Quote:
Originally Posted by Basser
Why do that if TQs official databases have been leaked, atleast the NPC dialogs are public. (The binary files..)
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Correct me if I'm wrong but aren't they mostly crappy english? Most bins are working to translate so I assumed most of the backups were not english.
That being said... this will cover CURRENT npcs and dump directly into our python scripting format. I don't like sql based npcs and have no intention of using them.
Also! Sexy thought: Offset finder!
Going to upgrade the packet logging functionality to print out known values above the packet.
IE:
Found CharUID: Offset 4
Found CharX: Offset 20
etcetc...
Would save a bunch of time with packet logging!
Ooh! Also thinking I'll add a mob logger to get mob spawns from official servers as well as some other little tools for the proxy.
<<EDIT>>
Logged a bunch of packets for some game features. Hopefully me or arco will be able to finish up some more main features today or tomorrow.
I have added some basic packet finding stuff into the packet logger (it's not actually that useful... at least for me I can tell what MOST offsets are rather quickly) but it helps a bit.
ADDED NPC FACES
Just cause I forgot to add it earlier. I'll be working on the npc logging code now... it's gonna be a bit of a pain to parse all of those packets into python code without running into problems but I THINK I can manage it....
If I can get it working it will fill in most of the useless npcs and make the server seem SO much more complete (just need to add a few checks/actions to npcs but all the text will be there!)
logged packets for...
New Guild system
Arena system
New team system (it already half works... just need to finish it up, blehh)
Msg board
Alternate equipment
Sub class
Simple stuff I suppose but it's something for arco and myself to work on... those are some serious upgrades if we get those systems all finished.
As for server customization... I'm going to start working on the specifics of each class soon. I'll need to write a program to batch convert the itemtype.txt (or perhaps just generate a fully new one!) for our new items... I need to figure out a simple way to display percentage physical defense as I want to move away from + pdef for armors.
Here's the temporary breakdown of class defenses as I currently see it as well as some other ideas in progress...
MITIGATION:
Armors and shields would no longer offer a + pdef (from normal stats... composition most likely still would)
As such we will have a much more customizable and unique set of classes... here's some ROUGH estimates of each classes capabilities...
Warriors: as tank they should be able to absorb LARGE amounts of pdmg and a significant portion of mdmg as well as blocking arrows and generally kicking ass at defense.
Level 120 warrior should have pdef cap (80 pct) and around 60-65 mdef (talking shield here... I'll need to sort out what I want to do with 2h wars...)
Trojans: Should be mid range pdef as they should focus on DAMAGE dealing..
level 120 trojan should have something like 65pct pdef and 40pct mdef
Ninja should be low pdef but decent mdef (they should be considered the anti ranged character focusing on dodging and shadow stepping to targets)
level 120 ninja should have around 30-35 pct pdef and 65 or so mdef
Tao should be max mdef with very, very low pdef
Level 120 tao should have 80pct mdef with only around 20pct pdef
Archer should be mid/low range on both counts.
level 120 archer should have around 40 pdef 45 mdef
Monk should be low pdef medium mdef
Level 120 monk should have ~ 35 pct pdef 60-65 mdef
As for 130 armors... I'm thinking I'll make new custom 130 (or 135 depending on how high we raise lvl cap) armors but these will NOT increase mitigation... instead they will be elemental based armors which can be obtained through upgrades from boss items. 135/140 armors would become locked to your character if you upgrade them that far and would no longer be able to trade (130 would trade but still require high end items to upgrade that far).
The new armors should be based around elements and resistances, NOT crazy high stats (there will NOT be huge like doubling of defense or attack from these things... rather elemental attributes and cool looking effects.
ENERGY:
I'm considering ways to modify classes further... I'm not sure if I can/should use mana for this as a re-tooled purpose or simply change how stamina works...
basically I want to give classes something that charges up through combat which can be used to turn the tide of battles which is unique to their class...
IE:
Warriors: Gain energy through blocking things or absorbing damage. They can unleash energy for a devastating shield bash (stun) or a small AOE attack (cripple maybe? no jump only walk for few seconds)
Trojans: Gain energy through dealing pdmg to targets and can use it to enter an enraged mode for 10-15 seconds in which they deal 1.5x dmg but take 1.5x dmg in return
Ninjas: Gain energy through dodging attacks or landing critical hits and can use it for shadow step skills (teleport behind a target, NO DMG) or teleport away to a random location (1-2 screen range) as a method of escape.
Monks: gain energy from being near their totems or through xp skills and can unleash it for either a strong aoe attack or to summon a more powerful totem
My thoughts are energy could be used as a sort of mana pool for non caster classes...
XP skill: Strong skills usable every minute or two
Stamina Skills: medium dmg skills used in specific situations
mana: Used by casters for lower dmg attacks and effects
Energy: used by non casters for strategic attacks
Not sure how I feel about the energy idea but it could add some seriously interesting gameplay elements to the game.
Basically there are a bunch of skills I don't want to be mana based cause they'd be too strong... stamina feels like they would just be ppl running for stamina and then spamming them and xp seems like the skill would never get used or something... I dunno.