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PostPosted: Tue Jul 10, 2007 11:07 am 
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And what about vavoom repository?


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PostPosted: Tue Jul 10, 2007 11:07 am 
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And what about vavoom repository?


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PostPosted: Tue Jul 10, 2007 11:07 am 
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And what about vavoom repository?


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PostPosted: Tue Jul 10, 2007 11:33 am 
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It's now: vavoom.svn.sourceforge.net

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PostPosted: Wed Jul 11, 2007 12:26 am 
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And what abo...

oh, nevermind.


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PostPosted: Wed Aug 15, 2007 7:48 am 
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Firebrand, I want to implement one idea in Korax RPG, I call it ActorCondition. Idea basically is to move all the specific conditions handling from Actor/Player classes to separate classes, like for Poisoning, layed spells etc. This will allow to get rid from numerous timers, counters and similar parameters. Actor and Player will have a link to array of Conditions objects, "layed" on them. It will increase size of the code a bit, I think, but will make it much easier to create new spells and effects applied to creature and/or player (and other objects as well).

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PostPosted: Wed Aug 15, 2007 9:21 am 
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I think it's a nice idea, but why do you want to remove the time counters for effects? IMO it's a good way to measure these effects for monsters and players, and we could create a counter for every type of effect in it's own class, it would make things a bit more easy to implement too, since the basic layout of some effects is already in the code.

I've got an idea of how I would like certain spell/weapon/etc. effects like poisoning, blindness, slowness, etc. could work from Ichor's Oblivion Knight video ;), I really liked the ideas he proposed there and I think we can implement them without much problems if we first generalize effects for players and monsters.

As for your ideas on monster AI, I like them a lot :D, I'm sure they'll surely improve the gameplay and feeling of smart enemies on the game, I think we can extend them for NPC's too, since they'll have to attack enemies when needed, also the scripting for certain actions could come in handy, nice work so far! Now we just need to start coding, heh! ;)

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PostPosted: Wed Aug 15, 2007 9:43 am 
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Firebrand wrote:
I think it's a nice idea, but why do you want to remove the time counters for effects? IMO it's a good way to measure these effects for monsters and players, and we could create a counter for every type of effect in it's own class, it would make things a bit more easy to implement too, since the basic layout of some effects is already in the code.


That is WHAT I propose - to move those counters from Actor/Player classes to special effects classes. Well, I nearly completed base classes for such effects, so I'll upload them to SVN soon and you'll see what I mean.

Firebrand wrote:
I've got an idea of how I would like certain spell/weapon/etc. effects like poisoning, blindness, slowness, etc. could work from Ichor's Oblivion Knight video ;), I really liked the ideas he proposed there and I think we can implement them without much problems if we first generalize effects for players and monsters.


That's WHAT I am doing now :)))
BTW, what exactly ideas Ichor proposed? Maybe I missed something.

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PostPosted: Wed Aug 15, 2007 10:03 am 
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He means this.

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PostPosted: Wed Aug 15, 2007 10:42 am 
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Yes, we could use similar effects for projectiles/attacks/spells or add our own :). I'll be waiting for the updated SVN stuff then, once I finish revamping the KA maps, I'll get to implement something for KoraxRPG (I'll start with the damage skins stuff).

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PostPosted: Wed Aug 15, 2007 11:18 am 
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Ichor wrote:
He means this.

Oh, I've seen this ofcourse. :) I thought he meant you gave him some comments about how it works.

Yeah, we can have it, ofcourse, in KoraxRPG. I am already got everything to test my version of "Blood mana", which I called "Mana Burn" ( (c) MTG )


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PostPosted: Wed Aug 15, 2007 12:08 pm 
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I think that one (blood mana) is the most fiendish out of all of them, because with that one, you'll end up killing yourself if you're not careful. As for corpse explosion, I considered having it resurrect the monsters, but I thought I'd try something different. The damage it does is half of the original health of the corpse, so standing next to a dead Korax when one of these guys is around is certainly not a wise idea.

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PostPosted: Wed Aug 15, 2007 12:52 pm 
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Heh, corpse explosion? :) I can see your game is full of whacky ideas :P
Mmmm... just imagined a "corpse explosion" spell handled by character... to cast such towards the horde of Ettins... :twisted:


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PostPosted: Wed Aug 15, 2007 1:39 pm 
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Yeah, you see that at the very beginning of that video.

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PostPosted: Wed Aug 15, 2007 3:20 pm 
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Yes, now when you mention it I detected this explosion.

Heh, by the way, I have Mana Burn too now :) and also generic "Damager" class which damages player/monster and can be customized using parameters:
- Damage type
- Damage amount
- Frequency
- "Spell" life duration
:P This gonna rock


EDIT: and now:
- Screen flash color and used operation (set, or, and) :)
In fact, I have everything to make any "spell" like Poison, Blind etc.


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