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#41
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Pantheon will be better than Vanguard. I guarantee it. Having played Vanguard for years... It's core elements are already in Pantheon. All they need is a less fucked launch
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#42
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Quote:
Here's to hoping Chaboo_Cleric, I do like what I see. I am just afraid the low budget won't give us the immersive world that VG delivered on. You may recall not wanting much or wishing for too much in Vanguard, the fact raid content was extremely limited early on didn't bother anyone because the game was so good. This is akin to EQ Classic having only Tranix, Vox, Nagafen. Vanilla is a game in the same way that Vanguard was a game. Many missed out on a great EQ experience.
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Kirban Manaburn / Speedd Haxx
PKer & Master Trainer and Terrorist of Sullon Zek Kills: 1278, Deaths: 76, Killratio: 16.82 | |||
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#43
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Sorry it's been awhile since I've posted we are still working away on it and should have parley's and harvesting available soon to test. The framework for crafting has also started.
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#44
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Is combat implemented?
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<Millenial Snowfkake Utopia>
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#46
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Are abilities in and the system just require testing, or is it just not fully implemented? Reactions? Criticals? Counters?
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<Millenial Snowfkake Utopia>
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#47
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Only the basic's of combat are done reactions, criticals, counters etc etc still need work.
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#48
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Some quick notes of recent additions.
Harvesting is now live. Bows/X-bows should work now but there is still a animation issue which we should have fixed soon. Day/Night spawning has been implmented . Minions have been added to a few classes just need to script the other classes. (Note currently only suport 1 minion up at a time). Various distance checks have been added mo more hailing a mob from 1/2 a chunk away. HP updates on your defensive target should be more consistant now. More values have been made into rules for easier adjustments. PC's should no longer be able to cast or use items while stunned PC's should not be able to move while stunned or rooted PC's should stop swinging if stunned while in combat Fix for dead npc's turning into the walking dead and still attacking you. Vendor buyback is now working. Vendor bought items now sell back at 80% of the purchase price. Item conversion is now working (turning logs into planks etc etc)
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#49
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Nice update!
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#50
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Update time.
Code:
r2234 Update: quest valid check --------------------- r2235 Update: change to PlayNonCombatAnimation to allow npc's to use it --------------------- r2236 major group code rework the group window player stats will now update fixed various memory leaks linux compile fixes --------------------- r2237 crash fix removed an excess LuaError in GetItemType --------------------- r2238 offered_quest delete fix --------------------- r2239 the LoadSpawnEntry query for specific chunks was loading placements for all chunks... the chunk id was also being saved to SpawnEntry.entry_id. Fixed this, reload spawns is now considerably faster. --------------------- r2240 Added: auto attack toggle icon now shows when auto attacking Update: Removed unknown12 from spells and replaced with icon_toggle. This controls if the icon will have a + sign or a sword when it is toggled. --------------------- r2241 Added: Character should now dismount if auto attacking or casting a spell --------------------- r2242 Added: Offensive and defensive fighters should start auto attacking when you use a ability now. Added: Should now get the visual effects when you level. Update: Scrolling combat text should now be the correct colors auto attacks = white and abilities = yellow. --------------------- r2243 added a missing NpcList mutex lock --------------------- r2244 added a check to prevent HP from dipping below 0 --------------------- r2245 reload spawns will now clear the respawn list optimized a few highly used functions --------------------- r2246 forgot a check --------------------- r2247 Initial implementation of spell timing system. Works for debuffs so far. Unclear what other functions we will need, but things like immunities could be handled by this system as well. Altered tick timers to be stored by a map with an integer index value. This index value is stored in the effects list instead of a pointer to the tick timer to eliminate the chance of a bad pointer dereferencing. --------------------- r2248 more optimizations (done with this for now unless I decide to speed the spawn send/removes check further) --------------------- r2249 removed a check (the attackable EntityBitmask on aggro checks, non-attackable NPCs can still engage in combat with other NPCs) --------------------- r2250 likely fix for the recent crash iterating through ChunkServer::npc_list LuaErrors will now append the offending script name automatically --------------------- r2251 extra safety check for Lua script name debugging (fail) --------------------- r2252 Update: Animation for using a bow/xbow and also swapping from range to melee should be good now. --------------------- r2253 Updated: Corrected opcode value Added: Handling of OP_TeleportInChunk Added: Saving of client teleport response --------------------- r2254 Update: Change from localhost to 127.0.0.1 due to sql connection changes --------------------- r2255 Huge crafting update. Should allow the tutorial crafting quests on Isle of Dawn and creation of first crafting item. **NOTE** Remove recipeinfolist.h and recipeinfolist.cpp from your projects. Add craftinginfolist.h and craftinginfolist.cpp to your project (A more suitable name). You can also add 'Crafting' to your vgemu-world.xml for proper logging. --------------------- r2256 Quick sanity check to prevent runaway (non-stackable) items filling inventory. --------------------- r2257 Modified code to allow any following npc to cross chunk lines. --------------------- r2258 >>>>>********* Added basic chunk water/lava geo detection checks (grab the volumes.phys file)! ***********<<<<<< Added a world timeout to login so that the webpage module can better detect NT's server status while debugging Changed the auto attack check for NPCs with the "gold" locked encounter UI mode --------------------- r2259 Added: IsAttackable() Lua Function Added: ItemRefreshTimer() Lua Function Added: SendItemRefreshTimer() packet function --------------------- r2260 Update: Forgot the define for ItemRefreshTimer --------------------- r2261 Update: Heals spells floating combat text should be green now and partial heal amounts should show now. --------------------- r2262 Added: NPC's should no longer aggro someone if they get in to range if the npc is already in combat. --------------------- r2263 Added: Characters will now go into combat if aggroed by a npc Updated: Characters will no longer be removed from combat if attacking multiple mobs and they kill one of them. --------------------- r2264 Format correction --------------------- r2265 Fixed a couple small things with groups (UI mostly) Added a Lua function GetOriginalLocation by request --------------------- r2266 forgot structs --------------------- r2268 Added: All Quest Difficulty level experience is now a rule Added: All Quest XP Modifiers are now a rule Added: Handles for all Quest Types Added: Define for all spheres --------------------- r2269 Added: Speed value to .spawn details Added: DefaultCombatGroundSpeed rule Added: GetDefaultCombatGroundSpeed() LUA function Update: NPC combat movement speed is now a Rule --------------------- r2270 Added: When you clear your target and have a mob attacking you it will move to the encounter window until it hits you or you target it. Updated: Adjusted check to break root and changed the chance to break to a stored value assigned via LUA Added: Snared() IsSnared() LUA Functions Updated: Rooted() LUA function to accept a value for chance to break Updated: Should no longer get a Lua SpellDamageTargets command error when you don't have a target while having a DOT going. Updated: NPC movement to account for snare and root effects. Updated: Add encounter window now has a second value to bypass checks for current target. Added: Casting a spell that is not a instant cast will now slow your movement considerably Added: RootBreakChance() and SetIsSnared() and GET's for both --------------------- r2271 Update: Check to stop a crash if your target dies/Despawns and the server then tries to remove a detrimental effect. --------------------- r2272 Update: Moved removal of casting movement restrictions all spells with cast times should be covered now. --------------------- r2273 Updated: Corrected damage type defines --------------------- r2275 Added: EXP table for all three spheres (adventure, crafting and diplomacy) Added: Crafting and Diplomacy EXP bar will now fill correctly Added: You will no longer level once you hit max level per server rule. Added: You will no longer gain experience when at max experience and max level Update: You will no longer get the experience message if it does not yield any experience ---------------------
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