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Hardcoded Champion System - Enhancement and ideas. #477
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cbnolok
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Apr 28, 2024
* Fix crafting (#1190) * Added .editorconfig (#1188) * Fix Issue #1191 CANMASK not being saved on server reboot (#1192) * Fix target cancelling upon death (#1186) * Feature/meditation fail movement (#1184) * Fix herding dupe char (#1185) * Editable DispID for chars (#1178) * Fix issue #1097 (CAN_O_NOSLEEP not working after server reboot) (#1198) * Fixed: The issue that causes more1/2 not saved correctly for spellbook. (Issue: #1221) * Fixed: Players automatically become criminal to everyone when attack someone. (Issue: #1213) * Fixed: CallGuard not working correctly on the players that only criminal for target. (Issue: #1213) * Fixed: The wrong input of Kill trigger, to make it compatible with older sphere versions. (Issue: #1210) * Added: New Layer LAYER_STORAGE (80) to let scripters create their own storage system on chars. (Issue: #1209) - Only t_container and t_container_locked can be equipped to this layer. * Changed: Decay time removed from spawned items. (Issue: #1218) * Added: New spellflag SPELLFLAG_FIELD_RANDOMDECAY to randomize field tile decay time, like old sphere versions. (Issue: #1169) * Changed: SERV.LOG command changed to support console colors. (Issue: #1158) * Added: Sphere.ini setting CanPetsDrinkPotion (true in default) to make pets drink potion when their owner drop it on it. (Issue: #1147) * Fixed: Missing fCheckOnly checks block the taming skill. (Issue: #1219) * Added: New trigger @drink added for characters. (Issue: #1162) * Added: New trigger @AFKmode added for characters. (Issue: #1161) * Added: New trigger @reveal added for characters. (Issue: #1157) * Added: New triggers @ArrowQuest_Add and @ArrowQuest_Close added for characters. (Issue: #1116) * Added: New function triggers f_onaccount_block and f_onaccount_unblock. (Issue: #1156) * Added: New function trigger f_onserver_broadcast. (Issue: #1145) * Added: Two new LOCAL variables ItemPoisonReductionChance and ItemPoisonReductionAmount to @hit trigger. (Issue: #1159) * added: MAGICF_REACTIVEARMORTH (010000) MAGICF flag to Sphere.ini to let people decide if reactive armor should reflect two handed weapons. * Fixed: Possible fix for accesses and bans not loading for multis. (Issue: #1223) * Fixed: Possible fix for wrong damage calculation of slayer bonus damage. (Issue: #1179) * Added: REGION_FLAG_HOUSE (0x0100) flag for houses. (Issue: #1154) * @Murdermark Update Added: ARGO object for @Murdermark trigger to get killed character. * @RegionResource Fix Fixed: ARGN1 (reap amount) doesn't updated depends on the amount left on bit. (Issue: #1224) Added: ARGO to get bit uid under @ResourceGather and @RegionResourceGather triggers. * Multi Invalid Region Fix Fixed: Possible fix for the OnRegionTrigger getting called on invalid region while multi creating/removing. * CAN Flags DWORD to UINT64 Changed: dword CAN flags changed with uint64 to increase limits. * Fixed: Possible fix for chat debugs. (Issue: #1212) (Issue: https://discord.com/channels/354358315373035542/483721253773901824/1224030729906815077) * Added Missing Data to sphere.ini * t_crop update Added: "MOREX" key to set amount of fruit given when the crop ripped. Changed: Now @create trigger called when crop grow to let people to change MORE values in stages if needed. Added: @ResourceTest trigger added for crops. (This trigger works seperately for every stage) Added: @ResourceGather trigger added for crops. (This trigger works seperately for every stage) * Fixed: Possible fix for invalid ResourceID warnings. (Issue: #1071) * Fixed: Missing REGION reference for multis. (Issue: #1228) * Elemental Engine Flags Added: ElementalEngineFlags variable added to sphere.ini to let servers to filter elemental engine. (Issue: #1230) * Custom Multi Count Fixed: An issue that causes T_MULTI_CUSTOM keep multi count saved. (Issue: #1232) * Fixed: Bonded pets cannot see their master while DeadCannotSeeLiving equals to 2. (Issue: #1225) * Standard Guild Align Fix Fixed: The issue that causes Guilds without align shown enemy to the players with a guild with align. (Issue: #1208) * GMs Dress Players Fixed: GMs cannot dress up players. (Issue: #901) * GM unequip fix Fixed: Wrong check block GMs to unequip item from players. * Custom Hosing Fix Fixed: An issue that causes a visual bug to remove all tiles while removing a tile in higher floors. (Issue: #345) * Merged Jhobean's Pr Merged Jhobean's EMOTEF_EAT PR and split EAT flag for npcs and players. (PR: #1207) * @hit and @GetHit as Item Triggers Added: Trigger @hit is added as an item trigger. Added: Trigger @GetHit is added as an item trigger. * Visual Range Update Added: MAPVIEWRADAR, MAPVIEWSIZE and MAPVIEWSIZEMAX to sphere.ini that overrides default visual range values. (Issue: #1144) * H keyword for Hexadecimal returns Added: 'H' shortcut for variables to get the value as hexadecimal. * raydienull's LAYER_STABLE PR merge - Merged: raydienull's LAYER_STABLE build merged, but LAYER_AUCTION keep same as LAYER_STABLE added as a new layer. (PR: #1201) - Fixed: raydienull's LAYER_STABLE follower triggers doesn't called while taking pet out of stable. - Fixed: raydienull's LAYER_STABLE doesn't work with the new follower system. - Removed: Unnecessary LINK == PLAYER checks as figurines will be stocked on the owned player. * c_man_gm - Fixed: Setting GMs dispid to c_man_gm in-game, prevents GMs to use in-game commands. * NPC Hear Distance - Changed: Default NPC hear range reverted back to the 14 from 4, as it was 14 in older versions, as there was no reason for changing it. (Issue: #1215) * CCChampion Rework - Fixed: Candles keep stuck while killing npcs. (Issue: #564) - Fixed: LEVELMAX doesn't affect the max level of champion system, and keep spawn npcs for default max level. - Changed: Spawn system changed and now it automatically calculate the percentage of spawns per level in descending order. - Changed: Candle calculation is now depend on max level, instead of static 4 level. - Added: SRC added in @start trigger. SRC is a reference of player that starts champion spawner. - Added: @complete trigger that triggers when champion completed. (Issue: #477) - Added: @DelRedCandle trigger that triggers while red candle removing. - Added: @DelWhiteCandle trigger that triggers while white candle removing. - Added: @Level trigger that triggers when champion level up. - Added: @Stop trigger that triggers when champion stopped. * T_MULTI_ADDON Fix - Fixed: Script multis move 1 block north when their type set as t_multi_addon. (Issue: #1238) * ADDCOMPONENT - Fixed: ADDCOMPONENT command was added as ADDCOMP for houses. * Reactivated Hardcoded Fishing Skill - Changed: Re-activated 56b style hardcoded fishing system, as I don't know why it's deactivated as softcoded system too bad and broken. - Fishing skill in default script pack should updated. - Delay should set to 2.5-3.0 - All softcoded system should removed. - If anyone want to code their own fishing system, they can use SKF_SCRIPTED. * EF_DAMAGETOOLS Update - Added: EF_DAMAGETOOLS flag implemented to the sphere. - Added LOCAL.ITEMDAMAGECHANCE to the @success trigger for skills to decide damage chance for tools. (Default: 25) - Added LOCAL.ITEMDAMAGEAMOUNT to the @success trigger for skills to decide damage amount. (Default: 1) - EF_DAMAGETOOLS only affects the skills with SKF_GATHER flag. * m_ridFruitOverride CAN_I_SCRIPTEDMORE update * SPELLFLAG_NOUNPARALYZE - Fixed: SPELLFLAG_NOUNPARALYZE flag wasn't working as intended.
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I testes a bit hardcoded Champion System and is fine of basical features, work good!
But have thinked some idea to do it better. According to @xwerswoodx i make this new "Issue" for keep more clear whit my old one.
Adding a parameter on t_champion_spawn for chose range of mobs spawn away from idol.
Addin a trigger like "@ChampFinished" and it trigger when boss go down (i know i can manage it on event in NPC boss but a trigger is more clear.
Add a local or some kind of list/dictionary (Like attecker) in @ChampFinished for return a list of UID(char) do the campion and a score (damage done on mobs?).
Some like Dictionary<TKey,TValue>, Key is uid and Value is damage done.
I also know i can manage it by scripting damage record on e_spawn_champion events but i think (someone tell me if wrong, because is a question when i get never answer) Hardcoded code is more fast and make a little impact like a script.
This point (2/3) i think is good to allow users to make own script for calculate a score board and make function for assign drop ecc ecc.
For now no other ideas ;)
Thx and keep good work.
PS: Sorry for my PRO english :p
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