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Innos

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Sorry for double post, But I'll live with out my fuznet he was only like level 5 or 6, but the stuff on my lan character he's level 27 and he can only use magic now, and they are the ones I memeorized, so I have to start doing some grinding to get some gold. At least they didn't take my spells away though ^.^
 

Thothie

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I start casting fireball and waisting mobs of skellys the game crashes
Been getting reports of this... Trying to cut down on it, by limiting client side firedart/ball effects and #burn sprites on enemies - dunno how much it's helped so far.

Hopefully it doesn't turn out to be the result of the burn damage applying itself and reporting to the player properly now, as I'd hate to have to undo that.
 

Innos

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For some reason potions now have a gross over use on them, I've used a health potion over 40 times now and yet it still exist, and same with my mana potion.
 

Tao

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Yeah, sometimes you can use these potions like 5 times and sometimes just 1 time.
 

Thothie

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Just in time for summer...
summer.jpg
...the arctic crew is here. ;)

Well, most of it anyways...

This update is for mappers only, more or less - not required for anyone else save determined sever ops ATM... It includes:

The Marogar Ice Orc Tribe
monsters/morc_warrior - standard Marogar Warrior
monsters/morc_archer - standard Marogar Archer
monsters/morc_ranger - Marogar Ice Archer with Ice Bow
monsters/morc_icewarrior - Marogar Ice Warrior with Ice Sword
monsters/morc_chief - Talnorgah, Chief of Clan Marogar

And food for tribe:
monsters/snowboar1 - small snowboar
monsters/snowboar2 - medium snowboar
monsters/snowboar3 - omfg huge snowboar

Icebone skeleton series, wooly spider series, cold lady, ice witch, and ice elemental scripts are still pending.

If you're a mapper want to fiddle with the Marogar Tribe or Snowboars, you'll need this model package:
Ice Model Package for Mappers

Also for mappers
Complete key set: (finally)
Generic keyholes:
other/keyhole - generic keyhole - takes key in, makes map event of name of key taken in, in addition to "ustart" ( so if you put in key_red - it fires "key_red" and "ustart" )
other/keyhole_return - same as generic keyhole, but returns keys used

Specific Keyholes:
other/keyhole_red - takes key_red ("crimson key"), fires "key_red", and "ustart"
other/keyhole_red - takes key_blue ("sapphire key"), as above
other/keyhole_green - takes key_green ("jade key"), as above
other/keyhole_gold - takes key_gold as above
other/keyhole_brass - takes key_brass as above
other/keyhole_skeleton - takes key_skeleton as above
other/keyhole_rusty - takes item_key_rusty, as above
other/ keyhole_storageroomkey - takes item_storageroomkey, as above

If you want a 'specific' keyhole to return keys after they are inserted, run the ms_npcscript event "return_keys" on the keyhole shortly after it spawns on your map.

If you want a keyhole to vanish after you insert a key use trigger_relay and killtarget.

And finally.....

monsters/lure - a 32x32 invisible monster you can use to attract any agro monsters to a specific location (they will percieve it as an enemy and attack it). It fires the event " lure_died " when it is slain, but you can also tie killtarget ("target when killed") to it as you would any other monster. You canNOT place it *inside* breakables to make monsters break them - as the monster can't see it inside a solid entity - but you can place this just outside and the monster will go for it - then simply trigger the breakable when it dies.

Similarly you can lure a bunch of monsters to a specific location, then use a trigger to delete the lure when they enter the proper area.

If someone requires it - I may make lures of various health levels, to prolong the time it takes for the monsters to kill the lure.

Example usage of monsters/lure in this map with source:
http://www.thothie.com/msc/lure_example.rar

So, yeah, pretty much all stuff for future maps today.
 

Thothie

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I don't *think* I can do editable health... Although... hmm... Maybe via ms_npcscript... Might be more dependable to just have lures of different strenghts under different scripts though.

ie. monsters/lure_25hp monsters/lure_50hp monsters/lure_100hp monsters/lure_300hp monsters/lure_1000hp etc.

You can also line up lures v. close to one another, if you can control which direction the monster is going to come at the from - or simply use a fireallperish / trigger_counter that requires all the lures be destroyed.
 

Thothie

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k, I kinda did it both ways...

monsters/lure_25hp
monsters/lure_100hp
monsters/lure_500hp
monsters/lure_1000hp

- these, although untested, *should* be fairly dependable.

in addition, standard monsters/lure now responds to the following ms_npcscript events:
add_10_health
add_100_health
add_500_health
add_1000_health

- this I'm less confident about, and is similarly untested. If you have the developer on, the script debug will report its HP when you hit it, so you can tell if your ms_npcscripts are having any effect... If this does work - you should be able to effectively boost or 'heal' a monster/lure via map events.

If that does work, however - I may add something to base_monster that'll let you add HP to any monster via ms_npcscript map events.
 

Netrogor

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In reply to J-M's message about Orc Wars: that would rock :D
In the following you can read yet another idea I have for 'Races'.

What about having an Orc, and being on friendly term with one of the other tribes of Orcs (if the race is added)?
 

Gurluas

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There may come another orc tribe... jungle orcs... a map where all 3 orcs fight each other would be cool
 

Thothie

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All orcs/trolls/demons/goblins love one another due to a warm happy feeling deep within their little orc hearts that makes such blissful unity completely unavoidable...

...or they all just live in fear of what their master/co-creator, Lor Malgoriand, would do them all if he caught them fighting among one another, instead of the followers of the Loridian guardians. ;) ...surely, one of those things...

Granted, you can still start mass wars of the various human guard types and/or wild animals, and even the undead, with any combination of the orc tribes... As while they get along with each other, for whatever reason - they hate pretty much everyone, and everything, else.

old_helena still pending... Helena2 is about 50% complete...
 

evilsquirrel

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yeh should add a time wizard in helena2 what lets you go back in time to old_helena...for a price...

that'd let people go to old_helena without mapvote or an admin...itll make more sense once that transition bug is finally fixed...

(DOWN WITH MAP VOTE!! - walk yeh nubz)
 

Netrogor

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UP WITH VOTEMAP (unless the transition bugs are fixed). If players are given the ability to transition a map in mass once more I will love it, and abandon votemap. Otherwise... screw that.
 

Thothie

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I've not made this release public yet, since I'm afraid it could screw something up big time, but I changed the way effect damage works on monsters. I'm hoping this will achieve the following effects:

- Secondary effects damage will pass XP proper
- Less likely to crash from 'overlapping damage'
- Some lag reduction.

This affects:
- Poison (et. al: spell, fangtooth, arrows)
- Ice Spells that do continuous damage (ie. Blizzard, Ice Blade spec atk)
- Fire Spells and Arrows (though volcano & firewall still do not pass to proper skill)
- Lightning Storm

I'm not sure how long my server will be up (I think it'll have to come down again Monday) - so run around and zap some things, tell me if you have any odd effects. (And those of you with Poison may want to see if it levels any better)... Also take a few shots at crashing the server with mass firedarts, see if this helps...
 

Thothie

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August 4th Beta-Pack

New Guild Crest for RIP

Changed the way Secondary Damage Effects are passed, this may:
- Help prevent 'overlapping damage' crashes
- Help XP pass proper
- Reduce some effects related lag
- New system may allow potions/items of various elemental resistances later

Changed Firewall's damage method (may still not pass XP right though)
- You will get a false message about your fire wall attacking you. It won't do any damage.

Enhanced lure functionality a bit

Added following MS_NPCSCRIPT commands that can be executed on just about any monster (or lure):
Execute on monster to make immune to element (untested):
- lightning_immune
- fire_immune
- poison_immune
- cold_immune
- normal_immune (resets all immunities to normal)

Armor (untesed)
- fifty_armor 50% damage reduction
- eighty_armor 80% damage reduction
- no_armor 0% damage reduction

Invincible Toggle (prefix match may cause issue, untested)
- make_invulnerable
- make_vulnerable

Add health (prefix match may cause issue, untested)
- add_10_health
- add_100_health
- add_500_health
- add_1000_health
- double_health (also prefixes monsters name with 'strong')
- quad_health (prefixes monsters name with 'very strong')

Set Faction/Race (This sometimes does strange, unpredictable things, including crash)
- hated_race - make monster hated by all
- beloved_race - make monster ally with all (also, likely, can't be attacked)
- orc_race
- demon_race - bridge between orcs and undead
- undead_race - may gain certain elemental resistances
- human_race - this faction encompases players and dwarves as well
- factionname_race -
There are other races, all are available except Goblin, which is identical to Orc (don't ask), and Hguard which is for player-friendly guards (or at least, friendly until attacked); and rogue and vermin - which I just plain forgot (next release). (complete list of factions and relations here. Note that allied creatures usually cannot damage one another.)
Crash most often seems to come up when a monster kills a former ally. So, we still may not be able to have those 'epic orc clan' battles everyone wanted so. ;) Feel free to experiment though.

Script fire monsters/troll_fire is included, but the model is not (since it is not in any released maps, figure save you the download). If you are working on a map containing monsters/troll_fire or monsters/djinn_fire - you'll also need this model

Was hoping to test some of this stuff more thoroughly before release, in addition to adding Potion of Speed, Potion of Protection, elementals, etc. etc.) but *someone* needed a guild crest. ;)
 
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