[Dev] Hellmouth Revival

12/24/2010 15:25 pro4never#166
Yupp we already use iron python of the scripts. We just need to get the remote scripting system in place so that you can load/add and modify the .npc files on the server from any computer and see changes made instantly without server restarts or vps access.

We have a 'working' system but it needs some serious upgrades before it's something we could release to the public to use.

I'll be updating the server for use with current tq patch today.

Here's a teaser for you guys, not that it takes much to get to this point lol.

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Ok... through random trying different skills... WTF TQ?!

There's a skill in the client called "slaughter"

Wow... I should really decrypt magictype and check this shit out.

Seems skill use packet changed somewhat... yay for logging packets!

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12/24/2010 15:37 Arcо#167
Quote:
Originally Posted by pro4never View Post
Yupp we already use iron python of the scripts. We just need to get the remote scripting system in place so that you can load/add and modify the .npc files on the server from any computer and see changes made instantly without server restarts or vps access.

We have a 'working' system but it needs some serious upgrades before it's something we could release to the public to use.

I'll be updating the server for use with current tq patch today.

Here's a teaser for you guys, not that it takes much to get to this point lol.

[Only registered and activated users can see links. Click Here To Register...]
There is no dot in my name!!!
12/24/2010 16:24 pro4never#168
Quote:
Originally Posted by Arcо View Post
There is no dot in my name!!!
No one cares, you smell funny!



So yes... attack didn't change I'm just an idiot.

Also run through some of the different attack skills and wow... tq added a TON of skills (boss skills mostly) but I plan to re-use some of them for other purposes *evil laugh*.

Monks work just fine, just none of their skills are coded. I'll log some of that now before I leave I guess.
12/24/2010 19:20 BioHazarxPaul#169
Quote:
Originally Posted by pro4never View Post
No one cares, you smell funny!



So yes... attack didn't change I'm just an idiot.

Also run through some of the different attack skills and wow... tq added a TON of skills (boss skills mostly) but I plan to re-use some of them for other purposes *evil laugh*.

Monks work just fine, just none of their skills are coded. I'll log some of that now before I leave I guess.
oh interesting... i haven't even touched the monk class on real co so I'm sure ill be seeing some new stuff once u get beta up and going.
12/26/2010 07:58 Arcо#170
Updates:
-Enchanting is done.
-Composition is done.
-Trading is done.
12/26/2010 14:28 stiwen#171
niceeee when start beta?
12/26/2010 16:56 CptSky#172
Arco, you have implemented the enchanting completely? With the effect like I show you how? And every value of each gem?
12/26/2010 17:03 Arcо#173
Quote:
Originally Posted by CptSky View Post
Arco, you have implemented the enchanting completely? With the effect like I show you how? And every value of each gem?
Yes mate.
12/27/2010 06:40 Arcо#174
Sorry for double post but heres an update.
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12/27/2010 15:12 pro4never#175
Do i'm debating... should i add a npc logger to my proxy and build all proper tq npcs?

All it would need it ppl to log in and talk to npcs... the logger would then dump all the text and options into the correct, npc files. All we'd then need to do ourselves is add the correct checks (it, remove cp, vp, etc) but all the text and options would be there for any npc we talk to using proxy...


I think i'll work on that today... and maybe a mob spawn builder to automatically estimate where to spawn mobs and how many.
12/27/2010 16:25 Basser#176
Quote:
Originally Posted by pro4never View Post
Do i'm debating... should i add a npc logger to my proxy and build all proper tq npcs?

All it would need it ppl to log in and talk to npcs... the logger would then dump all the text and options into the correct, npc files. All we'd then need to do ourselves is add the correct checks (it, remove cp, vp, etc) but all the text and options would be there for any npc we talk to using proxy...


I think i'll work on that today... and maybe a mob spawn builder to automatically estimate where to spawn mobs and how many.
Why do that if TQs official databases have been leaked, atleast the NPC dialogs are public. (The binary files..)
12/27/2010 16:27 Arcо#177
Quote:
Originally Posted by Basser View Post
Why do that if TQs official databases have been leaked, atleast the NPC dialogs are public. (The binary files..)
Cause there's patch 5300+ binary private servers amirite?
12/27/2010 16:58 pro4never#178
Quote:
Originally Posted by Basser View Post
Why do that if TQs official databases have been leaked, atleast the NPC dialogs are public. (The binary files..)
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.
12/27/2010 22:42 Kiyono#179
TQ's English database was leaked but it's for patch 4351 so not exactly up to date.
12/27/2010 23:01 pro4never#180
Quote:
Originally Posted by Kiyono View Post
TQ's English database was leaked but it's for patch 4351 so not exactly up to date.
yahh personally I'd rather log the current one (even if it's just the main page) then have to convert all that mysql bullshit into a usable form.


Anyways, just logged 150+ npcs (first page only obviously as can't really do past that with this method) and almost 2,000 npc spawn locations across all the main maps.


Arco is working on arena again... I'm going to maybe work a bit more on map system and mob spawns tonight. Mob structures are partially done... gonna have to actually start SPAWNING them soon and running ai which is always when it gets frustrating and complex >.<... or maybe I'll code teams... either way something will get done tonight ahah.


I'll also be converting the status effect stuff in the next day or so... that way I can start adding in some monk skills to attract testers when we go beta.