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Messages - Platinum Dryym

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1
Questions and Answers / Re: Crops
« on: May 22, 2017, 10:35:23 PM »
Use IsBlock [x,y,z] [aux]. I forget the exact aux values for each crop, So you'll have to experiment with it.

Out of curiosity, How did you make it so that when you swing your hand at a flower it doesn't break the flower? In my experience, Turning off edit from a swing event doesn't prevent you from breaking the thing.

2
Your world / [Deathmatch] Re: ~Perdition~ Welcome to Hell.
« on: May 20, 2017, 06:24:10 PM »
Are you still going to keep working on it once PC gets released?

Nope. I may remake the concept of fighting demons to gain their souls, But I want deathmines to die on PC. The only reason I made this is that in all of my time playing TM, I had never hosted a playable map.

I want deathmines to die aswell. You could potentially keep the theme of the map and make an RPG map out of it.

The story being you were about to get into heaven (just like the intro of the map) however you were bad when you spent your time on Earth, and whenever you think you're going to go to heaven and you stand at the gates, you get sent to hell and must find your soul or something.

I like the style of the map and you really could do something with it :)

I definitely liked the style of the map. Even if it was a deathmine. It's possible that I will return to the concept, But I already plan on creating an entire continent and basically making my medieval map on super godly steroids.

I would really enjoy seeing that. Good luck!

Don't be expecting it for a long time. I'll need infinite worlds first, Then I will need to make the terrain for an entire continent. If there is no analog to WorldPainter for TM by that time, That part alone is going to take forever. Then I need to build the settlements, Make a billion and a half custom NPCs and modded items, Then I need to script it, Then I need to make sure everything is playable.

3
Your world / [Deathmatch] Re: ~Perdition~ Welcome to Hell.
« on: May 20, 2017, 04:43:36 PM »
Are you still going to keep working on it once PC gets released?

Nope. I may remake the concept of fighting demons to gain their souls, But I want deathmines to die on PC. The only reason I made this is that in all of my time playing TM, I had never hosted a playable map.

I want deathmines to die aswell. You could potentially keep the theme of the map and make an RPG map out of it.

The story being you were about to get into heaven (just like the intro of the map) however you were bad when you spent your time on Earth, and whenever you think you're going to go to heaven and you stand at the gates, you get sent to hell and must find your soul or something.

I like the style of the map and you really could do something with it :)

I definitely liked the style of the map. Even if it was a deathmine. It's possible that I will return to the concept, But I already plan on creating an entire continent and basically making my medieval map on super godly steroids.

4
Your world / [Deathmatch] Re: ~Perdition~ Welcome to Hell.
« on: May 20, 2017, 02:48:32 PM »
Are you still going to keep working on it once PC gets released?

Nope. I may remake the concept of fighting demons to gain their souls, But I want deathmines to die on PC. The only reason I made this is that in all of my time playing TM, I had never hosted a playable map.

5
Your world / [Deathmatch] Re: ~Perdition~ Welcome to Hell.
« on: May 20, 2017, 08:56:40 AM »
How is the progress on this, by the way?

It was hostable, I had a semirandom weapon buying script, I was in the process of making a proper PVP arena, But I lost gold and just sorta stopped working on it.

6
Creative Features / [Scripts] Re: Script/How day - night
« on: May 16, 2017, 10:35:13 PM »
That's just my interpretation of the question though, because I don't think that even boomhauer knows what he's saying.




As for the script, Try using IsDay/NightTime and IsClock conditionals.

7
Creative Features / [Scripts] Re: Script/How day - night
« on: May 16, 2017, 05:57:26 PM »
English please?

8
Ideas / Re: Sprinting
« on: May 14, 2017, 01:11:01 PM »
So if this were to happen, would this potentially add a stamina bar with it? Or is that just over-complicating things?

Sprinting is a good idea though!

What would be the point of a stamina bar if it only affects how long you can sprint for? I'm not against the idea, I just feel like it needs more meat to it.

9
Ideas / Sprinting
« on: May 14, 2017, 10:39:33 AM »
First off, Let me state that I know sprinting is one of the most requested ideas by far, And it always gets shot down because we already move faster than MC sprinting.

I am not suggesting sprinting to increase our speed even further past that, That would be ridiculous. Instead I am suggesting that we reduce the default speed of the player and all mobs and make the current default speed be sprinting speed.

The reason for this is simple. Without a difference in speed, Chases in combat will get nowhere. If sprinting is added, Then this will allow defenders a chance to make a speedy getaway, And it will allow attackers a chance to close the gap. Assuming that sprinting has a limited timer, Chases will become more enjoyable because you will have to time your sprinting to either get away, Or close the gap.


Another side effect of this is that it gives you a limited chance to run away from mobs that are normally way faster than you. Eg. Werewolves and Trolls.


Combat in TM has potential with its unique weapons and armours, But the movement system totally kills that potential by making combat a jumping contest. This would be the first in many steps to fix that and make combat more interesting.

10
Ideas / Re: A change to the Ice Ring
« on: May 13, 2017, 01:58:05 PM »
While I do like the idea of the ice ring buffing who's affected to make it defensive, I could still see this mechanic being annoying since it would make everyone in PvP pretty much damage resistant by keeping anyone from being killed, not to mention that the attacker could just camp right next to the frozen player and play the waiting game.

Now if this were put into place then it would need an extra buffer to avoid becoming overly annoying. What I had in mind was maybe the amount of time someone stays frozen is reflected by the damage they do, so that a Battleaxe will freeze someone for a much shorter time (if any time at all) than let's say a Steel Sword, that way people who aren't able to fend off an attacker can escape, while an attacker cant just cage a bunch of lower-level players and wait.


Or, Alternatively you could just lower the durability of the ring to prevent overuse and give a larger freeze cool down.

If you give the ring 2-4 uses, This combined with the fact that there is no sprint or any way to catch up with a player who is running away will be more than enough to fill the defensive role.


Also, Your system could easily be exploited by duel wielding a wood sword with for example a titanium warhammer. Hit them with the sword for max freeze time to regenerate, And then wait with the hammer for them to not be buffed for defence.


Instead of putting in some fancy system like that to prevent it from being abused, You can just lower the amount of times you can use it.

11
Ideas / A change to the Ice Ring
« on: May 13, 2017, 11:20:13 AM »
People have been complaining about the ice ring since 2.0, And since we are currently on the transitional state to the PC version, I think now is the best time to make a simple and fundamental change to it to make it more balanced.


The idea is that when wearing the ice ring, Upon a successful hit, The player is frozen as before, But in addition, Their defence stat is kicked up to max, Making them nearly impossible to hit. In fact, Hitting them would reduce the time that they are frozen for. They would also lose their ability to attack, And their health regeneration would be slowed dramatically. All of this is designed to simulate the player being actually frozen in a block of ice.

This turns the ice ring from an annoying offence item to a defence item. Say that you are losing a fight, You can put on the ice ring and freeze your opponent in place to give you a chance to run away and regenerate. You can already do exactly this, But with the defence boost to the person being frozen, As well as the fact that attacking them reduces the timer, It removes any and all offensive use for the ring.


The same can be applied to ice arrows (Oh, The ice ring shouldn't apply to arrows anymore either.) If you are an archer, You don't want a melee attacker getting close. So when they close the gap too much for your own comfort, You can switch to an ice arrow and run away.


Granted, This would still be slightly annoying if you are on the receiving end of it, But you will no longer have to deal with being completely helpless as someone whittles your health away with their wooden sword against your full titanium armour. Instead, You'll just need to accept that sometimes someone will freeze you and run away.

12
Fun House / Re: ℵ~Sylac's Dreams~ℵ [Role Play]
« on: May 12, 2017, 05:39:02 PM »
Before me stands a tall man with sharp features adorned in fine robes and jewellery. He wields a staff and more often than not has some form of smoke emitting from his face. None would guess from his appearance that he is, Or rather, Was one of the greatest thieves in the greater half of this last century. He's on par with myself, Only bested by the true master thief of the ages, My mentor from so many years ago... Heh. Jack was one of the first people I met here in the forest. Over the years, He's played up this wiseman act. He may have his wisdom, The search for knowledge is great and all, But the real strength he has is his intuition. Never have I seen someone so easily able to work the ins and outs of magic. You can't learn that.

When I heard that Jack needed my help, I got up and started digging. Now that I've started digging, I really wish I had left all of this buried. Necromancy, Raising the dead, None of this makes any sense... Maybe Jack can make more sense of it once we get this scroll.

"I had a visit from one of your 'Friends'. Luckily for us, He gave away everything we needed."

"Go on"
He said in an inquisitive tone.

"He said that you must not attain the scroll of necrosis whispers. I did a bit more digging and found that it lies in the basement of an uppity mage by the name of Alden Darocoff. He lives in his manor on the richer side of the rich side of town. We're going to relieve him of the scroll and you are going to get to work figuring out what this all means."


"I've heard of the scroll before, It was mentioned in some ancient texts I referenced. The references to it were fleeting and showed no sign of significance."


"I'm just going off of what the minion said. I have a bit of a plan laid out for the job, But it'll be mostly improvised."

"Sounds just like old times. You come up with half a plan, We go in and improvise and come out with a bunch of loot."

"Shut up... Our first challenge is to get there. There's a new captain of the guard since I broke Shakala and that gnome out. He's really picked up on the guard duties and the curfew. Luckily for us, He seems to be targeting only thieves."

"Oh, Well it's a good thing we plan to vandalize this Darocoff guy's house instead of robbing it."
Jack said sarcastically

"The scroll is in Darocoff's basement. In order to get there we need to get over the wall, Sneak past the big orc bodyguards, And then get in the building. After we're in, We need to find a way into the basement."

"That sounds simple enough, What's the catch?"
Jack asks in a playful manner.

"The catch is, I have reason to suspect that his wife is a vampire..."
I reply nervously.

"I'm sorry, I must have misheard. A what!?"

"There is around an 80 percent chance that Elana Darocoff is a vampire. Alden has a history of purchasing large amounts of blood, And unknown medical treatments. In addition, His wife is never seen in public even though he is registered as married."

"Huh..."

"Go get suited up. Oh, And Jack?"

"Yeah?"

I smile as I say
"Leave all of your herbs here..."

13
Questions and Answers / Re: Have any cool scripted feature ideas?
« on: May 12, 2017, 03:06:48 PM »
I have a small skill point system where you can get to level 100, with 25 points in each category. I plan on allowing the strength skill increase the capacity, like most RPG games.

I need to expand that skill system though, to allow more of a fallout style level up, with about 18+ attributes, and multiple skill points per level, but with there being a text limit on menu scripts, that'll be alot of scripts linking them together.

As for the startup script, I'm trying to avoid looping scripts, but with only vars, would that cause much lag?

It doesn't matter, There is no other option.

Personally, I think you could do something more immersive than a skill point system. I think it would be more fun.

14
Ideas / Re: SetPowerRegion Command
« on: May 12, 2017, 09:43:39 AM »
I believe this has been suggested before. I think the consensus was that the power was too buggy for this to work properly. And I am not sure that power has been touched since slightly after 2.0.

Another potential problem is the fact that this would power everything in the region. And quite a few things accept power, So this would not be ideal if you don't plan it out extremely carefully.


On a side note, If you want to power a bunch of things at once, Use Wi-Fi transmitters and receivers.

15
Questions and Answers / Re: Have any cool scripted feature ideas?
« on: May 12, 2017, 09:38:10 AM »
Oh, OK. So you just increase the weight variable for every item, then if isvar > capacity, then slow down.

That's very easy, I was over thinking it


There's still the problem of when to have it run.

I could have every item have an equip event for this script, but even then, there's still bugs and exploits with it, since there's not a "pickupItem" event

Just run it from your startup as a looping script. As long as the first command sets the weight var back to 0, It'll refresh the weight each time. It worked perfectly fine on my fantasy map, I just didn't have all of the items in the script yet.


Also, I would stray away from things like "IsVar [>] [StaticNumber]" The reason I was making the nutrition system is so that you can control how much weight you can carry by your nutrition. You could just have it determine the player's speed by using the percentage of carry weight to carry capacity.

In fact, You could use my player speed script system for the speed part.



Out of curiosity, What were you thinking of doing for your weight system? I like hearing other people's attempted solutions to the same problem.

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