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XENA: Server Source-Code Project

Discussion on XENA: Server Source-Code Project within the EO PServer Hosting forum part of the Eudemons Online category.

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Old 07/06/2016, 16:59   #46
 
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A couple things had to be adjusted with the star mark calculator. It`s been kind of a nightmare All the numbers just get really confusing after you`ve been looking at them long enough. But here it is finally!



I posted a pic of the same pet with the same growth rates but as a different type, a warrior atk and then a warrior atk def. To show the difference in star due to the growth rate settings etc.

Additionally I have also finished the Main Compose rate calculator. Instead of having an endless table like tq did with the cq_rbn_rqr, I`ve instead adapted to a different way of determining how many star marks / growth rate points will be distributed based off the progress the attribute is to the cap of that growth. You can see as follows:

Code:
        public static double Below10Percent = 100;
        public static double Below20Percent = 040;
        public static double Below40Percent = 020;
        public static double Below60Percent = 015;
        public static double Below80Percent = 012;
        public static double Below90Percent = 006;
        public static double Below99Percent = 002;
        public static double MaxCompose = 0;
The above determines how many points the pets growth rate will increase. It`s also important to remember that the decimal place is like, where its ays Below10Percent = 100, its really 0.100 once it gets through to the client and everything. And while it`s obviously very difficult to reach the cap, once the player has finally reached it, it will receive no additional points. That is because I would prefer for players to start using the other compose functions to increase the star of their pets. Ofcourse this can be changed and altered should the time come, but in my preference I would like for pets to eventually cap at some point in the game. And battle power should then be relied on through alternatives.

Infact when the server source code evolves enough into the newer expansions like the divine path, the new composing systems for the other attributes will come into play and players can then increase the pet star from those options. It`s just a good way to keep things in balance at this point and I really don`t think anyone is going to get to the growth rate cap even despite those who slave away composing constantly.

This also enables me to determine 7 different grades for the minor. Which classically would be the: 1-star, 280 mark, 480 mark, 6-star, 8-star, 12-star and 19-star. While normally the 25-star would be the end compose minor, since there is no increase to the growth rate, it will display a requirement for it but with no increase so it`s pointless.

Ofcourse there are a number of things this could lead to. Such as... We can develop a system to increase a brand new attribute, once composing has reached end-game as far as the main attribute is concerned. So it`s all just another door that I`ve opened the possibility for in having a source code.

I`ve also tested out the compose rates and they are pretty similar to the classic server. I did however test it using a Warrior Atk with a main growth setting of HP. And the increase was about 25-points for the first 5-8 composes, then dropping about 20% and etc. Follow the above for more of a prediction. I thank god we have the cq_grade table, because if I had to write out the grades for every pet I would have thrown in the towel if I`m being completely honest.

Additionally I`ve also integrated the cq_eudemon_rbn_type table into the pettypes table. So we have 3 different tables where we would usually have to enter details for a new pet, all combined into 1 for efficiency!
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Old 07/07/2016, 03:41   #47
 
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Nice work cruey, keep going!
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Old 07/07/2016, 09:38   #48
 
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Your doin great... makes me wish I could beta test again lol!
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Old 07/08/2016, 07:22   #49
 
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Thanks for your support guys! So I have perfected the main compose system and calculators behind the scenes. And I ran into some trouble trying to write the code for the packet structures that bring up the Results page after you compose a major and minor together. Infact it was so frustrating and time consuming and I decided I really just wanted to move on so I changed all the work that I had done into comments and just decided to use a pop-up box instead.



So now when you hit compose, it will just bring up the results in a little pop-up message box with the growth rate increase results and the star mark increase. It wil also bring up the main compose interface again aswell, so it actually ends up making composing a little quicker for players. But I`m sure later on there will be a neccessity for the actual results page. The pop-up box doesn`t include a dice factor, like how it roles a dice from 1-6 to see how much the increase should be unless you have clovers. Instead it just works at full increase and it makes composing with clovers totally invalid, but that`s okay because I`m sure I can code in a new way for clovers to come into use, maybe if you have clovers in your bag it can double the effectiveness or something, Idk its all up for additional content design later on.

Speaking of additional later content, I`ve been considering the new expansions in chinese EO about how their new quests have these special Divine Potion rewards. These items can be used on pets to increase the growth rate of their Valor attribute (the main growth rate for divine compose), equivalent to 1-5 divine main composes. And I thought about how that might be something to consider for an open day event or even just as a reward for specific quests. In this game there are players who love composing and there are players who hate composing and then theres the occasional player who likes to take it in small doses.

So, with a source-code, we can totally make an item, call it idk Star Juice or something and the use of it will be to give the same increase to a pet as a main compose, or multiple main composes. This gives players the choice of either composing like normal to increase the quality of their pets or to participate in events/quests to increase the quality of their pets. How exciting!

Also one additional thing I have considered is when you input a major pet and the interface display at the bottom where it says Main GR attribute, see picture below.



Many people actually don`t know what this number even means. So I`ll start by explaining it to those that don`t understand. The purpose of this number is to determine the progress the pet has made to reach the cap or maximum in the main attribute. So say your pet is in HP growth and the cap is 6250 (62.50), but your current growth rate is 3000 (30.00) and the minimum in HP growth for that pet is 2500 (25.00). That means that there is a difference of 500 (5.00) between the current growth rate and the minimum. EO actually never released the information regarding minimum growth rates on their websites as far as I know, so the only way we can be informed about it is through the cq_grade table or by deducting the number in the compose interface from the growth rate. Anyway, I`m pretty sure but haven`t looked into it, but this number is actually what is used to determine what the requirements of your minor eudemon will be and how many points will be given to your pet after a main compose. And so my theory is that the cq_eudemon_reborn_rqr, where everyone adjusts their compose rates, the tables ID column uses the main attribute GR from the compose window to define the requirements and compose rates for the major! I know... It`s really full on but that was literally the most simplified way of explaining it.

ANYWAY... So what I was getting to is that I think the number is extremely complicated for the average player, I know it will probably take alot for anyone to understand the paragraph. So instead of using this number. I think players would work better with percentages. Because to be honest, there would take quite a bit of calculating to determine exactly what the progress your pet has made in that main growth.

So I thought instead of it saying "Main Attribute GR Mark". I would change it to "Main Compose Progress" and just input a percentage amount, for sake of simplicity and it wouldn`t be hard because the way I have designed the compose rates on the source code is percentage-based.

Anyways I have to move on now to finalizing the rest of the compose function. At the moment the system doesn`t actually delete the minor pet after composing, it just changes its name to minor because I needed to be able to test it over and over. So I`ll finish that and move onto warehouses....

It`s getting so annoying but thankfully after all the pet related work is complete I should have done a big majority of the work seeing as eudemons is majority of this game, hence the name !!
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Old 07/11/2016, 08:45   #50
 
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So I was feeling a little pokemon inspired. What is everyones thoughts on this idea? As a new boss hunting feature in servers. Would it be a good idea to have a eudemon of certain star mark randomly roam around the map and if the player can defeat it, it will return to egg for and you can claim the eudemon? It`s actually a real possibility with this source code!
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Old 07/14/2016, 12:03   #51
 
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Nice, so you mean that you would be able to go hunt a snorelax and get a eudemon egg? That sounds awesome.
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Old 07/18/2016, 07:24   #52
 
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Quote:
Originally Posted by shryelle View Post
Nice, so you mean that you would be able to go hunt a snorelax and get a eudemon egg? That sounds awesome.
Yeah sure, if you wanted to make a snorlax eudemon. But I just meant for any eudemon that we already have. But now that you mention it, we already have the reverse engineering software to make new 3D models for the game engine, all we would need after that is the reverse engine for the animations, which could totally be my next project.

If we did that we could make a pokemon MMO using EO as an engine!
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Old 07/18/2016, 15:16   #53
 
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would be awesome if you could remove that limit in eudemons table, so then we could add more pets w/o thunder bug or ranking sharing.
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Old 07/19/2016, 19:34   #54
 
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I am in awe of you cruey. I am so impressed with everything you have done. The goal you have set for yourself is inspiring. I do not understand most of what you are doing and talking of but that does not stop me from wanting to support you in any way I can. Thank you for all your hard work and dedication.
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Old 10/24/2016, 00:57   #55
 
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about this project.. could you make open source.. I want to develop it
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Old 11/07/2016, 21:36   #56
 
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Hey Cruey an idea you can do is do the entire program in either unity or unreal. The main reason is a lot of the coding can be condensed. Does this mean you would have to learn another engine or programming language. Possibly but hey it's fun to learn. Contact me via pm on here. I have a project in the works that I may share... mwhahahah

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Old 11/07/2016, 21:44   #57
 
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Quote:
Originally Posted by DEADP00L View Post
Hey Cruey an idea you can do is do the entire program in either unity or unreal. The main reason is a lot of the coding can be condensed. Does this mean you would have to learn another engine or programming language. Possibly but hey it's fun to learn. Contact me via pm on here. I have a project in the works that I may share... mwhahahah

Sent from my SAMSUNG-SM-J120AZ using Tapatalk
Nice to see your still about!


I must make comment here, in no way should a server be written in unity or unreal. Client sure. But otherwise wasted overhead by far.
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Old 11/07/2016, 22:39   #58
 
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Agreed I miss spoke. The client needs an overhaul as well. Still a fun option to play around with if ya decide to go the whole 9 yards. With the client files the way we are we have little in the ways of fully customizing the game. By redoing the client itself you actually open up multiple options to where you can fully enter your own custom monsters not just ones with new skins. If you break it down from what I have seen the only actual 3d elements are the mobs and npc/players. Mind you that's without me being able to tear apart the map files. A lot of the stuff is 2d ish. So what if we turned around and made EO A fully 3d game. With a major. Overhaul in gfx. **** giving away too much info on a side project I am debating on starting.
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Old 11/07/2016, 22:42   #59
 
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We have access to all the plugins required to build c3 files for new monsters.

The 91 base client itself is actually an open game engine now.
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Old 11/07/2016, 23:14   #60
 
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Hmmm will have to look into it to see what's available. Still would like to see a upgraded client lol

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