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[Dev] Hellmouth Revival

Discussion on [Dev] Hellmouth Revival within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 12/17/2010, 16:23   #151
 
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add monk and 120-140 gear like in real co
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Old 12/18/2010, 05:23   #152
 
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add monk and 120-140 gear like in real co
it will have monks but the class will be reinvented
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Old 12/18/2010, 11:42   #153
 
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Hey! When server will be online?
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Old 12/23/2010, 15:27   #154
 
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we been waiting for a long time it would be cool if you could let us test the server for Christmas or something
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Old 12/23/2010, 16:43   #155
 
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we been waiting for a long time it would be cool if you could let us test the server for Christmas or something
The plan is to hold open beta test around newyears.

I go home tonight and will be away from the internet. The plan is for me to re-work the main/base systems while there and do large svn updates over the next week or so. The hope is that we will have the main functionality all cleaned up/re-worked for newyears and we can then worry about adding in content (npcs/mob spawns/minor events).

The plan is that I'm going to work on BASE systems (IE: targeting methods, packets and structures, etc) and then others are going to work on implementing them. An example would be... I'm going to have one of the members code skill costs and effects (so like a canskill bool which checks the skill cost (stam/mana) vs char conditions and the target range/validity and then also a dmg boosting method for pct or + bonus dmg from skills.

The january test will NOT be a full server. it will be mass stress testing and bug finding. It will have cmds and let ppl do some pvp stuff (as for monks I'll throw in some base functionality but I'm not gonna put too much work into their skills as I'll be re-writing the class to suit my own needs.
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Old 12/23/2010, 17:27   #156
 
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The plan is to hold open beta test around newyears.

I go home tonight and will be away from the internet. The plan is for me to re-work the main/base systems while there and do large svn updates over the next week or so. The hope is that we will have the main functionality all cleaned up/re-worked for newyears and we can then worry about adding in content (npcs/mob spawns/minor events).

The plan is that I'm going to work on BASE systems (IE: targeting methods, packets and structures, etc) and then others are going to work on implementing them. An example would be... I'm going to have one of the members code skill costs and effects (so like a canskill bool which checks the skill cost (stam/mana) vs char conditions and the target range/validity and then also a dmg boosting method for pct or + bonus dmg from skills.

The january test will NOT be a full server. it will be mass stress testing and bug finding. It will have cmds and let ppl do some pvp stuff (as for monks I'll throw in some base functionality but I'm not gonna put too much work into their skills as I'll be re-writing the class to suit my own needs.
good thing to bout the monk coz tq messd that class up too watever new things they make it comes all messed up
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Old 12/23/2010, 17:34   #157
 
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good thing to bout the monk coz tq messd that class up too watever new things they make it comes all messed up
basically all the classes and gameplay will be in the long run re-worked but I don't see much of a point coding monk hardly at all seeing as virtually EVERYTHING is going to change with them. I'll prob code their main skills (as skills are generally SUPER easy to code) but for the most part they won't be done.

Items and stuff will obviously work as that's not something I need to code, just load in an updated itemtype.dat
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Old 12/23/2010, 22:32   #158


 
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I will have more time during the next 2 weeks. I can work on some things if you want. You just need to say which one.
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Old 12/24/2010, 00:17   #159
 
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I will have more time during the next 2 weeks. I can work on some things if you want. You just need to say which one.
Awesome. I'm going to be hopefully sticking to base systems (I wanna work on mobs, maps, spawning and skills) and leave the more detailed stuff to others (more advanced mob ai, drop rates, trading, finish up view gears, npcs, storage, etc...)

Also... the remote npc scripter needs to be finished up before beta so we can start letting some members to rapid npc deployment.

Outside of that though I'd say just find a system that's not being worked on and take a crack. I'll HOPEFULLY be able to get in to net every day or two to upload my revisions. If I do I'll update this thread. If you don't have svn access msn me if you ever see me on (won't be much cause I have no net at home).

Yay holiday programming ahaha
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Old 12/24/2010, 00:35   #160


 
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Originally Posted by pro4never View Post
[...]Also... the remote npc scripter needs to be finished up before beta so we can start letting some members to rapid npc deployment.[...]
If you are interested, I have a fully functionnal script system from my old private server. Members will just have to code the NPC with a syntax based on INI File and us, will have to compile the script with a tool for the server. The server read my own script format in binary. Faster then INI... All scripts are stored in a dictionnary and you just have to call the execute function with the right page.

Something like:
Code:
AllScripts[10052].Execute(Client, Control);
Here an example for a conductress.

Code:
;********************
;*****Conductrice****
;********************

[Page0]
Count = 1

Text0 = Où vouslez-vous aller? Je peux vous y téléporter contre 100 argents!
Opt0  = Ville Dragon - 1 : Marché - 2 : Ça ne m'intéresse pas. - 255
Face0 = 1

[Page1]
Count = 2

Req0  = Money >= 100
Rew0  = Money[-100] & Teleport[1011:11:376]

Text1 = Il semble bien que vous n'avez pas assez d'argent!
Opt1  = Ok. - 255
Face1 = 1

[Page2]
Count = 2

Req0  = Money >= 100
Rew0  = Money[-100] & Teleport[1036:307:234]

Text1 = Il semble bien que vous n'avez pas assez d'argent!
Opt1  = Ok. - 255
Face1 = 1
And the list of things already implemented.
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Old 12/24/2010, 01:25   #161
 
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doesnt look like a half bad npc system..
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Old 12/24/2010, 01:44   #162
 
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12 i think it was seems to be a broken value (if 0 item is broen and needs repairing), 13 and 15 seem to be min/max dura but it's strange... it des something like 2.5x what i enter...
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Old 12/24/2010, 01:50   #163


 
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Quote:
Originally Posted by BioHazarxPaul View Post
doesnt look like a half bad npc system..
Because the script syntax is really basic? It's just a way too give a chance to everyone to script a NPC... The compiled script file is in binary format. This system works fine and it's really extensible... You need to read one time the script (takes no time...), and if you want, you can reload an updated version at any moment. It doesn't use a lot. Oh, and if you want to see the compiled script, here a screenshot.
Attached Images
File Type: jpg KCS.jpg (408.6 KB, 35 views)
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Old 12/24/2010, 05:25   #164
 
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I'm fairly certain p4n already uses Iron Python for his scripts
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Old 12/24/2010, 14:16   #165
 
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He does.
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