I would really suggest you to add input fields: https://www.rune-server.ee/runescape...put-field.html as a example.
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Did a few fixes today. Mostly, I've just been going through previous code I worked on and double checking. Going to work on issue with database not fully loading accounts. Player data loads correctly server-side, but client isn't updating with the loaded data (skills, existing gear).
Uploaded quick video of a guild being created.
I would really suggest you to add input fields: https://www.rune-server.ee/runescape...put-field.html as a example.
Will revisit interfaces with this idea soon as I find time after server-side changes. Many thanks for suggestion!
Back from impromptu hiatus from revisiting old code + distractions outside coding.
-Converted runepool and quiver systems from being stored in json to being stored in the database.
-Cleaned up etc debug code
-Added Weapon attachments with tier system and ranged values for each tier
Weapon attachments are determined at the time of the item being created (hashcode/perks/stat generation). I haven't decided if I wanted to add a reroll option, yet. May do at a later date.Code:Attachments: Armor Pen - Ignores a percentage of crush, slash, stab, and range defense values Magic Pen - Ignores a percentage of magic defense value Lifesteal - Heals for a percentage of melee or range damage dealt Spellvamp - Heals for a percentage of magic damage dealt Critical Chance - Gives chance of dealing extra damage based off critical damage value (base value of 5% of the original hit without extra critical damage) Critical Damage - Determines how much a critical strike will deal Health - Gives bonus health (this health is removed on logout/unequipping armor) Armor - Gives a percentage of original stab, slash, crush, and range defense values as extra bonuses Magic Resist - Gives a percentage of original magic defense value as extra bonus Health Regen - Heals for a percentage of total health after a period of time Prayer Regen - Heals for a percentage of total prayer after a period of time Special Regen - Heals for a flat amount of special energy after a period of time Luck - Determines if player has increased drop rate on during roll process Evasion - Determines if player can dodge an attack (stacks with evasion based off agility skill level) Tiers (inspired by ARK Survival tier system): Primitive - 35% chance Ramshackle - 27% chance Apprentice - 17% chance Journeyman - 10% chance Mastercraft - 5% chance Ascendant - 2% chance
Finishing up testing few regen values then will check through weapon perks to make sure there isn't too much damage creep for attachments/perks/prayers/potions.
Started working on a territory and war system similar to New World (game created by Amazon Gaming Studios). Will have differences, but kept the idea of guilds being able to purchase and own territories such as Lumbridge, Draynor, Varrock, etc. They will also be able to war for control over territories. Got the base setup for territories based on coordinates, purchasing territory, guild treasury, and will start working on city upgrades soon.
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Glad you didn't give up on this. Only thing that really bothers me is that everything is so big and up in your face. E.g. everything on the left (even the runes at the top) can just be changed to a small icon with some text when you hover over it. Something like this:
Looks like a fun project
edit:
UI overhall seems very necessary so everything flows nicely. Would make the look and feel much smoother.
Not sure how I feel about the menu on the left side of your screen but that is pretty unique and may bring a new style to gaming on RSPS. Nice project man!
Territory Upgrades Extra info:Code:November 30, 2021 -Added ability for guilds to buy territories (cities) and save them to database. December 1, 2021 -Added outline for station upgrading to territories. Cooking station upgrades work correctly. Will add the rest of the station upgrades next session. -Fixed bug where station upgrade levels were not saving progress properly. -Added the following upgrade outlines for stations owned by territories: -Herblore -Smelting -Ammo Crafting -Woodworking -Tanning -Summoning Blessing -Prayer Blessing -Runecrafting -Smithing -Leatherworking -Added support for progress timers for territory upgrades being saved to the database. They now will resume upgrading after a server restart or crash. December 2, 2021 -Added taxes for territory upgrades. Taxes are issued every 7 days. A message is sent to the guild's owner each time a tax date is issued. 'Failure to pay' tax messages are sent to territory owners if a tax balance exists after the issued date. Have not decided on negatives of failing to pay tax. Will revisit once other objectives are finished. Next goal is creating invasions for territories. December 3, 2021 -Added invasions to cities where a strong npc spawns that must be defeated. Currently, the npc's difficulty is random upon creation, but may be changed to how many invasions there currently are. -Contributions are created for players once they began attacking the npc. Haven't decided on rewards yet. -Once there are 5 invasions, it creates a major invasion where a world boss spawns to attack the city. If it successfully damages the city, an upgrade is lost. (work in progress next) -Currently, a bug where it exceeds minor invasions by 1. Also, need to get rid of bugs where existing invasions' locations are ignored by a newly created invasion. December 4, 2021 -Resumed work on invasions and fixed issues with invasions exceeding by 1. Also, fixed issues where existing locations are not used for more than one invasion. -Decided Major invasion's boss will not directly attack the city, but instead the city's defense knight (each city will have one of these that spawn during major invasions only). Felt this change would make it easier for players to understand the major invasion's progress. -Added Major Invasions. A defence knight spawns against the invasion major's boss. Once the knight dies, a random upgrade that is has a value of 1 or higher is downgraded by 1 level. The health of the invasion defence knight depends on the level of the upgrade. -Players cannot attack the defence knight and any damage he receives from player sources is reduced to 0. -Debating on resetting all minor invasions once the major invasion is completed or keeping minor invasions that exist. -Still have not decided on rewards. *Started Territory War System -Created class for war points. There will be 3 points. Each point has a set score for attackers to reach. If attackers have more players on point than defenders, they gain a point. If they have less on the point than defenders, they lose a point. Numbers on the point will be checked every 1-3 seconds. -Changed territory forces from Morgan vs Arthur forces to red, blue, and green forces. This doesn't change the fact there will only be two sides at war at a given time. However, I will need to go back to player creation and give players a choice on which faction they wish to join (red, green, or blue). -Added waiting lists and army lists for territory wars. Commanders (guild leaders) only have the power to add a player from the waiting list to the army list. -Added support for time/date setting for war. Need to make changes to allow the attacking side to choose a date for war. -Added support for the army to check if each player on the army list is online before adding them to the war lobby when it starts. Need to make it possible for players to be automatically subbed in if the commander didn't choose enough online players. -Added support for the list of players on a waiting list and army list to be saved to the database. -War's date/time is saved to the database. -Added join/leave army list and waiting list methods -Added boundaries for flags. Just need to tag this when processing players walking to determine if they are on point or not.
Spoiler for territory upgrades currently:
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