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Messages - rynald

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Suggestions & Ideas / Re: Questjournal v1
« on: December 19, 2016, 01:42:46 pm »
That's great news, i'm a fan of the journal. You can join gitlab as far as i'm concerned, but it doesn't track triggers (yet), only code.

Suggestions & Ideas / Balancing classes
« on: February 07, 2016, 06:09:22 am »
Most players prefer casters nowadays, which means the classes aren't balanced anymore. Casters seem to do more damage and heal faster than melee. What should be done about this: nerf casters, boost melee, or make melee more interesting in a different way?

PK can be improved too and since changes to PK can influence the balance of classes and vice versa, you can voice your thoughts about this here as well.

Scripting Board / Re: What are arrays, and why should we use them?
« on: October 26, 2015, 02:36:05 pm »
There aren't many commands that aren't mentioned in the help files or in the reference at Having our own wiki would be nice though.

Scripting Board / Re: What are arrays, and why should we use them?
« on: October 25, 2015, 05:28:10 pm »
After the next update you can do

Code: [Select]
eval s some words
insert_word just 1 s
%echo% %s%
replace_word three 2 s
%echo% %s%
%echo% %s.word_count%
%echo% %s.wordat(3)%

which gives:

just some words
just three words

(wordat already exists)

Scripting Board / Re: Card Game Functions
« on: October 23, 2015, 03:10:07 pm »
An other way would be to use a command trigger for every game. You can put them on a dealer mob or on the room.
If the game is a global:

Code: [Select]
eval game poker
global game

then each trigger can check if the game is equal to the one they handle:

Code: [Select]
if == poker
  if %cmd% == bid
  elseif %cmd% == fold
    return 0
  return 0

A card can be a two character string: 2C, AS, 1D (10 of diamonds). You can check for the suit and number with dg_letter:

Code: [Select]
eval card 3S
dg_letter num 1 %card%
dg_letter suit 2 %card%

It's probably best to let a function check whether the number of one card is higher than another.

The dealer starts with a deck of 52 cards, that can be made when a player asks to start a game:

"start poker bob mary james"

Code: [Select]
eval numcards 52
eval card1 2H
eval card2 3H
eval card52 AS
eval i 1
while %i% < 53
  global card%i%
  eval i %i% + 1

The dealer's cards are in context 0, the player cards can be put in their own context when they are dealt at random:

Code: [Select]
eval player 1
while %player% <= 3
  eval i 1
  while %i% <= 5
    # pick random card
    eval c %%random.%numcards%%%
    eval card %%card%c%%%
    # add card to player
    context %player%
    eval numcards %self.numcards% + 1
    global numcards
    eval card%numcards% %card%
    global card%numcards%
    # remove card from dealer
    context 0
    eval card%c% %%card%self.numcards%%%
    global card%c%
    eval numcards %numcards% - 1
    global numcards
    eval i %i% + 1
  eval player %player% + 1

I'm not sure about using context, but it makes sense in this case so you can use the same names.

Scripting Board / Re: Scripted Quest Rewards you would like to see
« on: October 09, 2015, 02:46:39 pm »
When you have the id of something you can control it with makeuid:

Code: [Select]
makeuid mob %id%
%force% %mob% sit

Scripting Board / Re: Scripted Quest Rewards you would like to see
« on: October 08, 2015, 01:03:13 pm »
The pages are online after all:

There have been changes to scripting, but most of it still applies to our scripts.

Scripting Board / Re: Scripted Quest Rewards you would like to see
« on: October 08, 2015, 12:34:03 pm »
1) You can attach a trigger to something from a script with: attach <trigger vnum> <id>. I didn't get any problems when putting one on a mob.

2) I've asked TBA for permission to mirror their old dg script reference pages on our site. If that doesn't work out we can take a stab at a wiki, but i'll need to work with Opie on that.

Scripting Board / Re: Scripted Quest Rewards you would like to see
« on: October 06, 2015, 04:25:20 pm »
DTs are set in the zones, i can't imagine they will be created on the fly. But to make sure, it's possible to have the code check for all rooms in the zone for any DTs when the detector is used.

When a function is called, it runs as if it's attached to the mob/obj/room that called it. You can then use globals to pass return values:

Trigger Editor [1]

1) Name         : using return value
2) Intended for : Objects
3) Trigger types: Command
4) Numeric Arg  : 7
5) Arguments    : doit
6) Commands:
eval x 1
%echo% x = %x%
function 2 %x%
eval x %self.new_x%
%echo% after func: x = %x%

Trigger Editor [2]

1) Name         : func
2) Intended for : Objects
3) Trigger types: FUNCTION
4) Numeric Arg  : 100
5) Arguments    :
6) Commands:
eval new_x %args% + 1
global new_x

It should work as long as the attach types are the same.

Suggestions & Ideas / Re: 100 Cha limit and backstab damage
« on: July 27, 2015, 04:25:29 pm »
The chance of failure for any spell is 2/101 if you learned the spell to 99%. That's not too bad?

Building Board / Re: New stuff, please explain
« on: July 27, 2015, 04:03:35 pm »

With crafting you get the ability to make items from ingredients or intermediate products by performing skills. The stats of the final item depend on the object values quality, colour, dyecount, origin, stage and material. Crafted items deteriorate with use, but will be able to be repaired.

A short overview of the values:

Quality: this is the overall value determining how good the item is. It is made up of the other values, the skill of the crafter, the quality of the ingredients, and some luck.

Colour & dyecount: players will get the chance to dye some of the items which will change the stats. The number of dyes are counted because the colour will turn black after a certain number of tries. The object values are meant for scripts, if you want to make a normal item you can describe the colour(s) in the descs.

Material: it was moved to this menu because it wasn't used much in the past, and it will be used a lot with crafting. You can set the material and set the rest to none if you like (i see you've got an older version there, you can do this after a copyover).

Origin: the quality of an ingredient may depend on where it came from. A shield made from hardwood will be better than one made from fruitwood, while you wouldn't want a hardwood ship (or do you? i don't know, it's just an example). As it is now the origin of a tree log is put into it when a tree is lumberjacked, and also when an animal is skinned.

Stage: scripts use this to know where the object is in the development chain.

Weapon length

Short weapons are <= 60 cm, the rest are long weapons. The spells fire shield and thorn shield check for this, otherwise size doesn't matter. You can make it as realistic as you want.

Suggestions & Ideas / Re: 100 Cha limit and backstab damage
« on: July 17, 2015, 02:47:28 pm »
Using a percentage of the current hp makes mobs hit less and less. When you're down to 10 hp you still won't die from a backstab which looks kinda silly. The same is true when taking a percentage from the maxhit, but then there's only a difference between players which is less obvious.

When you have wimpy set, can they still get hits in after a backstab?
75% is the upper limit though, it will be lower than that most of the time.

Suggestions & Ideas / Re: 100 Cha limit and backstab damage
« on: July 05, 2015, 03:30:27 pm »
The 75 percent limit can be discussed, but with this limit you at least have a chance to survive if you heal enough.

There are over 25 wear slots, i don't know if there is +5 cha equipment for all of them yet, but it should at least be possible to use all of it imo.

Suggestions & Ideas / 100 Cha limit and backstab damage
« on: May 12, 2015, 04:29:34 pm »
Here are two suggestions for improvements:

1. Fighters and rogues have a chance to do backstab damage in every round. High level tiered mobs can do thousands of damage this way, often killing the player. I propose to limit this damage to 75% of the player's maxhit, so you have the chance to do something when you get hit the first time.

2. Cha is limited to 100 at the moment, while damroll is capped at 150. 100 cha is easier to get, especially because of divine mind. When you've hit 100, new quest equip isn't as useful anymore. The idea is to raise the limit to 150.

Woodworker / Woodworker discussion
« on: March 14, 2015, 07:52:44 am »
Welcome to the woodworker discussion thread where we can discuss what this craft should be like. The current state of woodworker is shown in the Current State thread. At the moment it serves as a starting point, through time it will be edited every time we agree on something until it's finished. Feel free to post anything related to this craft.

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