Bughunter contest: combat improvements

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B0rnt0b3pk
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Re: Bughunter contest: combat improvements

Post by B0rnt0b3pk » Wed Aug 05, 2015 10:59 pm

Jonas wrote:
Pajama treee wrote:17) all metal swords ending with the "Sword" (ex: Rune Sword) appears as a steel sword
No, this was known for a long time and it's a silverlight sword.
So what if this was known for a long time, should be fixed imo.
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Jonas
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Re: Bughunter contest: combat improvements

Post by Jonas » Wed Aug 05, 2015 11:00 pm

B0rnt0b3pk wrote:
Jonas wrote:
Pajama treee wrote:17) all metal swords ending with the "Sword" (ex: Rune Sword) appears as a steel sword
No, this was known for a long time and it's a silverlight sword.
So what if this was known for a long time, should be fixed imo.
The glicth was reported, but people didn't think it was neccesary to fix, since it doesn't affect your gameplay at all. And you have a free cool looking sword.
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Re: Bughunter contest: combat improvements

Post by B0rnt0b3pk » Wed Aug 05, 2015 11:05 pm

Jonas wrote:
So what if this was known for a long time, should be fixed imo.
The glicth was reported, but people didn't think it was neccesary to fix, since it doesn't affect your gameplay at all. And you have a free cool looking sword.[/quote]

Your opinion is one amongst many. It affects gameplay by the sake of you don't know what the person is wearing, aka what sword, and it doesn't look cool at all.
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Re: Bughunter contest: combat improvements

Post by Pajama treee » Wed Aug 05, 2015 11:13 pm

18) d spear special attack doesn't show the birds flying above the head

also you can switch your overheads while stunned from d spear spec

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Re: Bughunter contest: combat improvements

Post by Pajama treee » Wed Aug 05, 2015 11:26 pm

19) shadow barrage is very hard to see , very light and transparent, you won't notice it during a fight unless you're paying attention,

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Re: Bughunter contest: combat improvements

Post by Azu rite » Wed Aug 05, 2015 11:51 pm

Pajama treee wrote:11)would it be possible to fix morrigan's throwing annimation where it throws a steel javalin/throwing axe? Also the special attack uses the magic shortbow special attack (an enchanted arrow being shot)
also i did some testnig with the morrigan's throwing axe and its second affect "drained the opponent's run energy four times faster for the next minute" didn't seem to work. Unless I was testing this wrong, i think it doesn't work.
yeah...I've reported this multiple times.....


they (the morrigan weapons) aren't considered range weapons at all, they have a decreased max hit on here too.
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Re: Bughunter contest: combat improvements

Post by Pajama treee » Thu Aug 06, 2015 3:42 am

20) ring of vigor has no stats, the stats should is just a +3 str bonus

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Re: Bughunter contest: combat improvements

Post by Pajama treee » Thu Aug 06, 2015 3:56 am

21) while wielding a dragon platebody (or), there is a small black box above the head, casting vengeance allows this to be noticeable, and may be distracting, actually doing a lot of things that activates a gfx/emote allows for the box to show.

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Re: Bughunter contest: combat improvements

Post by Jade » Thu Aug 06, 2015 2:47 pm

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destroy means drop?
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Pajama treee wrote:21) while wielding a dragon platebody (or), there is a small black box above the head, casting vengeance allows this to be noticeable, and may be distracting, actually doing a lot of things that activates a gfx/emote allows for the box to show.
^ adding to the dragon (or) a gold trimmed skillcape makes your body invisible
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additionally

bounty hunter says the targeting system is designed so you will have no allies as a target, ive recieved clan members multiple times as targets
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yeah I've got multiple personalities but you're two faced AF

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Re: Bughunter contest: combat improvements

Post by Mike » Thu Aug 06, 2015 7:13 pm

Jonas wrote: D2h Special Attack's Emote is wrong;

3157 Special Attack's Emote Id for d2h
Fixed, 1 point

Jonas wrote:
When you spec with an Ancient Mace you see a Barrelchest anchor, not the mace.

Gfx Id: 1052 (I think)
I know about that, I had already fixed those graphics when I fixed the ancient mace (both ancient mace and barrelchest anchor have gfx id 1052). However, it's a client-sided thing and I hadn't released the updated client yet. No worries, the ancient mace spec looks fine on my new client ;)

Jonas wrote: Bone Dagger's Special Attack doesn't even have an emote:
I couldn't find the bone dagger special emote or gfx ID's anywhere, so I went with no emote and the dds special gfx. However, it does look rather silly, so for the time being I've just given it the emote of the dds special as well, until (if ever) we find the actual bone dagger special ID's.
Jonas wrote: Magic comp bow Special Emote is wrong too, looks really weird
Same as bone dagger, I couldn't find any ID's for the magic comp bow and the only video I've seen about the magic comp bow (https://www.youtube.com/watch?v=UMADmdfVCoQ) shows me that it looks exactly the same as the magic longbow special (their specs are exactly the same, so why would they look different anyway?). If you can show me something that clearly shows a different special than we have on the testserver, feel free to show me (but then I'll still need the ID's for the emote and/or gfx or I can't really do much).
Jonas wrote: When you spec with a seercull the graphics on the enemy does not show up:
Actually, the graphics do show up in PvP, the only reason it doesn't show up in PvM is because you can't reduce an NPC their stats on PkHonor. Maybe if we give the NPC proper melee/range/mage/... stats, then we could make things like seercull and shadow spells work, but until then, the spec won't do anything on them and the graphics shouldn't be displayed to avoid confusion.

Jonas wrote:
Pajama treee wrote:17) all metal swords ending with the "Sword" (ex: Rune Sword) appears as a steel sword
No, this was known for a long time and it's a silverlight sword.
It was indeed known for a very long time and believe it or not, I've tried more than once to fix the sword look. It just doesn't work, and many other 317 RSPS have the same problem where bronze to rune swords look like steel swords. Nobody knows why, but it's not worth wasting too much time on.


Pajama treee wrote:13) abyssal whip not properly draining run energy "transfers 10% of the target's run energy to the user."

16) karils set effect decreases opponents ranged level, not agility level.
"If the Ranged attack is successful, it has a 25% chance of lowering the target player's Agility level by 20%."

torags set effect decreases opponents defence level, not drains its run energy at all
"Successful melee attacks have a chance of lowering the victim's run energy by 20%."
These were all done on purpuse, considering draining your enemies agility or run energy isn't all that useful on PkHonor.
Pajama treee wrote:veracs set effect does not have an animation, as it should.
Sadly, I couldn't find the verac's effect graphics ID anywhere :/
Pajama treee wrote: ahrims set effect decreases opponents mage level, not strength level.
"Successful magical attacks have a chance of lowering the enemy's Strength by 5 levels."
Fixed (2 points), however, I'll still allow the special effect to increase your magic level with 5 levels.
Pajama treee wrote:15) while weilding a 2handed sword(ags, rune 2h, etc), the eating animation does not activate.
This was done on purpose years ago ago, because when you're on old animations (in ::settings), run with a 2h and eat at the same time, you look like this:
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I simply couldn't fix that and so we had to disable the eating animation while wearing a 2h. I'll keep trying to find a fix but don't want to waste too much time on it.

[Update] I've hereby managed to fix the eating animation while running with a 2h. All this time, I thought the problem was with the 2h emote, rather than the eating emote. I've now fixed the "oldschool animations" eating emote and re-enabled the eating emote while wearing a 2h (you won't see the fix until I've uploaded a new client, though)

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