Anarch Cassius
Master
Posts: 273
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Likes Received: 10 in 9 posts
Joined: Mar 2012
Reputation: 2
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RE: Sphere Community Pack 2.0
Skul, I'm personally in favor of getting rid of i_shield_platemail_bronze type items entirely. You can use functions to achieve the same effect in a more flexible way with fewer defs.
Code:
[FUNCTION f_material_i_ingot_aurichalcum] //aka Orichalcum
tag0.MATERIAL=i_ingot_aurichalcum
tag.basematerial=i_ingot_iron
NAME=aurichalcum <NAME>
COLOR=color_o_aurichalcum
HITPOINTS += <MulDiv <HITPOINTS>,10,100>
tag0.LOWERREQS += 10
IF (<ISARMOR>) || (<TYPE>==t_shield)
modar += <modar> + <MulDiv <ARMOR.HIGH>,10,100>
tag0.SKILLBOOST1=MAGICRESISTANCE
IF (<LAYER>==13) && (<TAG0.COVERARMS>)
tag0.SKILLBOOST1AMT=200
ELSEIF (<LAYER>==13) || (<TYPE>==t_shield)
tag0.SKILLBOOST1AMT=160
ELSEIF (<LAYER>==4) && (<TAG0.COVERFEET>)
tag0.SKILLBOOST1AMT=100
ELSEIF (<LAYER>==4)
tag0.SKILLBOOST1AMT=80
ELSEIF (<LAYER>==6) && (<TAG0.COVERNECK>)
tag0.SKILLBOOST1AMT=60
ELSEIF (<LAYER>==6) || (<LAYER>==19) || (<LAYER>==7)
tag0.SKILLBOOST1AMT=40
ELSEIF (<LAYER>==10) || (<LAYER>==3)
tag0.SKILLBOOST1AMT=20
ENDIF
ELSEIF (<ISWEAPON>)
TAG.SPELL.0=40,41
tag0.DAMINCREASE += 10
ENDIF
tag0.modvalue += (40*<RESOURCES.1.VAL>)
With that and the right crafting menus you can create whole new materials with a few lines of code and no new itemdefs. I have menus that were originally based on modern EA that support this, they could be made EA-like again. If someone can make the old school menu (or a cloned copy) work with this I really think it's the way to go.
RanXerox, weren't you involved in the writing of the combat maneuvers? These I have and they are remarkably EA-like for one of my files Just need to be made spells since I do think that would be cleaner.
I like Big Ship Combat
I'm for the boss systems since we need the EA stuff. I would like to see it made customizable so we can make up our own boss battle settings.
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07-06-2012 06:06 AM |
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RanXerox
Master
Posts: 550
Likes Given: 1
Likes Received: 12 in 9 posts
Joined: Dec 2010
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RE: Sphere Community Pack 2.0
Ya I have the combat moves script and the monster abilities... but on my server, items, spells, monsters are all tied together and I don't know how easy it will be to fit it into SCP. That will definitely take a lot of work. The way I wrote it, is something like this:
- Every character and NPC has a default event: e_combat_events
- Note: This event is the only script on the shard that uses @Hit @GetHit @HitTry @HitMiss etc...
- Every equipable item has a default event: e_equipitem
- Note: If you equip an item (armor, clothes, jewelry, etc) that affects combat, it adds a tag to your character. Similarly, if you cast a spell, that equips a spellicon that might add a tag to your character..
- In the combat event triggers, I look for tags that affect combat and use that information to affect the results appropriately.
- Note: the tags might be offensive or defensive and might be implemented in triggers on the attacker, the defender, or both.
The end result is that if I want a monster to have an ability (or 10 abilities) I can hard-code the TAG into their CHARDEF or add it dynamically in-game using a GM (evil laughter).
Similarly, if I want an item to have a particular effect, I just add the TAG to its ITEMDEF or I can add it dynamically in game.
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07-06-2012 06:40 AM |
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Valios
Super Moderator
Posts: 390
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Likes Received: 12 in 9 posts
Joined: Mar 2010
Reputation: 6
Sphere Suite 2013
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RE: Sphere Community Pack 2.0
This is a general idea and then we get into the specific stuff.
First thing we need to do is to rename and reorganize all the scripts while we are working. No more "sphere_", "sphere_items" and all that shit about menasoft and partners at the top of the scripts. No CAPS, we can add some lines like these instead:
Code:
[comment script_information]
Sphere Community Pack 2.0
- Contributors: None
- Last edited by: None
- Script last updated: dd/mm/yyyy
- Language: English
- Script version: 1.0.0.0
[comment description]
- A short description about the content of this .scp
More directories to create like "spawns" and "templates", configuration files to turn on/off our systems
We have to work on the things that directly affects to the economy of the game: combat/magic/crafting/other professions and completing what is missing from old expansions before applying new features for SA and HS.
Let's script the systems, the next step will be all the missing items, npcs and their respective speech and then spawning the whole world or creating functions like the ones uploaded by Skul recently to do the job similar to what RunUO does.
More ideas? so we can begin distributing the tasks by teams.
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07-06-2012 03:36 PM |
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