Daylog

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This will contain documentation and notes on progress made on this project. There was a change log for Rafermand, this will be very similiar in nature. Earlier updates might be a bit sparse and weekly in nature till production hits Alpha (live testing).

Contents

May 24 2008

  • I am working on the TGEA port project. There won't be a lot of updates for awhile due to this.

May 4 2008

  • In preperation for the migration from TGE to TGEA I merged into the latest kit. All changes have been ported over and a variety of changes have been added due to this. Going to list a few big ones.
    • Containers are now in the game.
    • Camping brings you to the world selection now.
    • Clicking on an enemy works better.
    • Movement is less stuttery for NPCs.
    • Player local information has been moved to a database instead of spread over a bunch of files.
    • AI Collision flag
  • Added in a mouseover to display the percent of EXP gained.
  • Fixed a variety of coin issues from the last change to it.

Aprl 30 2008

  • Changed currency system over from 5 coins to 3 (silver, gold, plat). 1000 silver = gold, 1000 gold = plat. Changing some other cost formulas too.

Apr 25 2008

  • Converted all client class checks over to dictionary values and fixed other references.

Apr 23 2008

  • Fixed an issue with skills that I created now allowing multiple level requirements to be added.
  • Added the level requirement change to the info section of the code. Still need to finish this up converting all class checks to dicts
  • We will be moving to the newer graphical engine here pretty soon. This should set the project's time table back slightly, but the enhancement in well everything will make it well worth it and I am doing good on a playable Alpha in the Fall.
  • Stripped out some of the old level capped/maxvalue items require previously on skills. Will work without them (old code)
  • Added in Both Point and Percent modification for damage/spells/healing. Renamed a few things and they are both options now for skill links and effects
  • Added in a mana cost effect that can be used for good or evil :-).
  • Added in an energy consumption effect. Energy is used in most attacking based skills and in physical attacks themselves.
  • Added an energy entry for skills.

Apr 20 2008

  • Not much done during the week, working on Skill Links and it is almost finished. Going to be doing some tuning the next week or two after this change then I am probably going to move on the the quest system.
  • Skill and Spell window when you ctrl click to use SP the skill name is broken up at 15 characters and the text is smaller to prevent overflow to the next line. Slight changes made to the GUI to better align text in both skills and spells

Apr 14 2008

  • Unless otherwise noted, all changes are not live unless the notes say they are.
  • Added in a sit/stand command. Moving will make the player stand. Needs more work, but it is a start. The animation is bad :-).
  • Started working on the Skill Link code. Basic framework is in, I need to do the RPG logic. Spent most of the weekend learning more about how the DB works.
  • Adjusted the damage a bit for level 1 mobs.
  • Added in some code to make skills properly handle if one is removed (player database updates, etc)

Apr 6 2008

  • This is Rafermand 2 Pre-Alpha First Preview Client 1
  • Preparing the first preview client for Rafermand 2.
  • 3 Sets of equipment are in to test/play with (basic, chain, andarrian). There are also 4 swords that can be found in the test area. All items have their own different appearance on the character. The items for the armor is using the same picture for the time being.
  • Fixed skillpoints so they aren't setting back to 10 every time :-(
  • Reduces the random generator for mobs and adjusted the level and such for them
  • Setup spawn points for mobs from levels 1 to 6
  • Setup all NPC mobs, Larry sell scrolls, Andarry guards (and teaches lay hands skill), inn keeper well tends to the inn
  • Setup default damage and tohit values for mobs with none. Added the difficulty mod values for them too.
  • Adjusted quality values on equipment. Normal equipment no longers reduces base stats *L*. Reduced chances of modified equipment
  • Replaced stock pictures with Rafermand ones I made in 2 seconds

Apr 5 2008

  • Added patch 0004 (display time before relog)
  • Was changing some code only to find out a snippet was out there already for what I wanted *arg*. Wasted a lot of time :-(
  • Code added was a populating function to randomly generation spawn points in a certain block area. Allows for a group of mobs to spawn in a general area. Anyway, added the snippet since it had a bit more function that what I was working from.
  • Uncommented a few things in the recompile imm command so it would work properly (great for testing crap)
  • Server will allow relogs without any timers now.
  • Fixed a self induced bug that was making attacking a bit fast :-)
  • Added in a POI (map/tracking entry) for the Spawning Point in the testing zone
  • Put in the proper location for the Zoning Link POI

Apr 4 2008

  • Added STR to the damage formula
  • Added DEX and REF to the damage formulas
  • Added AGI to the damage speed formulas
  • Added UMIN/UMAX/URANGE for code usage
  • Fixed Regen ticker when damage is done
  • Added first part of drop code. Need more access to finish it up.

Apr 3 2008

  • Replaced the natural regen values with some more specific to our stats. Bdy comes into play for Stamina and HP regen and Mys,Wis,Mnd based on the class. Rough estimate is 1 to 1.5 to regen to full with modest stats with no help.
  • Fixed an exp mistake I introduced, wasn't dealing out the right exp based on level against the highest level.

Mar 30 2008

  • Added in the EXP changes. Very similiar to 1.1 with a few wrinkles. There is a base 10k exp per level and it then resets back to 0. The amount of exp changes based on your group and the level difference of the enemy you are fighting. It of course slides up and down depending on all of these values. Base exp right now is 200
  • Removed the old skill gains...so they won't do anything now.
  • Added in SP per level and removed the Advancement Points. SP is 8 + (level/4)*2. You start with 10
  • Added the first 2 sets of wizard attack spells (up to level 7). Will add more after the initial test client is out. Wrapping up other things currently now.
  • Added Light to the player's information view.
  • Removed testing spells.
  • Added in icons from Elvisman (still need to add in combat icon)
  • Added the fire projectile for all the wizard attack spells for the time being. Will put in proper AFX soon.
  • Added Managen for Wizards

Mar 29 2008

  • Adjusted mobspells tick rates (AI casting code). Needs a bit more work, but the buggers won't be casting every second now :-).
  • Solved a percentage issue with spells and skills. Formulas when divided by need to be a floating value (ex: 60.0) otherwise it returns 0 for that part of the formula (rather odd)
  • Added an interrupt percentage option for spell interrupt effects
  • Cleric spells except damage ones have their graphical effects setup and ready to roll.
  • Wizard spells except damage ones have been added. Graphical effects might not be available for Pre-Alpha Test 1.
  • Check out spelllist for a list of spells and completed ones at the bottom.
  • Found the evil tick and fixed the issue :-). Was introduced by my sloppy spell/skill update. Issue updated and fixed properly.
  • Added a bunch of wizard spells and some new ones not previously on the list. See the spelllist above.
  • Shield value added for shields so different ones will block better, etc. Removed most of the shield code already present and put in values for a shield effect that will block an attack even if a shield is not present (or increase the chance if there is one).
  • Added a flying spell to test out. Probably will remove or restrict at a later time if it causes issues.
  • Removed spells being modded by level they were being obtained (missed it on some code slashing sessions). Left bits of the code in though so critical spells can happen to increase the effect/damage values
  • Added shield values to the display for shields and added the shield and flying values to the player information screen.
  • Fixed skills so they update properly when mastery is added (oops)
  • Removed the png converter. Don't really want to compress images to save space and it causes issues with reversed alpha channels since the alpha channels on jpgs are black :-(. Removed all alpha jpgs from the patch publisher and only thing remaining are true jpgs and png files

Mar 25 2008

  • Working on more spell effects, have all the positive effect spells in for the cleric up to level 15.
  • Working on some models to use with the spells along with adding and creating some particles and zodiacs.

Mar 24 2008

  • Added a bit of new information to the Player Screen to show affects and the values on the player. It is in a little scroll area.
  • Renamed and converted offense/defense to to hit for armor/weapons (bless and armor spells, etc).
  • Added some basic damage reduction effects, there are other absorb options already in place too that might be used instead.
  • Added in a variety of cleric spells. Had to write some code for awaken to make it wake up a player. I believe MoM just dropped negative effects in clusters with some of their spells.

Mar 22 2008

  • Been working on spell effects most of the day trying to get everything sorted out cleanly :-). You will notice there are some videos posted up on the forum. There are some also on youtube, but the ones I have on the forum are high quality wmv files so check them out if you want.
  • Added an imm command to rez a player.
  • Fixed the zone link so you don't fall to your death *fun*
  • Added a few new bits into the spell effect parts for an ankh and other lovely things.

Previous Logs

Check Previous Logs.

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