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Showing content with the highest reputation on 02/02/20 in all areas

  1. 1 point
    meko

    Create instance for just one player

    It's IOT_CHAR, not IM_CHAR .@char = getcharid(CHAR_ID_CHAR); .@account = getcharid(CHAR_ID_ACCOUNT); .@map_name$ = "mapname"; // the map you want to instance .@instance_name$ = sprintf("%s@%i%d", .@map_name$, .@char, gettime(GETTIME_SECOND)); // a unique name for your instance .@instance = instance_create(.@instance_name$, .@account, IOT_CHAR); // create the instance and attach it to the char .@instanced_map_name$ = sprintf("%s@%i", .@map_name$, .@instance); // a unique name for the instanced map .@map$ = instance_attachmap(.@map_name$, .@instance, false, .@instanced_map_name$); // attach the instanced map to your instance instance_timeout(600, 1, .@instance); // alive and idle timeout, in seconds // setup is ready so init the instance and warp the player instance_init(.@instance); warpchar(.@map$, 20, 20, .@char); // the (x,y) starting point
  2. 1 point
    Rytech

    r895 - Elemental System Recode Part 5

    =General *Elemental system recode part 5. -This part focused on finishing up the rest of the AI related stuff, how the -mode switching functions work, and all that happens while a mode is active and -what happens during the switching of modes. Database relate stuff is updated -to remove all the useless stuff not needed. Finally, some code was updated to -be more compact and efficant now that things are finalized. - -With this step done the system is now complete enough to where I can start -putting focus on coding in their skills. I can also focus on moving the sub-stat -calculations to the elemental create function and also update the save data -format for them. Which ever one I choose to work on next. *Replaced the "elem_support" config with "elem_defensive_support" config. -It works similar to the old one except it only applies to Defensive mode. -Felt allowing a elemental to attack while in Wait or Passive mode was too much. *Added "elem_defensive_attack_skill" config. -Sets if a elemental can autocast its offensive skills in Defensive mode. -Its set to no by default as you can trigger them using Elemental Action. *Reaplced "natural_elem_healhp_interval" and "natural_elem_healsp_interval" with -"natural_elem_healhp_interval" config. This is necessary due to the changes to -their HP/SP regen mechanics. *The "eleminfo" command no longer shows the elementals regen rate. *Elemental type checks is switched to use the "elemental_get_type" function. =Database *Updated the elemental_db. -Removed quite a number of columns since a lot of it is pointless. Most of a -elementals sub-stats are set using formulas different from the norm. *Removed the elemental_skill_db. -Aegis has the skill selection and management hardcoded. Doing the same here -showed to be much easier to do and is more efficant. Plus its easy to add new -skills to the lists in the code if needed. =Elementals *Recoded the handling of HP/SP regen to official. -HP/SP is no longer regenerated by normal means and is now done through the "Wait" -mode status. While this means that status's that normally increases a player's -regen rate no longer affects elementals, it also means status's that reduce or -disables HP/SP regen won't affect elementals. - -For as long as the elemental is in the wait mode it will regen HP/SP. The regen -can be doubled when standing in a level 1 insignia of the same element. Regen is -only disabled when the elemental is in any of the 3 active modes... -Passive / Defensive / Offensive. *SP is now drained while in Passive and Defensive modes. If there's not enough SP -to continue the state it will switch back to Wait mode. *The masters SP will now be drained every 10 seconds for as long as the elemental -is alive. If theres not enough SP to continue, the elemental will be lost. *Elementals follow distance increased to 3.
  3. 1 point
    Rytech

    r894 - Elemental System Recode Part 4

    =General *Elemental system recode part 4. -This part focused on coding in the rest of the AI for handling skill related -stuff. Elementals will now autocast their offensive skills when attacking and -also use them when commanded with Elemental Action. Skills are also handled -through 3 seprate skill type functions and are triggered depending on the -elementals set mood. - -With how well the skills control is being handled in the source im thinking of -just removing the elemental_skill_db since its just feels pointless. It turned -out to be much easier and cleaner to hardcode the stuff in a group for each -mode. Best and most efficant way to go since all skills are 1 level max, -there's no skill tree, and skills can't be used/triggered by normal means. - -With the main parts of the system now working I feel its safe to enable the -Sorcerer's elemental related skills. There's still some bugs as the system -is still in development but nothing to worry about. *elem_support *elem_offensive_skill_chance *elem_offensive_skill_casttime *elem_offensive_skill_aftercast -Added these configs to the elemental config. *Updated the "useskill" command to check if the player has a elemental when -casting a skill from their skill range. If one exists, it will cast the skill -instead of the player. This check is also added for mercenarys and their skills. *Elementals are now summoned with full HP/SP....again. *Elementals are now only allowed to attack when in offensive mode. *Cleaned up some code. =Jobs *Sorcerer -Enabled skills related to the elemental system. -With the system recode now stable and mostly working it should be safe to allow -use of these skills. =Skills *Elementals -Updated all timer data settings in the skill_renewal_cast_db to prepare for -coding in their skills soon. Some may need to be hardcoded later on. -All skill animation code is complete (should be) and so is the status support. -They only look pretty for now but I wanted a way to visually see if the mode -switch function is working and it appear that it does. PROGRESS!!!! *EL_FIRE_MANTLE *EL_FIRE_ARROW *EL_FIRE_BOMB *EL_FIRE_WAVE -Added support for these skills. -A bit early on coding some of their skills in but I needed a few working to test -their offensive skill autocasting AI and also their mode switching functions.
  4. 1 point
    Rytech

    r893 - Elemental System Recode Part 3

    =General *Elemental system recode part 3. -This part focused on adding AI support for the elementals. -With the AI requiring a lot of work its best to do the main functions here and -do the other functions in the next part. *Added AI support for the elementals. -Elementals appear to use the same AI as monsters in official and because of this -I decided to make a copy of the mob's AI and then do the needed edits to make it -usable for elementals. The basic functions and feature are complete which gives -the elementals life. They will follow its master, attack anything the master -attacks, attack anything that attacks it, search for and attack stuff when set -to aggressive, etc. - -Only the main parts of the AI is done. More features and functions will be added -in the next update. *Added the "elemtalk" command. -This allows you to make a elemental say what you type. Fun extra to have. *Added the "elemental_ai" config setting. -Allows setting custom AI settings for the elemental's AI. -Note: Not all of the settings work since the AI is still under development.
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