Thread: Avalon - Arthurian Legends Project Thread

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  1. #11  
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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.

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  2. #12  
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    Quote Originally Posted by Karil Votek View Post
    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.
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  4. #13  
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    Quote Originally Posted by Nighel View Post
    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
    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
    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.

    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.
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  5. #14  
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    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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  7. #15  

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    Quote Originally Posted by Karil Votek View Post
    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.
    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:
    Attached image
    New Discord is 'zexillium'
    ↓ PROUD SUPPORTER OF ↓

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    --> See My Animated Banner Shop <--
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  9. #16  
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    Best of luck finally people start making new things
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  11. #17  
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    Looks like a fun project

    edit:
    UI overhall seems very necessary so everything flows nicely. Would make the look and feel much smoother.
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  13. #18  
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    Quote Originally Posted by SilverNova View Post
    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:
    Attached image
    Quote Originally Posted by DerekH View Post
    Looks like a fun project

    edit:
    UI overhall seems very necessary so everything flows nicely. Would make the look and feel much smoother.
    Definitely planning on remaking interfaces at some point. Many thanks for feedback!
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  15. #19  
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    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!
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  17. #20  
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    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.
    Territory Upgrades Extra info:
    Spoiler for territory upgrades currently:
    Code:
           Each station will have separate upgrade costs. I've made these prices based on the impact of the skills onto Avalon.
            Taxes will be a weekly cost players must pay. Finally, upgrade hours is how many hours it will take to upgrade the station.
            All upgrades start at level 2, since the base level will be level 1.
    
            Cooking
            -------
            Level 0 : Beef, Shrimp, Anchovies
            Level 1 : Trout, Cod, Salmon
            Level 2 : Tuna, Lobster, Bass, Swordfish
            Level 3 : Monkfish, Shark, Sea Turtle
            Level 4 : Manta Ray, Rocktail
    
    
            Herblore
            --------
            // Basic potions needed
            Level 0 : All (Unf) Potions, Strength Potion, Attack Potion, Defence Potion, Prayer Potion, Restore Potion, Summoning Potion, Relicym's Balm, Antipoison, Antifire
            // Super potions
            Level 1 : Super Attack, Super Strength, Super Defence, Range Potion, Super Energy Potion, Super Restore Potion, Super Antipoison, Super Antifire, Weapon poison
            // Utility Potions, Brew
            Level 2 : Compost, Agility, Crafting, Fishing, Hunter, Fletching, Weapon poison++, Saradomin Brew
            // Extreme potions
            Level 3 : Extreme range, Extreme Strength, Extreme magic, Extreme attack, Extreme defence
            // Overload
            Level 4 : Overload potion
    
            Smelting
            --------
            Level 0 : Bronze, Iron, Silver
            Level 1 : Steel, Gold, Mithril
            Level 2 : Adamant
            Level 3 : Rune
    
            Ammo Crafting
            -------------
            Level 0 : Bronze/Iron ammo + Cannonballs
            Level 1 : Steel/Mithril Ammo
            Level 2 : Adamant ammo
            Level 3 : Rune Ammo
            Level 4 : Dragon ammo
    
            Bow Crafting Station
            --------------------
            Level 0 : Bronze/Iron/Normal log weapons
            Level 1 : Steel/Mithril/Oak Log weapons
            Level 2 : Adamant/Willow log weapons
            Level 3 : Rune/Yew Log weapons
            Level 4 : Dragon/Magic log weapons
    
            Tanning Station
            ---------------
            Level 0 : Soft/Hard leather/Snakeskin
            Level 1 : Green dragonhide
            Level 2 : Blue dragonhide
            Level 3 : Red Dragonhide
            Level 4 : Black Dragonhide
    
            Summoning Blessing
            -----------------
            Level 0 : Offers 1% additional experience for summoning in this area
            Level 1 : Offers 3% additional experience for summoning in this area
            Level 2 : Offers 5% additional experience for summoning in this area
            Level 3 : Offers 7% additional experience for summoning in this area
            Level 4 : Offers 10% additional experience for summoning in this area
    
            Prayer Blessing
            ---------------
            Level 0 : Offers 1% additional experience for summoning in this area
            Level 1 : Offers 2% additional experience for summoning in this area
            Level 2 : Offers 4% additional experience for summoning in this area
            Level 3 : Offers 6% additional experience for summoning in this area
            Level 4 : Offers 8% additional experience for summoning in this area
    
            Runecrafting Station
            --------------------
            Level 0 : Air, Water, Fire, Earth, Mind, Body
            Level 1 : Cosmic, Chaos, Astral, Nature, Law
            Level 2 : Death, Blood
            Level 3 : Armadyl
    
            Smithing Station
            ----------------
            Level 0 : Bronze, Iron, Silver
            Level 1 : Steel, Gold, Mithril
            Level 2 : Adamant
            Level 3 : Rune
            Level 4 : Dragon
    
            Leatherwork Station
            ------------------------
            Level 0 : Soft/Hard leather/Snakeskin
            Level 1 : Green dragonhide
            Level 2 : Blue dragonhide
            Level 3 : Red Dragonhide
            Level 4 : Black Dragonhide
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