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Re: Construction development (28 September 2013)
Posted: Sat Sep 28, 2013 6:17 pm
by Rawr
Vine Whip in place of Custom Whips?
Re: Construction development (28 September 2013)
Posted: Sat Sep 28, 2013 11:11 pm
by Blahblahdie
Crownhunter wrote:Vine Whip in place of Custom Whips?
Vine whip in place of Customs, but given the stats of a unholy/hells whip?
Deal.
Re: Construction development (28 September 2013)
Posted: Sat Sep 28, 2013 11:21 pm
by Pls senpai
I think wearing certain armours/weapons exclusive to construction should offer a def/str bonus when used in the dungeon for PVM
Re: Construction development (28 September 2013)
Posted: Sat Sep 28, 2013 11:22 pm
by Mike
The vine whip will possibly be added at a later point, but probably not along with construction. I already know what I'm going to do with with construction as it is and I don't see the need to put extra time into doing things that I have not planned - they would only delay the update even further.
28 September update (3)
Combat room: players can now build a boxing ring, fencing ring, combat ring and ranging pedestals. A balance beam could not be made since I do not have the proper animation ID's for standing on a balance beam. Also, if you stand on one, your character glitches through it. I have therefore removed the balance beam from the available rings in the combat room. This will be added once it has been fixed, but there's a big chance I'll never be able to fix it. Still, not a major loss since the other 4 rings work like a charm.
I've also managed to add pVp in a boxing/fencing/combat ring! If 2 players enter the ring, a fight will start which will be over if either player dies or leaves the ring. This is a safe minigame and you cannot lose anything. Bets or stakes cannot be made - it's just for good fun.
pVp and pVm modes have also been added in a player-owned house dungeon. pVm is dangerous (you lose items if you die) while pVp is safe (autokeep all items).
In pVm mode, you will not be able to attack players, while in pVp mode you will not see any NPC's and not be able to attack any. On default, a dungeon is pVm.
The dungeon mode can be switched by the house owner with a lever in the throne room.
Re: Construction development (28 September 2013)
Posted: Sat Sep 28, 2013 11:26 pm
by Azu rite
Mike wrote:The vine whip will possibly be added at a later point, but probably not along with construction. I already know what I'm going to do with with construction as it is and I don't see the need to put extra time into doing things that I have not planned - they would only delay the update even further.
28 September update (3)
Combat room: players can now build a boxing ring, fencing ring, combat ring and ranging pedestals. A balance beam could not be made since I do not have the proper animation ID's for standing on a balance beam. Also, if you stand on one, your character glitches through it. I have therefore removed the balance beam from the available rings in the combat room. This will be added once it has been fixed, but there's a big chance I'll never be able to fix it. Still, not a major loss since the other 4 rings work like a charm.
I've also managed to add pVp in a boxing/fencing/combat ring! If 2 players enter the ring, a fight will start which will be over if either player dies or leaves the ring. This is a safe minigame and you cannot lose anything. Bets or stakes cannot be made - it's just for good fun.
pVp and pVm modes have also been added in a player-owned house dungeon. pVm is dangerous (you lose items if you die) while pVp is safe (autokeep all items).
In pVm mode, you will not be able to attack players, while in pVp mode you will not see any NPC's and not be able to attack any. On default, a dungeon is pVm.
The dungeon mode can be switched by the house owner with a lever in the throne room.
This?
Re: Construction development (28 September 2013)
Posted: Sat Sep 28, 2013 11:29 pm
by Mike
Azurite wrote:
This?
Exactly. When I tried to make the balance beam work, your character glitched through it (instead of standing on it) and I do not have the proper animation ID's. I searched quite a bit for them but couldn't find them. So that doesn't work and I had no choice but to remove it from the list of things you can build in a combat room.
Re: Construction development (28 September 2013)
Posted: Sat Sep 28, 2013 11:54 pm
by Nolan
Awesome progress, getting anxious.
Re: Construction development (28 September 2013)
Posted: Sat Sep 28, 2013 11:55 pm
by Blahblahdie
Mike wrote:Azurite wrote:
This?
Exactly. When I tried to make the balance beam work, your character glitched through it (instead of standing on it) and I do not have the proper animation ID's. I searched quite a bit for them but couldn't find them. So that doesn't work and I had no choice but to remove it from the list of things you can build in a combat room.
To be honest, the boxing ring is enough.
Re: Construction development (28 September 2013)
Posted: Sun Sep 29, 2013 1:01 pm
by Leviathans
On the test server, when making trees like Magic Trees for example. You need the Bagged Magic Tree and a Water Can (Number) to plant it right, as well as the required level.
I spawned in 8 Watering Can (8) and 8 Bagged Magic Trees (Filling my inventory); but when I went to plant it, it won't let me. It says I need another Bagged Magic Tree; which I spawned it and it worked fine when planting. But I'm not sure if you already have some that it should be saying you need 1 more than how many watering cans you have.
Re: Construction development (28 September 2013)
Posted: Sun Sep 29, 2013 11:33 pm
by Mike
Leviathans wrote:On the test server, when making trees like Magic Trees for example. You need the Bagged Magic Tree and a Water Can (Number) to plant it right, as well as the required level.
I spawned in 8 Watering Can (8) and 8 Bagged Magic Trees (Filling my inventory); but when I went to plant it, it won't let me. It says I need another Bagged Magic Tree; which I spawned it and it worked fine when planting. But I'm not sure if you already have some that it should be saying you need 1 more than how many watering cans you have.
Are you certain about this? Because I tried it and it worked just fine for me. Perhaps you spawned the wrong bagged plants and thought they were magic trees?
Also, 29 september update: players can now choose who can enter their house and who cannot. They can also choose whether to allow guests in their house if they are offline.
The butler has also been fixed, he will now properly keep following you around even if you are adding new rooms to your house. There will also always be a butler in a house (if the home owner has hired one), regardless of whether the home owner is present or not.
Lastly, whenever a player has entered someone's house, a message will be displayed to the home owner that someone entered his house. For those that fear this will result in spam, as of the next update you'll be able to disable all game messages (apart from the really important ones). And if someone is spamming, you can still just add them to your ignore list and prevent from entering.