- Joined
- Jan 22, 2010
- Messages
- 2,583
Give it to your backpack and sell it.
updates
-Some enemies can now deal status effects
-fixed a serious error on the save-load triggers
-working on the quests
-reduced the int gain of the Acro a bit
-fixed an error with the poison damage
-will be adding the first Aeon
-I might also post a gameplay video of one of the classes
updates
-Added the first Aeon
-Added the 2nd part story quests
-Added the arcane guild
-Added the effects of the first friendship level with the guilds
-Preloaded most of the effects
-Added the first instance dungeon
-Modified some of the existing enemy AIs
-New Items
-Added damage display when units get damaged (off by default, can be toggled by using the -damage command, display color is dependent on how fatal the damage is)
-Others...
Combat System
The Combat System has been changed into an arrow-key-press type for all abilities, including the normal attack. Abilities will now be executed via pressing a corresponding sequence of four arrow-keys. Press sequence is reset after two seconds from your last press or after an ability is executed. Abilities will have their own cooldowns, which will be denoted by buff placers in your character's status bar.
You will have access to all possible abilities for your class instead of just choosing 4. The abilities will be viewable via the Ability Books which is accessible from your backpack. Usage of abilities is restricted by your hero level, and you would be starting with about 3 usable abilities at level 1.
Also, since the arrow keys are also used for controlling the camera, I implemented a simple command to determine whether you're in combat mode or not (-combat), which is on by default. While in combat mode, arrow key press will be for ability execution, while in non-combat mode, arrow key press will be for controlling the camera. A visual indicator will appear above your unit when you're in non-combat mode.
In my opinion in almost all maps it should be on default. Else people don't realize that the command exists to show your damage at all. Also it's more of a plus than a minus to show combat damages.Also, I'd be making the damage text to be visible by default.
I think that is the best way to do it. And this kills button mashing a bit.Also, take note that the commands are executed after you released the arrow key, not when you press...
Not to impose anything on you; but you could join me. I've been working hard mainly on just generating worthwhile core systems for the orpg map i've been making forever now(removing duplicates of code; and recoding to work with newer systems). I stopped production on many of the systems just to fiddle with some model editing over last few days since i've been budgeted with time more now. I stop working on scripts every now and then just to explore random ideas how to improve the structure of the map-- like using transport slots for spell slots; learning some modeling tricks here and there etc. (My latest idea is to mess with lightning effects and try to produce a real chain like effect which I'm gonna start trying to do similar to iriat caught but with smaller and probably better looking chains.)and the next proj is on my mind... its an ORPG... but it will be pretty small first... as I don't have much time to spare... but hopefully the plans for turning it into a multi-map one will be achieved... but I'd rather start out by creating all of the core systems first, and make them as efficient as I could, then make out the terrain before starting out on the gameplay matters...
Status:
You just got hit for x dmg. (Here would be scrolling combat texts just for like 2-3 lines.)
Opportunities:
Critical Strike
Keys: [Up] [Up] [Down] [Down]
Heal Self
Keys: [Down] [Down] [Up [Up]