Sphere Community Pack 2.0 - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: General Discussion (/Forum-General-Discussion) +--- Forum: News (/Forum-News) +--- Thread: Sphere Community Pack 2.0 (/Thread-Sphere-Community-Pack-2-0) |
RE: Sphere Community Pack 2.0 - Valios - 07-18-2012 04:32 AM People tend to differ with their ideas but they act without coherence and disorganized when there is no plan to follow. This is just another attempt, it's up to you if you get involved this time or not. I thought it might be fun too, don't you? RE: Sphere Community Pack 2.0 - Extreme - 07-18-2012 10:05 AM 2 Suggestions: 1 - Update/Fix/Remake ALL monsters/npcs/animals/etc 2 - Update/Fix/Remake ALL loot template for all mobs. RE: Sphere Community Pack 2.0 - Anarch Cassius - 07-18-2012 12:02 PM Necromancy is coming along and you can see in the thread I'm serious about it behaving like spells should in every way. By default Necro is going to be set up for AoS. I need info on what needs changing to make it compatible with other modes. I know what I do to make it compatible with my server and it can't be much worse. Chivalry actually looks mostly done, just have to go over it fully for compatibility and consistency. This means the next magic push will be the combat manuevers and Bushido and Ninjitsu. Anyone with files for those please dust em off and send em in because we've got hardly anything for SE. I'll help with the Imbuing system too. I want to see it flexible and able to work under different rulesets. That's something the SCP needs to focus on, getting the basic EA sets down and supporting hybrids and expansions with as little hassle as possible. Measure twice, cut once. RE: Sphere Community Pack 2.0 - Khaos - 07-19-2012 12:27 AM Extreme I have been doing all mobiles and loot templates for a year almost. It's not as easy as it sounds. A ton of dependencies and I now script the sound events, etc. Since we have no real control of them. It is a huge process... Especially when you forget what you have scripted and what your haven't and sometimes end up with several things rescripted 5 times. lol. SCP needs organization. I am glad you are progressing that much on spells Anarch Cassius. that is good to hear. Really, SCP needs everything to be consistent and dependency files not to be all over the place. I literally have a scripts called "functions_*" which the * is a wildcard for placeholding. I pretty much have functions_items.scp, functions_players.scp, functions_npcs.scp, etc. All in *gasp* my functions folder. I should have to look for one function in subfolder b in folder 46 a,etc (examples) and another in folder 12 subfolder L inside an npc script. Organization is definitely key for a community pack. RE: Sphere Community Pack 2.0 - Extreme - 07-19-2012 01:00 AM I know Khaos, there a lot of mobs and templates but we should do it. First thing is organize where script should be, then start to work. The loot should be in a template or direct in the mob script? If in template, under the mob script? Separated file? Base 'template' for npc scripts? Sequence of things... PHP Code: [CHARDEF 0123] One script for each mob? Or for group of mobs (example: dark elven knights/mage/archer) Or every kind of mob together? Wild Animals? Dragons? Ogres... EDIT: Valios, is there possibility to make something like the [php] or [code] but [scp] with your vSCP highlights? It would be awesome for us! RE: Sphere Community Pack 2.0 - Khaos - 07-19-2012 02:08 AM This an example NPC from my collection; Code: // Orc RE: Sphere Community Pack 2.0 - Extreme - 07-19-2012 03:00 AM Good Khaos, you store them in single file? RE: Sphere Community Pack 2.0 - Khaos - 07-19-2012 03:22 AM I have all the orcs in one file. Yes. If it something not similar, than no. Like I do not group Mongbats with Imps. Plus I have several folders. Giantkin, Dragonkin, Daemonkin, Humanoids, Plants, Arachnids and Insects, Fey, etc. Also if you notice how the template is setup. Loot_orc_01 is orc with a club template. loot_orc_03 is an orc lord template, etc. I generally keep numerical values for programming consistency and ease of use. Like I label magic equipment the same way. i_longsword_magic_01 == Whatever magic item new. i_longsword_artifact_01 == Whatever artifact longsword this might be. Those are put into the itemdef block and defname might have a i_longsword_spirit_breaker or whatnot... I just find the numberic values easier to use and doesnt mess with naming conventions much. Just like I also script in clienttooltips as well... which is long and tedious. But it is so worth the effort. RE: Sphere Community Pack 2.0 - Skul - 07-19-2012 04:34 AM (07-18-2012 10:05 AM)Extreme Wrote: 2 Suggestions: agreed! RE: Sphere Community Pack 2.0 - Khaos - 07-19-2012 06:03 AM As I said. I have a good bit done/redone. I have been working on the script packs for a year or so now. It is very time consuming, plus im adding in anything I find on uoguide and stratics... so yeah |