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Messages - Platinum Dryym

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1
Your world / [Adventure] Re: Adventures within backstory
« on: May 24, 2017, 11:06:27 AM »
Just a tip, This should be put in your other topic instead of a brand new one.

2
Questions and Answers / Re: Crops
« on: May 23, 2017, 11:35:48 PM »
Aux Data - Auxiliary data

Every block in the map has 8 bits of data available to it called auxiliary data.

Bits 1 - 3 are used for orientation and state.

Bit 4 is used to store whether or not the block is the originally generated block or whether it has been changed since generation (by a player or something else). This bit cannot be manipulated by script commands.

Bits 5 - 8 are used to store the selected texture id's (value range = 0-15 = 16 possible textures).

In order to calculate the Aux values by hand, you must understand the binary number system and how to form separate values in different groups of bits and combine them to calculate the final number.

http://en.wikipedia.org/wiki/Binary_number
http://en.wikipedia.org/wiki/Bitwise_operation
http://en.wikipedia.org/wiki/Bit_manipulation
http://en.wikipedia.org/wiki/Bit_field
http://en.wikipedia.org/wiki/Mask_%28computing%29

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Any block that has orientation: doors, trapdoors, stairs, ramps, one way glass, paintings, climbing ivy, torches, ladders, switches, buttons, beds, cylinders, use Bits 1 - 3 to define their orientation.


The following blocks can only face NSEW. They use Bits 1 and 2 to define the direction they face. A value from 0 to 3 inclusive. 0 = Facing East, 1 = Facing South, 2 = Facing West, 3 = Facing North.

Doors
Trapdoors
Stairs
Ramps
OneWayGlass
Beds
Cylinders

Cylinders are slightly different in that if Bit 3 = 0, then they are upright and Bits 1 - 2 are ignored. If Bit 3 = 1, then they are horizontal and Bits 1 - 2 are used to define their orientation.

Doors and Trapdoors use Bit 3 to define their state. 0 = Closed, 1 = Open.


The following blocks can be attached to the face of another block. They use Bits 1 - 3 to define the face they are attached to. A value from 0 to 5 inclusive. 0 = East face, 1 = South face, 2 = West face, 3 = North face, 4 = Top face, 5 = Bottom face.

ClimbingIvy
Switches
Buttons
Ladders
Torches
Paintings

Ladders and ClimbingIvy cannot be attached to the top or bottom face, so they cannot have a value higher than 3.

Torches cannot be attached to the bottom face, so they cannot have a value higher than 4.

Paintings are slightly different. They use Bits 1 - 2 to define the NSEW face they are attached to, but if Bit 3 = 1, then they are attached to the top face of the other block, facing up, and Bits 1 - 2 are now used to define their orientation.

Half Block:
Only uses Bit 1. If Bit 1 = 0, they are grounded, if Bit 1 = 1, they are raised.

Shops.
If Bit 1 = 1 they are economized.

Crops:
Bits 1 - 3 are used to define their current growth stage. Values 0 - 5 (6 stages).
Bits 5 - 8 are used to define the crop. Current values 0 - 2 (Wheat, Sugar Cane, Tomato).


Keys:
Bits 1 - 3 and 5 - 8 are used to define the key id.
0 = Skeleton key, 1 = Skull key. It's tricky to work this out by hand because Bit 4 is not used.

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Textures

All blocks that can have their textures changed, including Paintings, use bits 5 - 8 of their Aux data to define the slot id for their texture.

0 = Default
1 - 15 = The slot id. That is the slot on the texture selection screen, not the block id itself.

e.g. If for Stairs you had Default, ConcreteBrick, WoodPlank, LimeStone and Glass selected as your textures, then a value of 3 will cause the stairs to be drawn with the LimeStone texture.

This should mean the numbers for fully grown crops are 5, 21, 41, 43, And 81. Although I am tired. So my binary may be incorrect.

3
Questions and Answers / Re: Crops
« on: May 23, 2017, 07:23:08 PM »
I tried Platinum Dryyms idea and set the aux value and it sorta worked. Setting the aux value in the script If is block [block][aux]... will run true, but it's only for full grown crops. I noticed it does this for all of the crops. So, is there a way to establish what crop is what? I want it so the game recognizes which crop is which so that I can set the add inventory for the corresponding crop, if that makes any sence.

Set [Aux] to the auxiliary data value of the crop you want to check for. I don't remember the aux data for each crop off the top of my head, So you will have to experiment. If I get the chance, I will investigate and try to find the values for you.

4
Questions and Answers / Re: Crops
« on: May 23, 2017, 02:20:21 PM »
False. I confirmed this earlier, without edit, the flowers did not break. I did have admin, and wasn't the host though, but I doubt that has much to do with it.


Unless when you say "from a swing event" you mean that the script takes the permission, then you'd be correct, because the block breaks before the swing event is ran.

He just has edit off as a starting rule.

Yeah, That's exactly what I meant.
I was assuming (And hoping) that this was an enhanced survival type thing where you would have edit by default.

5
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.

6
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.

7
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.

8
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.

9
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.

10
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.

11
Creative Features / [Scripts] Re: Script/How day - night
« on: May 16, 2017, 05:57:26 PM »
English please?

12
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.

13
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.

14
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.

15
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.

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