Development Progress

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Development Progress

#1

Post by Shane » Wed Aug 16, 2006 8:28 pm

ALPHA 2

Bug Fixes
- Ability to dual wield items that are not meant to be.
- Stats not updating with Item Modifiers stat effectors.
- Attack type modifers pushed HP/MP beyond there limits
- Dual attacking didn't use the 2nd attack type (if one was specified)
- Dual trigger conditions used (2 of the same trigger conditions executed at the same time caused problems)
- Triple Triad win played music despite user option to disable music

Minor Updates
- Inventory selection menu has been split, so crafted items come under the sub menu 'Items'
- Scanning Monsters now reveals, if any, possible item drops.
- Unable to scan Monsters if they are in areas the user has not been to yet (stops players peeking).
- Appropriate death message shown "resulting in death" for normal kills, "resulting in instant death" for OHK (one hit kills).

Medium Updates
- Enchantments can now only be used at selected Altars (you may choose 1 or more).
- Battle Memory Selection Enchanced (Pets and Character attack/magic save seperately, not overwriting one-another)
- Ability to select multiple item classes as ideal types for components. (Instead of as prior to alpha 2, just 1 ideal class)
- Pets can now use your potions
- New DEX Vs. EVA algorithms (You'll probably find you may miss a lot more now, especially using dual weild, so you need to concentrate more on DEX)
- An improved method of "flipping" cards, emulating an actual flip as done in FF8.

Major Updates
- Escape from battles
- Monster Equipment - You can now assign a monster to have equipment just like a user, and they will use weapons to attack users, and if they have 2 weapons, they will obviously attack with them both (dual wielding).
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#2

Post by Joker » Thu Aug 17, 2006 3:25 pm

The rob bank options seems to be an inactive link. I have failed to find a way to make it operational as of yet.....any ideas ??
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#3

Post by Shane » Tue Aug 22, 2006 6:32 pm

Alpha 2 is now online with all of the above improvements.
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#4

Post by Shane » Thu Sep 07, 2006 7:44 pm

Alpha 3 should be up shortly. It is unlikely to contain much worth discussing.
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#5

Post by Slife » Wed Sep 13, 2006 4:36 pm

Would it be possible to display HP, MP and EXP as fractions instead of bars? I know it's got the hover option, but that doesn't work well with Firefox.
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#6

Post by Auron » Wed Sep 13, 2006 7:39 pm

Is it up for everybody, or just for those designated as testers?

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#7

Post by Xanthous » Wed Sep 13, 2006 10:05 pm

Hmm... I notice that the items' sprites are in 16x16 pixels. Unfortunately, it is very hard to fit much detail into that little space. I think that 32x32 would be a much better size. I happen to be experienced in making equipment in 32x32, so I can show you how much more detail can fit in.
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Here, for instance, is a glatius I just whipped up quick. Nothing too impressive, but it demonstrates the principle.
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#8

Post by Shane » Thu Sep 14, 2006 6:38 pm

I don't believe it's possible to change the display currently.

It's up for everybody.

Larger sprites will probably be used for certain items, but the current ones should be sufficient.
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#9

Post by Shane » Thu Sep 28, 2006 6:44 pm

Upgraded to alpha 3. As mentioned previously, there's little extra in this for end users.
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#10

Post by Shane » Fri Oct 20, 2006 5:34 pm

ALPHA 4

This is a fairly major update. I will be upgrading in the next couple day. These are the end-user updates, which are in addition to several admin side improvements.

Advanced Party System

Partys can be formed within towns, and the party leader can opt to travel (not using the worldmap), taking the party with him/her, if battles are encountered, the party is all in the battle. But the EXP gained is divided by the number of users within the party to combat EXP 'farming'.

Each place can be given a minimum party size, so partys cannot grow beyond a certain size in certain locations, also meaning partys can be disabled within certain places. However, these rules are exempt if the party was formed in a different location and traveled to a location with a smaller party limit or partys disabled.

Level range has also been implemented, so the leader can invite users who are x levels higher/lower than themself, to stop higher levels taking on new players and rushing them, this however can be disabled.

Multi Boss Encounters

Previous to alpha 4, the system was unable to successfully execute a multiple boss encounter. Now if more than 1 boss should be encountered, they will be.

Error On Worldmap

Should there be no locations on the world map, an error will be returned to the viewer to tell them this, to clarify why the world map doesn't show when there are no locations/places.

PvP Triple Triad

Using the existing 'Battle Requests' system, the ability to start PvP TT battles will be added, however unlike battles, it will be 1 Vs. 1.

Enhanced Battle AI

At current, the battle AI remains static in its judgement of attacking/casting a spell. The enhanced AI will now exploit several target areas of an opponent or party, such as the considered healer of the party, the weakest of the party, or the biggest threat of the party. With this new implementation the ability to exploit the static movements in generic monsters will be removed and players will be forced to think more dynamically.

Group Triggers

Working in conjuction with grouping trigger conditions, a group trigger will be created to allow multiple triggers to be grouped into 1.

Restart Chat

A simple link added to all NPCs to restart the chat from the top again.
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#11

Post by Xanthous » Mon Oct 23, 2006 9:33 pm

Great job in this update! Party system working, if a bit buggy.
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#12

Post by Shane » Sat May 12, 2007 11:28 pm

I have updated to RC1. The XML file was messed up, one thing led to another, and I eventually just decided to uninstall and reinstall. This means the RPG is currently offline and has been wiped clean. I will be making a decision on the mod election shortly and begin to rebuild this. Also, this is a major update, bringing the system out of alpha and including the alpha 5 upgrades as well.

ALPHA 5

Bug Fixes
Pet skills/spells inheriting member settings.
Player stats adjusting when pets use attack types.
Combining components to create new components.
Modifiers not removed if trigger takes away an equipped item.
Leaping to hidden places.
Stat points on pets reset the base stats to users base stats.

Quick Stats
A basic display of HP/MP/EXP and current funds shown when inside a town/place.

Shoutbox Channels
Channels are now available in the shoutbox, to start with, there are 3:
Global - Everyone can see these messages
Team - Only you and your team/party can see these messages
Trade - Everyone can see these messages, designed for 'traders'

While the trade channel itself may render useless for now, it'll come into play when a Trade system is implemented.

Shoutbox Channel Filters
Filter out the channels, specify which type of messages you can/cannot see.

Streamline Team Members
When inside the Attack/Magic/Item console, when changing 'Target' the team member displayed is updated instantly.

Spell Miss Chance
Spells can now be given a miss chance, this miss chance is a % based value ranging from 0-100, and it can fluxuate up or down when the spell level is increased for a player.

Spell MP Cost
Like spell miss chance, the MP Cost of a spell can now change up or down when a spell levels up, the only difference being the adjusted amount is a numerical number, not a percentage, so you could have it +5 upon level up, or -10 upon level up.

Potion Heal Percentage
Potions healing HP/MP can now be assigned as percentages, so a potion may heal 30% HP if you wish (that 30% meaning 30% of their maximum HP). Note that potions with percentage healing cannot be fused, for the sake of sanity.

Item Flagged Non-Equipable
Items can now be set non-equipable.

Spell Effect Nullify
Spell effects can now be assigned to nullify another spell, so spells can combat against other spells.

Spell Effect Null Only
The null only option for spells enables a spell effect only to nullify another spell, and not effect stats in anyway.

Attack Types Item Class Restrictions
You can now specify if the attack type can only be used by 1 or several item classes (like axe/greataxe/etc..).

Create Battle Trigger
The trigger is simple. It allows you to start a battle with 1 or more monsters.

Party System Enchancements
The party system has minor enhancements, making it more 'responsive' to actions, so if a party leader travelled elsewhere, the party members would follow automatically a lot lot faster.

Adrenaline Battle Stat / Cost For Attack Types
The new adrenaline stat is for battles only, you'll always start with 0 ADR in battle, and for each successful attack you'll get 1 ADR. Attack types then have ADR costs, so you can make an attack type fairly good, but make it cost say 5/6 ADR.

Quest Creator (ACP)

AJAX Trade System
Trade in real time with members, swapping items and money.

RELEASE CANDIDATE 1

Monster EXP Rewards (ACP)

Bank Robbing
Indeed, bank robbing has been completed and is undergoing some tests, but I'm sure it's stable for release. The system will allow users to rob banks, so make sure any banks you have, are equipped with strong guards (unless you want people to run away with money). A fun system, but with a penalty of being banned for x amount of time if caught.

Visible, Not Walkable
The new world map visibility option allows a location to be seen on the world map, but users cannot map travel too this location.

Default Location Assignment
Upon character creation users will be assigned to the default location in the game to enable no map traveling for that location.

Percent Based Monster Stats Averaged
In the event of a party going into battle, and a monster having any % based stats, that % will now be based off the average of the opposing partys stat instead of the leader.

Pet Holding
In the event of a user having a pet, but recieving another in another way (quest/trigger), the next time the user goes to the pet section, they will be forced to pick which pet to keep, and may also scan all pets in holding and existing one to review each one.

Bugs Fixed
- Maximum party size check failed with limits of 3 or under.
- Skill algorithms were too good.
- Attack type compatability didn't stick.
- Tool bonus not applied when crafting.
- Cron tasks not processing.
- NPC Child Chat not assigning correctly.
- Dynamic weight requirement display fixed within Equip Character section.
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#13

Post by deathscythe » Sun May 13, 2007 12:26 am

Shoutbox Channels
Channels are now available in the shoutbox, to start with, there are 3:
Global - Everyone can see these messages
Team - Only you and your team/party can see these messages
Trade - Everyone can see these messages, designed for 'traders'
That is so amazing.

Some of the other stuff is just as interesting, but I really really like the trade thing.
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#14

Post by Auron » Sun May 13, 2007 8:09 pm

Aww man... All the work I had previously put into it has gone to waste. Not that anyone played it anyway, but I was kinda hoping the next guy would just continue it.

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#15

Post by The Willful Wanderer » Sun May 13, 2007 10:43 pm

Like a Blink Dog.

I am curious... who are the potential mods?
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#16

Post by deathscythe » Sun May 13, 2007 11:33 pm

Aww man... All the work I had previously put into it has gone to waste. Not that anyone played it anyway, but I was kinda hoping the next guy would just continue it.
I played it for a while, but than I quite because at the time there were only two people who ever seemed to be on, me and KB.
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Out from the window see her back drop silhouette,
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#17

Post by Slife » Mon May 14, 2007 9:12 am

[QUOTE=Auron]Aww man... All the work I had previously put into it has gone to waste. Not that anyone played it anyway, but I was kinda hoping the next guy would just continue it.[/QUOTE]
Yeah, it's really too bad...
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#18

Post by hferg » Tue May 15, 2007 10:52 pm

hey, i played it too!
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