Quote:
Originally Posted by Big_
carnt wait to see it good work and keep it up i carnt wait to test it out
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Thanks!
I'm blaming my friends for the delay (I've been getting distracted the past few days from playing and pvping on various servers... My apologies, but all work and no play makes for a broken Cup.)
Spent this afternoon working on the game world. Correctly loads appearances, equipment, positions, maps and the basics. Excuse the ridiculous attack and magic stats - I haven't fully completed reverse engineering the player stat packets. Obviously I haven't started on chatting either, so I'll just leave it in the chatbox (sending and receiving of messages is not yet implemented - it's not a huge priority at the moment).
Preview:
Edit: Stats have been fixed (I had the wrong endianess):
Edit2: I found that each command has it's name and parameters checked by the client, and each command has different opcodes, which I wasn't quite fond of, so I'm going for a custom command syntax. If anything has a suggestion for a command identifier (currently using '&' as opposed to '/'), feel free to let me know!
On the top of commands, I've started implementing the scripting system that will be used for game content! I had originally planned for this to be written using Ruby, however I opted to use Python instead, as I feel the developers within this community would be more comfortable with a language that has been used in this area of development previous. I'll work on abstracting the system, and having script dependency support (scripts that require methods or variables from other scripts), but for now, this is how the basic system looks for a command implementation:
Edit 3: Python scripting/plugin system has been completed. Scripts support multiple dependencies on other scripts through the use of a plugin metadata configuration file ("Plugin.xml"), and as such, can reference classes, functions and variables from that script.