Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mordecai

Pages: [1] 2 3 ... 6
1
Scripting Board / Re: Object-Trigedit
« on: December 08, 2008, 05:18:11 am »
There's one weird bug in Object-Trigedit, seems that the DG code there can't see INVISIBLE or HIDDEN mobs.
You can test that by having a scripted object doing this:
%force% mobname say ciao
If the mob is INVISIBLE or HIDDEN the %force% command won't do anything.

Can any of the coders check what's wrong in the code and let me know if it's easy fixable?

Are you sure it isn't because the mob is over level 50?

2
Scripting Board / Re: How Do I???
« on: December 08, 2008, 05:16:48 am »
Quote
So the procedure would be to have the first script do:
dg_affect %actor% sleep

dg_affect needs :
dg_affect <target> <property> <value> <duration>

So to do SLEEP, where duration is in seconds:
dg_affect %actor% sleep on 300

To remove sleep:
dg_affect %actor% sleep off

3
Scripting Board / Re: How Do I???
« on: December 08, 2008, 05:08:30 am »
You are so right, my appologies.
That code was in the TBA codebase not ours.

I have added it to ours now in all 3 ports, they just need a copyover.

4
Building Board / Re: Assemblies
« on: December 02, 2008, 02:39:38 pm »
Good point, heh.
I will pop that on my list now.

The thing is assemblies are global, and can be made from vnums of any zone.
So if i bind the file to a zone, there may also be drawbacks.
Perhaps each assembly should have its own file?
Then you can just pick up the ones you want from an assemblies folder.

5
Scripting Board / Re: How Do I???
« on: December 02, 2008, 02:33:31 pm »
Making someone sleep or awake, or resting can be done using the position variable, whch you won't have known about.

nop %actor.pos(sleeping)%
nop %actor.pos(resting)%
nop %actor.pos(sitting)%
nop %actor.pos(standing)%
nop %actor.pos(stunned)%
nop %actor.pos(dead)%

dg_cast spells are prone to being blocked by the actors spell defenses if they are aggressive, and some spells have a low chance of success in any case, and the dg_cast mob (yes, an actual mob casts the spells), has a chance of failing the spells too.

dg_affect however always works, no chance of failing.
But I would hope you would test out what the affect is going to be.

Such as, the AFFECT sleep, causes people not to wake up.
The SPELL sleep puts them to sleep.

7
Scripting Board / Re: How Do I???
« on: November 19, 2008, 04:22:06 pm »
Pic

8
General Discussions / Re: Grouping and Clans
« on: November 16, 2008, 03:21:28 pm »
This is much work.
I am still working on grouping.

9
Scripting Board / Re: A bug with object speech scripts using * as arg
« on: November 16, 2008, 03:15:06 pm »
this has always been the case, it happens with command scripts too.

There isn't a way to change the code to get around it, that is how the trigger system works.

Obviously the way to change it is to change the arg to not be an *, but instead be the list of words you expect the person to say.

To find all of the triggers affected this way do a tsearch:

Code: [Select]
tsearch arg *

10
Suggestions & Ideas / Re: Grouping
« on: November 16, 2008, 02:42:52 am »
Here are some things to know:

Before this code change, the EXP that a mob distributed when it died to each player as based on the portion of damage that player did compared to the total damage that the mob received from all sources.

This meant that if a mob with 600 exp, took 1000 damage from poison, and 1000 damage from walking in to a trap, and you did 8000 damage to it too, and it died.
You would receive (8000/(1000+1000+8000)) * 600 = 500 Exp

Now in this new system, because exp is split evenly between everything that deals damage to a mob, including poison, traps, and charmies.

This means that if this same mob with 600 exp, took 1000 damage from poison, and 1000 damage from walking in to a trap, and you did 8000 damage to it too, and it died.
You would receive (600/3) = 200 Exp

But it also means that you gain an even portion of exp from your group, for doing any amount of damage to a mob.

I have taken some suggestions from players that poison does very low amounts of damage in proportion to the exp it takes.
There are two solutions to this:
Either change the way poison damage works, so that it counts as damage done by a player. (I don't like this idea personally because it is easy to abuse, just run in a place with lots of mobs, and poison them all, and flee or retreat)
Or
Increase the amount of damage poison does, to make it worth the exp you invest in using it.


11
Suggestions & Ideas / Re: Grouping
« on: November 14, 2008, 10:39:41 pm »
How about this as step one then:

- exp gets split between all people who just hit a mob, not based on how much damage they did.
- Involvement is always even between group members
- mob damage doesn't get split among the group, but instead only hits 1 person
- Chance to land an attack won't be affected by involvement any more, your group members won't get in your way.

Those are easy changes to do, and will bring it pretty close to the original system.
I have a feeling that this won't be the magic bullet though, but we will see.

These changes are now in.
Please let me know how many people are loving grouping now.

12
Suggestions & Ideas / Re: Grouping
« on: November 09, 2008, 03:10:27 pm »
How about this as step one then:

- exp gets split between all people who just hit a mob, not based on how much damage they did.
- Involvement is always even between group members
- mob damage doesn't get split among the group, but instead only hits 1 person
- Chance to land an attack won't be affected by involvement any more, your group members won't get in your way.

Those are easy changes to do, and will bring it pretty close to the original system.
I have a feeling that this won't be the magic bullet though, but we will see.

13
Suggestions & Ideas / Re: Grouping
« on: November 05, 2008, 07:36:50 pm »
Looks like it needs improving.
I have been working on it.

It will need some test situations to make the grouping just right.
But I am changing it so that combat isn't the only way you gain exp

At this stage, there will be an exp pool for support, and exp pool for fighting.

I have a clever way of doing it but, it will need help with testing it.


This is the basis of it:

Support acts will include all non-direct combat techniques, and healing, buffing, etc.
You will have 2x EXP Pools, one for gaining through support, the other for gaining through fighting.

So the player will have two EXP meters.

For example, currently to reach level 5, you need to have gained 349k EXP.

In this proposed system, your level will be based off the exp meter with the most exp in it.

So if you have 350k exp in your support exp pool.
And you have 90k exp in your combat exp pool.
You will be level 5.

If you heal your charmie and have it tank for you, you will gain support exp and reduce your TNL based on support exp.
Your combat exp will stay low.

If you want to change and start leveling through directly fighting, you can.
But obviously you will be gaining based on the combat exp pool, so you will need to first gain the difference between the two exp types, to take yourself to the next level.

So really, it will make it easier for people who focus on support, to stay as support the whole time, and visa versa, rather than switching between the two.

Obviously, once you are at level 50, it won't matter, since you aren't needing to gain more levels.


Now, one of the tests we need to do once the code is in, is start measuring how long it takes each class currently, alone, to get from level 1 to 20, then from 20 to 30, then 30 to 40, and 40 to 50.

Based on that time span, we will balance the support exp system, so that the general time will be similar.

I see this as supporting grouping in general, because it will remove competition of the combat exp from the tank.
So the tank and supporters can gain the combat exp split between them.
And same with the support people.

Based on this, skills in your skill list that count towards support will be indicated with a different colour than combat skills.

Anyway, early days yet.
 







14
Scripting Board / Re: How Do I???
« on: October 29, 2008, 02:01:18 am »
dg_cast 'spellname' <target>

dg_cast 'acid arrow' %actor%

dg_cast 'acid arrow' %self.fighting%

15
Suggestions & Ideas / Re: Gold bug..
« on: May 18, 2008, 03:38:41 am »
Is this fixed?

Pages: [1] 2 3 ... 6