This is mostly a background change, in general you won't notice the difference. But this fixes a few issues regarding dropping non-stackable items with a quantity. BEfore this, if you dropped a non-stackable item (such as equipment) with a quantity over 1 from an NPC it would give the player one item. Now this is handled properly and you actually obtain multiple.

 

There's a few more changes, documentation in the code and rewrites to the logic to make it less obtuse and less duplicated all over the place as well.. But you'll probably have to look at the source for the details, if you are interested.

 

Note that upgrading to this version is very likely to break ANY AND ALL existing mods that deal with item stacks, loot or similar things!

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Another small change to the dev branch today, party sizes are now configurable on the server config.

 

 

 

Just make sure you edit the client's party window Json file to support displaying the party members you're adding!

The client will generate the required fields on its own, but by default they will have no display values.

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6 hours ago, Joyce said:

Another small change to the dev branch today, party sizes are now configurable on the server config.

 

 

 

Just make sure you edit the client's party window Json file to support displaying the party members you're adding!

The client will generate the required fields on its own, but by default they will have no display values.

I love those changes >u<
Thanks a lot for that Joyce! You're a beast of coding!

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