OK the room editor testing was a success therefore i'm unlocking the item editor which will also add shop listing,buying,selling, and NPC display, and also opens up temple and tavern support.
im hoping to have guild hall support and spell editors in before the weekend so during the weekend i can open up the monster editor, arenas and pvp/pve combat.
the test server should have the new item editor by 6:pm EST
New Phase In Tele-Arena BETA
Re: New Phase In Tele-Arena BETA
dspain wrote:OK the room editor testing was a success therefore i'm unlocking the item editor which will also add shop listing,buying,selling, and NPC display, and also opens up temple and tavern support.
im hoping to have guild hall support and spell editors in before the weekend so during the weekend i can open up the monster editor, arenas and pvp/pve combat.
the test server should have the new item editor by 6:pm EST
That's good news - another step closer.
Will combat be more versatile? ie. will there be enhancements and improvements to the native combat structure such as critical attacks which would give players a chance to hit above average similarly to what rogues do with skillfuls, maybe hack, slash, stab combos, or maybe new types of spells or skills (ie. diesease, plague, hp's or mana boost (similar to what mana stones do), blindness, fear, confusion, etc) or things of that nature? Also, an idea I've had for quite some time is weapon and armor enhancements that would make the weapons or armor more unique and powerful, where a player can enhance their weapon or armor via a quest, expensive or rare potion (that can randomly enhance it or if the enhancement fails, reset the item back to stock) the enhancements can be represented by degree or +# (ie. 3rd degree shortsword or shortsword + 3). an enhanced weapon can give better odds of a critical/skillful hit or more damage, an enhanced armor can reduce weapon or magical damage. Doing this will make it to where the game can have more unique items and a player can add value and skill to their inventory. Also, another thought is adding gang houses with shops or just player rooms with a shop that the player can sell or store his inventory. One other idea that is kind of far out is adding horses or monsters that can be purchused from a stable or summoned that the player can "mount" and ride to a designated area, the monster would increase the player's agility based on the type of monster he is riding and allow him to travel more quickly and the monster would take the damage until it dies or the player unsummons it (the player would not be allowed to attack while mounted on the monster).dspain wrote:yeah towns and all info commands are in the game and im adding the monster editor and combat tomorrow.VeNoM wrote:Oh!
I gotta get in there and test this!
oh yeah, i made stats actually worth something.battleweb wrote:Will combat be more versatile? ie. will there be enhancements and improvements to the native combat structure such as critical attacks which would give players a chance to hit above average similarly to what rogues do with skillfuls, maybe hack, slash, stab combos, or maybe new types of spells or skills (ie. diesease, plague, hp's or mana boost (similar to what mana stones do), blindness, fear, confusion, etc) or things of that nature? Also, an idea I've had for quite some time is weapon and armor enhancements that would make the weapons or armor more unique and powerful, where a player can enhance their weapon or armor via a quest, expensive or rare potion (that can randomly enhance it or if the enhancement fails, reset the item back to stock) the enhancements can be represented by degree or +# (ie. 3rd degree shortsword or shortsword + 3). an enhanced weapon can give better odds of a critical/skillful hit or more damage, an enhanced armor can reduce weapon or magical damage. Doing this will make it to where the game can have more unique items and a player can add value and skill to their inventory. Also, another thought is adding gang houses with shops or just player rooms with a shop that the player can sell or store his inventory. One other idea that is kind of far out is adding horses or monsters that can be purchused from a stable or summoned that the player can "mount" and ride to a designated area, the monster would increase the player's agility based on the type of monster he is riding and allow him to travel more quickly and the monster would take the damage until it dies or the player unsummons it (the player would not be allowed to attack while mounted on the monster).dspain wrote:yeah towns and all info commands are in the game and im adding the monster editor and combat tomorrow.VeNoM wrote:Oh!
I gotta get in there and test this!
intellect covers bonus combat spell damage which is the percent value of intellect/5 ie: 30 intellect gets a 6% increase
knowledge covers magical resistence which is the percent value of knowledge/5 ie: 30 knowledge gets a 6% magic resistance
physique covers bonus physical damage which is the percent value of physique/5 ie: 30 physique gets a 6% increase
stamina covers poison/paralyzation resistance which is the percent value of stamina/5 ie: 30 stamina gets a 6% resistance, it still handles HP bonuses as well.
agility covers critical attacks, to counter this rogue skillfuls are level based.
definately new spells, diseases, damage over time spells, new boosts including HP and mana, and also new boost and enhancement potions.
player vendor system is implemeneted, but currently locked.
guild system is implemeneted and locked as well.
i added a mounting system years ago to 5.6c, basically when mounted you gained both penalties and bonuses, however if you died the mount would continue to fight for you, if it died it was gone, if not you would gain xp for the kill, (in that version killed players were ghosts til they exited the game, cause of high priest resurrection spells)
this is osmethign that could be kicked around in a later version.
the guild system does have a "guild house" but its a virtual room you enter with an item and when exiting you go back to your last location, and inside it had an item vault (100 item limit) and a gold vault.
the initial combat system will be your basic target something and attack it, while i tweak the hit/miss system, etc...
this is a system i will bring in player testing on, and have them test pvp combat, and PVE combat using the original dungeon map with 2 added levels as they fight their way to the white rune (level 10 recommended)
while the combat system is being tested i will add the final editors barriers,runes,etc.... and launch a live game with a full t1,dungeon,t2,sewer,stone tower (white rune required)
Stopped in and had a look today.
Added some items to the shops i made when i created T1 in your game.
Not bad.
I'll probably run through a few more additions and take some notes. There are some points where it would be nice to have a confirmation in between pressing a command, and being prompted for data. Such as Shop information on the item editor.
I hit shop information, the editor displays the line which this item would display in a shop list, and then immediately asks me for new information. It'd be nice if in the middle there were a "Would you like to change this data". And entering no would leave it as is.
That or a display on the main item editor that tells you what its currently set to.
There were a few things that did that, in the room editor as well come to think of it.
Added some items to the shops i made when i created T1 in your game.

Not bad.
I'll probably run through a few more additions and take some notes. There are some points where it would be nice to have a confirmation in between pressing a command, and being prompted for data. Such as Shop information on the item editor.
I hit shop information, the editor displays the line which this item would display in a shop list, and then immediately asks me for new information. It'd be nice if in the middle there were a "Would you like to change this data". And entering no would leave it as is.
That or a display on the main item editor that tells you what its currently set to.
There were a few things that did that, in the room editor as well come to think of it.