Project :: CrystalSeven (Next level customization)

10/01/2013 18:02 pro4never#46
Quote:
Originally Posted by Y u k i View Post
Thats not how our skills will work. Our skill system is nothing like TQ´s. It might be a good idea to use that way if we would aim to be a conquer server. However we just use conquer as a base. Did you even watch the 6th video? TQ´s system wouldnt even allow that kind of skills :)
Of course it would. You are using an AOE attack triggered by right clicking a single monster. That's no different than anything that already exists in the client.

You set a skill type for that type of targeting and damage type and boom, you're done.


All that matters to a skill handling system is...

-Type of targeting EG: Ground target, Self Target or Entity target (gives you center of targeting)
-Type of Area EG: Single, box, arc, line, circle
-Cost Type EG: Health, Mana, XP, Arrows, Stamina
-Effect Type EG: Damage, %Life, Heal, Heal Multi, Add/remove effects, etcetc (can can define all your own custom ones)
-Effect Amount EG: Damage calculations


You can do any custom skill the client could possibly handle using it assuming you have access to the source code to define new skill types
10/01/2013 18:26 Y u k i#47
Quote:
Originally Posted by pro4never View Post
Of course it would. You are using an AOE attack triggered by right clicking a single monster. That's no different than anything that already exists in the client.

You set a skill type for that type of targeting and damage type and boom, you're done.


All that matters to a skill handling system is...

-Type of targeting EG: Ground target, Self Target or Entity target (gives you center of targeting)
-Type of Area EG: Single, box, arc, line, circle
-Cost Type EG: Health, Mana, XP, Arrows, Stamina
-Effect Type EG: Damage, %Life, Heal, Heal Multi, Add/remove effects, etcetc (can can define all your own custom ones)
-Effect Amount EG: Damage calculations


You can do any custom skill the client could possibly handle using it assuming you have access to the source code to define new skill types
We have no reason to use the magictype.dat. Really. Tell me the advantages of using that file :) We just have 5 Skills we actively use, well atleast its just 5 ID´s wich will inherit its abilities from items you can collect.

Btw its not triggered by rightclicking a mob but the map. It returns us X and Y coords we use to set ranges, direction and so on.

Oh edit: Our skills are able to move to our scripting engine :)
10/01/2013 19:03 pro4never#48
Quote:
Originally Posted by Y u k i View Post
We have no reason to use the magictype.dat. Really. Tell me the advantages of using that file :) We just have 5 Skills we actively use, well atleast its just 5 ID´s wich will inherit its abilities from items you can collect.

Btw its not triggered by rightclicking a mob but the map. It returns us X and Y coords we use to set ranges, direction and so on.

Oh edit: Our skills are able to move to our scripting engine :)
In that case swap it over to a ground targeted ID.

Again, it's all personal preference but when adding or testing new skills, you can add them with just a single sql entry and a single line in magictype.dat. From there you can tweak the visual aspects client side but it makes editing how a skill works (even while the server is open) incredibly easy. Allows you to rapidly prototype new skills as well as have a strong and reliable system to handle all core game skills (which can still be customized any way you want them to work.


Either works, more wondering why people still hard code them is all.
10/01/2013 20:25 drakejoe67#49
Quote:
Originally Posted by pro4never View Post
In that case swap it over to a ground targeted ID.

Again, it's all personal preference but when adding or testing new skills, you can add them with just a single sql entry and a single line in magictype.dat. From there you can tweak the visual aspects client side but it makes editing how a skill works (even while the server is open) incredibly easy. Allows you to rapidly prototype new skills as well as have a strong and reliable system to handle all core game skills (which can still be customized any way you want them to work.


Either works, more wondering why people still hard code them is all.
I am using magictype that are ground targeted ID. Which in this case, pervade.
The thing is that we use 5 of them, and they all share a purpose of being a bridge for skills. That's how all the codes are done here. I made the effects of the magic ID's to "no" sound and effect. So I could control it server sided instead.

The client has a specific number of skill ID we can use ,and we can't really add new ones so we stick to using 5 of them as a bridge.
10/01/2013 20:56 pro4never#50
Quote:
Originally Posted by drakejoe67 View Post
The client has a specific number of skill ID we can use ,and we can't really add new ones ...

What? I've never had an issue with adding new custom skill IDs in any client version I've done it in...

Edit MagicType to add support for it and edit MagicEffect to link ID with name/desc/effects. Worked every time I've done it.


Obviously a very basic example but this skill test I did was a new ID, not related to one already in the client and it worked fine.
10/01/2013 21:21 drakejoe67#51
I would appreciate if you know how to add new entries into the 5017 binary magictype.dat
It uses a whole another encryption, I've tried alot of stuff.
10/01/2013 22:17 Y u k i#52
Quote:
Originally Posted by drakejoe67 View Post
I would appreciate if you know how to add new entries into the 5017 binary magictype.dat
It uses a whole another encryption, I've tried alot of stuff.
nevermind that - i already wrote a reader/writer based on the co2core.dll
10/06/2013 01:39 Y u k i#53
Quick Update:

Screen System Implemented
Scripting Engine Implemented
Quest System Implemented
Recoded Inventory handling (We now have 3 inventories: Pet, Skill and normal Inventory)
Recoded Equipment handling
Started cleaning up code to make efficient use of the Screensystem.
Added a Threadpool to help process multiple things that benefit from it
Added Multithreading for Mobs, Items, Chars and Mapeffects
10/09/2013 05:49 Y u k i#54

:)
10/09/2013 06:39 LordGragen.#55
whos voice was that? because it was bad-ass,

okay so here is the thing this looks like very promising server in fact on my point of view i think this project and ultis project are going to be 2 rare projects, now there is others also out there but this 2 looks like a server with all futures

every time i see a big project on stuff like this makes me wonder, i mean all this hard work you guys are putting on might pay off, but what if people don't play? or worst what if conquer take actions, now by saying "conquer take actions" don't think i am trying to scare you but take it was a compliment because co will take action if they worry about something and i can see how much effort you guys putting on this server and the cool thing is its paying off so far.

But if you have the talent and your good at c# why not create a custom game? I know you might hear this allot but i want to show you something.

[video]http://www.youtube.com/watch?v=5oJqgeOxU7Y[/video]

its totally up to you guys tho, create a full game that can be fully yours or use co.
10/09/2013 07:52 Y u k i#56
Quote:
Originally Posted by LordGragen. View Post
whos voice was that? because it was bad-ass,

okay so here is the thing this looks like very promising server in fact on my point of view i think this project and ultis project are going to be 2 rare projects, now there is others also out there but this 2 looks like a server with all futures

every time i see a big project on stuff like this makes me wonder, i mean all this hard work you guys are putting on might pay off, but what if people don't play? or worst what if conquer take actions, now by saying "conquer take actions" don't think i am trying to scare you but take it was a compliment because co will take action if they worry about something and i can see how much effort you guys putting on this server and the cool thing is its paying off so far.

But if you have the talent and your good at c# why not create a custom game? I know you might hear this allot but i want to show you something.

[video]http://www.youtube.com/watch?v=5oJqgeOxU7Y[/video]

its totally up to you guys tho, create a full game that can be fully yours or use co.
Thanks alot for your feedback! If nobody plays it then well.. fuck :D But i hope we will attract a lot of players. Since you dont even have to know how to play conquer within this "sever" we also aim for a much wider playerbase. People who are super pro at conquer will fail here within minutes and beeing forced to rethink how to advance ingame. While new players who never played conquer will be easily integrated into the game during the storyline. If TQ should take actions against us, that would be the worst case scenario for us. But im already looking into XNA to build a custom client, well game. Since the first day, me and joe were talking about creating a own game. But since we dont know xna at this point, we will keep it a private server and aim for a custom game in the longer term. Kickstarter would probably be worth a try since i got quite a big youtube follower base - they would spread the word for me.

Creating an own game is much more work than you might imagine.

And yeah, our Voice over guy rocks!
10/09/2013 10:32 _DreadNought_#57
Voice actor rocks.

But just curious, why did you put 'server' in speech marks @ your previous post?

Also; Will you be hosting this on a linux box? Just because windows is rather expensive and silly lol.
10/09/2013 11:20 Y u k i#58
Quote:
Originally Posted by _DreadNought_ View Post
Voice actor rocks.

But just curious, why did you put 'server' in speech marks @ your previous post?

Also; Will you be hosting this on a linux box? Just because windows is rather expensive and silly lol.
I put it in speech marks because we dont really call it a Conquer server. I mean yeah, we use their client to connect to our server, but the gameplay is too different to call it a conquer server.

it will be hosted on a windows box, i have a sponsorship from [Only registered and activated users can see links. Click Here To Register...]
so i dont pay for hosting. They were even kind enough to give us crystalseven.net for free, just because we needed it.
10/09/2013 11:48 _DreadNought_#59
Quote:
Originally Posted by Y u k i View Post
I put it in speech marks because we dont really call it a Conquer server. I mean yeah, we use their client to connect to our server, but the gameplay is too different to call it a conquer server.

it will be hosted on a windows box, i have a sponsorship from [Only registered and activated users can see links. Click Here To Register...]
so i dont pay for hosting. They were even kind enough to give us crystalseven.net for free, just because we needed it.
How'd you manage to land that sponsorship? ;o
10/09/2013 13:12 Y u k i#60
Quote:
Originally Posted by _DreadNought_ View Post
How'd you manage to land that sponsorship? ;o
Beeing youtube partner has its benefits :3