Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Duregar

Pages: [1] 2
1
RPGWO V3 / Re: V3 server files incomplete?
« on: November 28, 2017, 03:23:21 pm »
Hey Greatest, just found out that the potion definitions already exist in the v3 item ini. The only thing thats missing is the usages for pots on items. The v2 usages use * as a target, which im guessing is a wildcard for any item. Has something changed in the v3 engine to make that obsolete?

2
RPGWO V3 / Re: V3 server files incomplete?
« on: November 27, 2017, 07:11:17 pm »
Ok I kinda like the random generation idea. Writing uses for them is a bit of a challenge this way, since the info is random and hidden to some degree.
If I understand correctly, there are now 10 variations of each potion, and there is an extract + powder to make tier 1.......potion 1+ a different powder makes tier 2.....etc. So this means that a use for adding bonuses to armor like we could do in v2 will require 10 entries for each level of potion, and some idea as to what the bonus for each tier is to match the giveskillbonus of the use entry. So are the tiers a static bonus each, or a range, and is that info in the dat file?

3
RPGWO V3 / Re: V3 server files incomplete?
« on: November 23, 2017, 06:37:04 pm »
Thanks for the replies Greatest. I actually found the problem last night, think the files were corrupted because the server didnt generate the alchemy usages when i fired it up. The hex files i found were causing a client version conflict and wouldnt run, even when i tried switching to the v2 server. Didnt have enough time to look deeper into that problem yesterday.

4
RPGWO V3 / Re: V3 server files incomplete?
« on: November 22, 2017, 06:16:00 pm »
Ok ty, and what are the minerals for.......dolomite etc? I also didnt see any items for spices, so do they need to be added? Also noticed that plants trees etc dont spawn automatically, i seem to recall they were automatically added at generation in the past, so i am ghessing they need to be set somehow?

5
RPGWO V6 / V7 / Re: Anyone on anymore?
« on: November 22, 2017, 12:02:43 pm »
Is the server ever up? Been trying to log into it for like 2-3 days now constantly getting connection refused.

6
RPGWO V3 / V3 server files incomplete?
« on: November 22, 2017, 10:49:37 am »
Hey All,

Been away for a while, and I have noticed the public servers are all offline so I was going to set up a v3 server on my comp to play as a single player. I have noticed there seems to be a lot of stuff missing from the server ini's available in the link on the home page. I do not see a ton of usage entries for a lot of basic stuff like potions cooking, etc. I also don't see monster entries for farm animals. So, are the v3 server files incomplete, or have certain things been added to the exe coding?

7
v2 Servers / Re: Item Init failing?
« on: September 19, 2012, 01:55:21 pm »
ok
thanks guys

if i start with a fresh ini n start adding items say 10 at a time would that cause an init failure like i have been seeing?
im guessing at this point as long as the item itemuse animation and monster ini's are present it should be ok even if they have no content?

8
v2 Servers / Item Init failing?
« on: September 17, 2012, 09:42:51 am »
Anyone know why I get this message when i try to add or alter items on the fancy lad files?

Just adding one item to the list via the itemeditor program or typing into the ini directly causes a pop up

WARNING WARNING ITEM INIT FAILED

Even if i enter an item i know already worked from another server exactly like it was there it causes this to happen

Any ideas at all?

9
v2 Servers / Re: Item and spell area of affect?
« on: September 07, 2012, 11:04:53 am »
I'd also like to add that as far as I know, all items are spawned following a certain pattern, even tames (I don't know if you are familiar with card casting on modern worlds) spawn according to this same pattern, it always goes in "rings" (technically they're squares) starting at the top left, going down, then the next column down and so on so lets say you spawn 26 items or monsters (I'll use alphabet for this) then this will be the order:

z
 joqsu
 kbegv
 lcahw
 mdfix
 nprty

a bit messy but if you can read it you get the idea, every item will be spawned according to this pattern so if you can spawn invisible items that rot fast along with the actual item you want in your shape you could technically achieve this, however this is theoretical and I don't think anyone has ever tried it before

I was aware of this pattern due to the raising and lowering of land and as a player when making items that dont drop in inventory, however, the spawns for firestorm dont seem to follow this pattern and im not exactly sure why. I tried casting it warping to a new area and casting again and the fire pattern changes. Im guessing the coding randomness=20 is the reason but im not sure.

Will removing that line lock in that pattern you illustrated and allow what your refering to? Also i am not sure how to specify specifically which item spawns in which square? the coding ive seen for firestorm just does 1 of this 10 of that ........ im kind of guessing at this point if i did something like this:

spawnitem=spell affect
spawnquantity= 1
spawnitem=invisible object
spawnquantity= 1
spawnitem= spell affect
spawnquantity=1

that this would place spell affect items in position a and c and leave position b blank? But if that is so ........ how would you compensate for direction? meaning if i code it to spawn a cone of fire to the west, say center on A position and spawn in positions c and l for illustration purposes,  if the range landed on position w would it not spawn fire onto the player casting?

10
v2 Servers / Re: Item and spell area of affect?
« on: September 06, 2012, 05:03:02 pm »
I wouldn't necessarily call it tricky, but it is extremely limited because of the way itemuses are done. There is no way to check if item x is near the square you performed the use to perform the use on all instances of x within the use's AoE. This limits you to multiplough type of uses and even then the AoE is only one square around the square you perform the use on.

and for multi plough type items i think that would b sufficient although for a modern type world i'd like to see that expanded somewhat if i ever had the notion to make say a tractor type item for plowing seeding and harvesting

the pick is tougher though since it works by walking and i didnt really see a way immeditely obvious to me to expand its affect to that 3x3 square

11
v2 Servers / Re: Item and spell area of affect?
« on: September 06, 2012, 04:59:17 pm »
I know nothing of area of effect items(except explosives used in modern worlds which could be the same style) but there are some aoe magics.  maybe you could look at the inis for spells like magic wall 2 that have the multiple pieces and try to figure it out from there...

I did
A spell like firestorm basically generates a random spawn of magic fire , which i believe the area is completely random and determined to some degree by the number of spawns it creates
level 1 produces less of them then say lev 3 but from what i can see by testing it so far is that the spawns are placed randomly and i would like to be able to control where they are produced

like for instance lets say i have a new spell called blade storm or something like that
the effect i would like to see for something like that  is along the lines of the black magic spell that does slice damage but instead of it being single target at a range of 5 id like it to be like say range 2  but affecting a 2x2 block within that range at level one

12
v2 Servers / Re: Item and spell area of affect?
« on: September 06, 2012, 04:52:28 pm »
no problem, do keep in mind the limitations, you can only do this with the successitem, therefore this is only useful for uses on the ground (like ploughing), also do keep in mind this can be done at any square within range=range from the player and will give the same result

so lets say range=1 (default) x=player, y=square use is performed, z=resulting effect with the item (ignore the invisible for this):

  x    x
  y  zzz

  y  zzz
  x    x

xy  xzz  (with another object underneath the player)

do keep this in mind, I see this as a limitation myself but I don't know what you intend to use it for

i had two intentions for this

one was tools with an area of affect such as a plough seeder and harvester which this should work for as they are used on a certain area
id like to do a pick type item as well but since it works on autopilot more or less im not sure how that can be accomplished

the second was spells something similar to firestorm but i dont like the randomness of that one i was looking for something more along the lines of a cone type affect more akin to a wizard spell  or an area affect like a sleep or stun spell in most medieval fantasy mmo's

the idea was something more along the lines of say burning hands in DDO where it affects immediately in front of caster in a cone shape for like 3 or 4 spaces range and gradually increases in size as it gets further away

13
v2 Servers / Re: Item and spell area of affect?
« on: September 04, 2012, 12:11:53 am »
Nice ill have to play with that n see how it works
Thanks for your time gibraldi

14
v2 Servers / Re: DAT files
« on: September 04, 2012, 12:03:50 am »
Ah well guess that's out then
I don't even know for sure what I have is what I wanted
Had at one point in time put together something that had a lot of old stuff in it
Some as far back as steeltide and lunatic like remember glass blowing as a trade skill?
Was hopin to be able to look at em n see if it was what I was hopin for without a lot of hassle
Anyhow appreciate ur time n knowledge Jon
Thanks

15
v2 Servers / Re: DAT files
« on: September 03, 2012, 11:29:23 pm »
Ok so I'm going to guess it takes some sort of programming knowledge to do so and isn't just a matter of finding a viewer of some sort

16
v2 Servers / Re: Item and spell area of affect?
« on: September 03, 2012, 11:25:45 pm »
Ok understood
Is it possible to center that 3x3 area on something other then player position?
  X
257
318
469

For instance?

17
v2 Servers / Re: DAT files
« on: September 03, 2012, 11:20:53 pm »
I didn't see anything like that in downloads section?

18
v2 Servers / DAT files
« on: September 03, 2012, 04:00:11 pm »
Is there a way to view the client side dat files or convert them to readable text?

Have some old dat files that i'd like to pull some stuff out of  from the 1.15 server rather then spend all that time retyping since i no longer have the ini"s for them

19
v2 Servers / Re: Item and spell area of affect?
« on: September 03, 2012, 02:26:11 pm »
So the invisible object would have to b spawned in areas that you dont want to affect? Or is it the invisible object is the center of the target area?

20
v2 Servers / Item and spell area of affect?
« on: September 03, 2012, 10:23:48 am »
Im wondering if there is a way to make spells and items AoE?

I was looking thru the item and uses ini's and i dont see a way to affect where the item affect occurs or how large that area is or a way to define it

as an example

    x <-----player
  yyy <------------area affected by tool when used in south direction

    x <-------player
    y   
   yy   <-------cone affect for spell
 yyyy


is such a thing possible under the current coding of v2?

Pages: [1] 2