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Post by Iyouboushi on Jan 28, 2006 14:16:58 GMT -6
The patch has been completed and released, thus this topic is kept for development logs and to see how it progressed (well, somewhat in this case). To download the patch go to this topic---------------------------------------------------- After the quick release of 7.1b, which fixed a number of bugs, I felt that I should probably go back and add some other things that I thought of but didn't implement in 7.1b. So here's where I'll be discussing the tidbits of 7.1c. I realized that while you could price items/accessories/equipment you couldn't actually SEE what the bonuses/protections of said items were. So I've written a new command to let you do that. !item-view <equipment/accessory> <item to check> Here's a few examples: <Iyouboushi> !item-view equipment heavy_dogi <Dai_Kaiou-shin> [Equipment Name: heavy_dogi] [Equipment Type: body-top] [Defense Value: 5] <Iyouboushi> !item-view accessory black-belt <Dai_Kaiou-shin> [Accessory Name: black-belt] [HP modifier: 0] [MP modifier: 0] [STAM modifier: 15] [AP modifier: 20] [DP modifier: 20] [CP modifier: 0] [CD modifier: 0] [EVA modifier: 0] <Iyouboushi> !item-view accessory dragon-emblem <Dai_Kaiou-shin> [Accessory Name: dragon-emblem] [HP modifier: 10] [MP modifier: 5] [STAM modifier: 10] [AP modifier: 10] [DP modifier: 5] [CP modifier: 10] [CD modifier: 5] [EVA modifier: -5] Also, because of the way I wrote this command I was able to shorten the code of the !price <item/accessory/equipment> command as well, making it more efficient. There's more to come in the future. I'm not sure how long this patch will take me to finish, but I imagine it shouldn't be that long. I should also add that there's more than likely going to be some changes in the equipment.lst and the accessories.lst. If you have modified these files for your own RPG it's recommended that you copy and paste a copy somewhere so that when you install this patch you can go back and replace them back to the way you had them.
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Post by Iyouboushi on Jan 30, 2006 1:48:19 GMT -6
Added/fixed:
- !takeammo <arrows/bombs/bullets> <person> <amount to remove> will now remove ammo should the need ever arise - Monsters can now fly. Use the command <monster name> flies to cause a monster (or player) to fly. Only DMs or higher can use this command - Fixed a bug that actually prevented RAGE from working right. Players and monsters should be able to enter rage mode now.
Planning:
There's going to be a command for Kaiou-level users that will let them override the "monster creator" for a monster. This might be useful for if there's a monster that has been worked on for a long time but the original creator is gone/quit/whatever and someone else needs access to the stats.
I plan to finally finish adding Elemental Immunities/Weaknesses/Strengths. I plan to let monster creators set this as they would with technique immunities/weaknesses. So while it may not be logical that a fire monster can be weak to fire magic, it's going to be possible.
I plan on adding a technique type called "long-range" in which it will consume ammo (be it bullets, arrows or bombs). The add tech command will change slightly for this tech type (just like it changes for magic, or affect techs).
There's a plan to change the way the MUD training command work but these aren't final and may not be in this version. It's just something up in the air for right now.
Still don't know how long it will take to implement the planned things thus far, plus test them and make sure they work (hopefully testing it better than I did last time so I don't have to release a 7.1d to fix bugs from this one). Obviously I'll post more later.
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Post by Iyouboushi on Jan 30, 2006 13:22:03 GMT -6
- !setelementimmune <monster> <immunities> will set the elemental immunities of a monster - !setelementweak <monster> <weaknesses> will set the elemental weaknesses of a monster (they will take +50% damage when attacked by that element) - !setelementstrong <monster> <strengths> will set the elemental strengths of a monster (they will take -50% damage when attacked by that element) - !monsterowner <monster> <new creator> will let a KAIOU leveled player change who a monster is owned by (the creator).
As you can see I've finished with elemental immunities/strengths/weaknesses. As I've written in the command, strengths will cause the monster to take 50% less damage from the tech's normal attack (so if the magical attack was going to do 100 damage it would now do 50). Weaknesses will do the opposite. If a magical attack was going to do 100 damage normally it would now do 150. Immunities of course will drop the attack to 0.
<Dai_Kaiou-shin> It seems KuroMa has hit snowman in a weak spot! <Dai_Kaiou-shin> snowman points at snowman and they suddenly feel hotter. KuroMa starts chanting and laughing manically as sparks start flickering around snowman and the air gets hotter! Kuro then raises his arms and yells, "THE MOST BURNING FIRE!" and snowman goes up in flames! <Dai_Kaiou-shin> The attack did 670 damage <Dai_Kaiou-shin> Flames encase around snowman's body! <Dai_Kaiou-shin> snowman smiles lifelessly with his corncob pipe and button nose
And of course I've added the command to change who owns a monster. As I wrote in the last post it might come in hand if the original owner leaves and someone needs access to the monster (but doesn't want to zap it and start 100% over). Keep in mind that this command is a Kaiou level command only.
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Post by Iyouboushi on Jan 31, 2006 2:29:35 GMT -6
- Fixed a minor bug in the !cboost command I can't believe this bug went on for so long. It must have been around since the basic creation of this command. Basically it was a bug that wouldn't check to see if the 'level' value was a number and would just go happilly on its way. In the end it would say it had set a valid boost desc when infact it hadn't. Fixed now. Thanks to Scott for finding that one. - A new tech type has been entered into the bot, known as 'ranged.' The command to add it is: !addtech <person> <tech name> <power> ranged <ammo type> <ammo required> 0 <stam usage> <ki it needs> <description> VALID AMMO TYPES: bullet/ammo (bullet and ammo are the same), bomb or arrow As of this writing you can add your ranged techniques but you can't actually USE them. That's to come next.
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Post by KuroMa on Jan 31, 2006 17:45:29 GMT -6
FIRST POST IN THIS THREAD NOT MADE BY IYOUBOUSHI! KITTY PUREE! ^_^!
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Post by Smz on Jan 31, 2006 23:43:38 GMT -6
Second post in this thread also not made by Iyouboushi!
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Post by Iyouboushi on Feb 1, 2006 1:42:45 GMT -6
Third post in this thread also not posted by ....oh wait. >.>
And uhh..yeah..still haven't added ranged as a working tech type. Maybe tomorrow..
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Post by Iyouboushi on Feb 2, 2006 1:11:13 GMT -6
Ranged Type Techs are in the bot. Right now they work close to 'blast' type techs, except the amount of ammo/arrows/bombs that the technique takes affect how much extra damage is inflicted. Generally speaking, the more you lose per shot the more damage potential you have of doing. <Iyouboushi> Smz uses his weapon_combo on dummy <Dai_Kaiou-shin> Scott Insert description here when I think of one. <.< <Dai_Kaiou-shin> The attack did 483 damage <Dai_Kaiou-shin> Dummy swings back and forth smiling all the while. And of course there's an error when you don't have enough ammo/arrows/bombs.. <Iyouboushi> Smz uses his Weapon_Combo on Dummy <Dai_Kaiou-shin> It seems Scott does not have enough bullets to use weapon_combo! While adding this I came across a serious bug that didn't look like a bug until I started to notice that Smz's ki wasn't going down after I was causing him to use the technique. It turns out that it was decreasing it based on $nick rather than $1. I've fixed it. - Due to conflictions, the command to add ammo has changed slightly. It is now: !addammo <ammo/bullets/arrows/bombs> <person> <amount> Should be easy to remember, since !takeammo works the same way just with take instead of add. And it gets rid of the conflictions (I'm surprised it didn't conflict earlier). I've also started adding much better error handling into Kaiou. Or rather, better checks to prevent some of the errors that I keep stumbling across. The !cboost error that Scott caught and I fixed earlier this week could have been prevented if I had implemented these types of checks in the past. It might be a few versions before every single applicable command has these new checks in place though. Mostly because I'm lazy. Other than adding in the new checks, I believe all that's left for this version is to bug test some more and see if I can find anything else that needs to be fixed. Otherwise.. it's ready.
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kiapurity
Junior Otaku
Ether Drive'd!
Posts: 59
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Post by kiapurity on Feb 2, 2006 12:34:19 GMT -6
Egads, you're still working on Kaiou? XD
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Post by Iyouboushi on Feb 5, 2006 11:39:10 GMT -6
I know, sad isn't it?
Anyway, 7.1c is finished. But now you're asking yourself, "if it's finished, why hasn't he released it?" Well, it's because we're adding new equipment and accessories. And I want to make sure that there's been enough added before I upload it. Again, I say, if you've been adding your own custom equipment and accessories be sure to COPY THOSE FILES somewhere else after the patch has been installed, and then copy them back so that you don't lose them. Or re-add them to the list once it's been installed.
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