[src] Magic Weapons

Codes already submitted by people of the forums.
Shetar
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Post by Shetar »

Danny, I ment you released that function (only YOUR codements) earlier. I coded those sprite effects for HBB, the one Cyrus worked for.

Diuuude, pictures from the website:
<a href='http://www.helbreath2.com/images/mailbox/' target='_blank'>Here</a>

If you want the sprites you got to wait a little longer, we're 99% done with everything. That means a few smaller details need to made/fixed.

About the Ability System, you're right about that..
I wanted to split up the Skill System into both Skills and Abilities. Some abilities need to be activated and posses cooldown time, others are just always active.
Only one thing which bugs me is the status value, you cannot have more than one aura.

So I was thinking, I might add a transparant vertical bar at the right side of your screen which shows the active aura's.
Max:
-1 Protect Aura (PfA, PfM, AMP)
-1 Support Aura (Def Shield, Zerk, GDS)
-1 Potion Aura (Hitratio, DefRatio, Max HP+)

I concider the player status one of the weakest things of HB, next to the unbalanced PVP system..
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NoobMaster
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Post by NoobMaster »

Cyrus96 wrote: I started coding my skill system using similar magic weapons src, but i started before it posted here. Now im so far oll 16 skills are completed.

<a href='http://www.zone.ee/hbsh/Project/project.html' target='_blank'>http://www.zone.ee/hbsh/Project/project.html</a>
your new skill thing is more like wow (the talents)
diuuude
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Post by diuuude »

Shetar wrote: Danny, I ment you released that function (only YOUR codements) earlier. I coded those sprite effects for HBB, the one Cyrus worked for.

Diuuude, pictures from the website:
<a href='http://www.helbreath2.com/images/mailbox/' target='_blank'>Here</a>

If you want the sprites you got to wait a little longer, we're 99% done with everything. That means a few smaller details need to made/fixed.

About the Ability System, you're right about that..
I wanted to split up the Skill System into both Skills and Abilities. Some abilities need to be activated and posses cooldown time, others are just always active.
Only one thing which bugs me is the status value, you cannot have more than one aura.

So I was thinking, I might add a transparant vertical bar at the right side of your screen which shows the active aura's.
Max:
-1 Protect Aura (PfA, PfM, AMP)
-1 Support Aura (Def Shield, Zerk, GDS)
-1 Potion Aura (Hitratio, DefRatio, Max HP+)

I concider the player status one of the weakest things of HB, next to the unbalanced PVP system..
I added some icons on left of the screen to display status from the spells, i posted a link to a screenshot in post "do someone get 3.51 source" in the client source forum.


I can share the code and sprites with some peoples that have already done alot of work on their files, if they want to use this little graphical status system.


Here is how it works :

I added some vars like "m_dwLastZerkTime", "m_dwLastPFMTime", "m_dwLastAMPTime". These are set when you receive msg from HG that says you have a magic effect activated. While the dwCurrentTime is < m_dwLastZerkTime + 40seconds (example for a zerk that lasts 40 secs), an icon is displayed on the left of the screen with a progress bar that shows how many % remains for the spell effect time. When you put your mouse over the icon a lil text appears showing the spell name, what is the effect of this spell and the remaining time. The icon desapear when the spell effect has vanished, and if you have many spell effects at the same time, each new one is displayed under the last one.


Was easy to code but fucking boring to code the same things for each spell effect (PFM and AMP have same icon, def shield and GDS have the same icon and PFA + DarlElf Protection have the same too to save some space on the shitty small 640*480 screen...).
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Shetar
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Post by Shetar »

Looks nice and interesting!

I'd rather use an extra notify message to set the icons because it's easier send a time value and it's quicker when, in my case, you don't make an effect for each spell but just for spell effect types. (instead of checking for PFM and AMP you just send FLAG_MAGPROTECT as an example.. Might be an idea I guess?)
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diuuude
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Post by diuuude »

Shetar wrote:Looks nice and interesting!

I'd rather use an extra notify message to set the icons because it's easier send a time value and it's quicker when, in my case, you don't make an effect for each spell but just for spell effect types. (instead of checking for PFM and AMP you just send FLAG_MAGPROTECT as an example.. Might be an idea I guess?)
That's an idea that deserve to be coded...

Here are the icons i use :

Image

1 = Berserk
2 = PFM, AMP
3 = PFA, DEP
4 = Not used yet
5 = Invisibility
6 = Freeze status (ice sword effect)
7 = Def Shield / GDS
8 = Hold / Paralize
9 = Illusion, Confusion, Illusion Movement, Confuse Language

The progress bar is blue but i made some more different colors : red, green, pink, yellow and black.

I'd like to add a new one for the Poisoned status, and then remove the ugly text in the HP Bar... Maybe i'll add some more icons for the Xelima / Merien / Blood effects but not for now.

MouseOver text is displayed like this :
<span style='color:red'>Berserk</span>
You Deal Double Physical Damage
Remaining Time : xx secs

<span style='color:red'>Absolute Magic Protect</span>
You are completely protected from magic
Remaining Time : xx secs

<span style='color:red'>Invisibility</span>
You are now invisible, no one can see you
Remaining Time : Unlimited
Using an extra notify message to send the duration of the spell effect would be better than the way i use for now cuz if i change the spell effect duration server side, i must recode it in the client too... hard coding is not always a good idea :(

-------------------------------------------------------------------------------

Here is the new spell book. Each magic circle will have his spells displayed on 1 page of the book so you can have 2 different circles displayed at same time (not 100% working, only displays 1 circle for now).

Image
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Shetar
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Post by Shetar »

Nice :)

The book gives a more realistic way of casting spells lol, only maybe a lil disappointing that Siementech didn't 'waste' too much time on Helbreath, I mean to say that your codements are great, so are the sprites.. But they don't fit the Helbreath style. (That's why I like Icon 7 the most, the one with the Knight Shield!)

I'll be coding a new menu soon, one which shows more options (Hitratio, Def Ratio, MA & PA rates, Reputation added and a couple of small extra things.) I guess that gives a better overview of your character, battle based. I guess I'll share it, if you want it.

Btw, an important thing to focus on is the PVP system. Currently it takes way too much time to kill someone. (which means that person can flee easily) We increased the damage with 50%. (and increased monsters HP (Rec) with 50%)
And I must say, that works pretty neat and is quite balanced.. My advice is to do the same ;)
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diuuude
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Post by diuuude »

too much time to kill someone ?

On a 150 / 250 server, a blizz mage with 250 MAG can kill any war (without ice ele neck) with max 3 blizz... A 250 STR war can kill a mage with 2 / 3 crits... Is that so hard to kill peoples ?

I know that HB was designed for massive PvP, but i think that low level people have no chance is they're attacked by another char that is 10 levels stronger... High level are stronger and have better weapons that make them more strong again... We should find a way that allow low level peoples to fight other peoples without always becoming dead meat everytime they try.


By the way, i know that my icons don't fit HB graphics but i'm changing all the game interface.

Do you know any good sprite creator ? I'm adding some new monsters but i need help with the Fix X and Fix Y shit. That's used to have all the sprites of an animation exactly displayed at the same place in game but i don't know how to use it when i create my sprites...
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Shetar
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Post by Shetar »

a Blizzard mage is capable of killing someone in 3 shots, but when you avoid it properly it only does 60 damage or when you're close there's a big chance you even don't get hit..

Besides a level 150 mage most of the time has vit, so a warrior doesn't really kill him quick.

In my opinion battles are taking too long, I think it's more fun when PVP'ing consists short quickly ended battles which are actually giving you a thrill..!
--------------------------------------------------------------------------------------
And you're 100% right.. lower levels don't stand much ground against the trained ones, that's why I renewed the Enemy Kill System.
In hb2 the level cap is set on 140. I made 3 groups, 50~80, 81~110 and 111~140. You only gain Enemy Kills when you kill someone from your own group or higher.
If you kill someone from a lower group he won't drop and won't give an Enemy Kill.

And it's always possible to block the attackment of 2 groups lower/higher if I notice that too much high levels are going on a rampage and slaying every low level, that slitely ruins the gameplay I guess.

Some other thing we did is making zones, we're working on a couple of (big) maps, first of all we're placing back the barracks in town and max level will be 50. After level 50 you can go level in Middleland and probably also Promiseland. Those maps will contain different zones, monsters are having levels atm, in a level 50~80 zone you will only find level 50~80 monsters. (scorpion~troll) Objective is to divide the players over the zones depending on their level.
You'll always find people of your own level to PVP with in your own zone, besides monsters of equal level and higher are giving (quite a bit) more exp than monsters below your level.
--------------------------------------------------------------------------------------
Sprite creator.. Pff we got one (Emanuel), but he doesn't know how to work with the fixed X & Y lines. And to be honest, I doubt anyone knows.

This means we got to read the client's source a little bit more to find out the actual working of those lines!
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diuuude
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Post by diuuude »

Ok, thanks for the infos !


About your zones system : That's a great idea that was used in another game "The fourth coming" the one where my icons are from. You had 3 islands. The first one was called Arakas, when you start and exp at low level. Then when you are (as an exemple for HB) level 70, you have to complete a quest to deserve rights to use teleport gate to the next island. You always can TP to the previous islands or your current one. But as the exp is better on the new island you can live in, high level players don't come back often to kill noob players. They come back for events, trading, roleplaying...

Maybe we'll have o do the sam for helbreath...


(In this game all players where at the same side but anyone was able to kill any lvl10+ player. There were 4 cities and many more evoluted quests, a reborn system working with a special quest to decome an angel or a devil... Many ideas from this game can be used to improve HB)
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Shetar
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Post by Shetar »

Very nice idea indeed, because to be honest I really despise the current build-up.

With the max level caps on maps and the unrealistic locations of maps you don't get a real overview and feeling of living in a true world. In a world map everyone should be able to get everywhere except for the barracks limitations. The island idea is quite nice, anyway I like it more than the farms.. <_<

I guess we should find a way to keep people at their own zones, maybe without directly blocking them from going somewhere else. indirectly they'll get blocked by the fact players don't have bussiness in lower / higher level areas.

I'll go look for some "The fourth coming" info.
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diuuude
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Post by diuuude »

hum... you don't have to limit the level for zones or maps... if you put only monsters like slimes -> orcs on a map and useless eking (no drop, no ek, no exp), lvl 60+ players won't go anymore on these maps cuz it's useless for them.

If they have another similar map with monsters like Scorps -> Clops, with allowed lvl 60 -> 90 EKing, i'm sure they will spend many more time on such a map, cuz it'll be more challenging an interesting for them.
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Shetar
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Post by Shetar »

That's exactly what I'm saying, there's only one thing which I want to add to your saying.

Maps should be double usefull. As an example, we're working on a quest system, NPCs which are giving out quests to earn your exp and itemry on another way except for leveling. This will lure players to the maps meant for them even quicker.

Now excuse me, it's saturday night and time to die.
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Slayer
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Post by Slayer »

Shetar wrote: That's exactly what I'm saying, there's only one thing which I want to add to your saying.

Maps should be double usefull. As an example, we're working on a quest system, NPCs which are giving out quests to earn your exp and itemry on another way except for leveling. This will lure players to the maps meant for them even quicker.

Now excuse me, it's saturday night and time to die.
.... Basicly you're all coding a buffsystem. Go play Lineage 2, you'll get much idea's to waste time.. uhh code stuff for hb.

Btw. there should be an area-of-effect mage and warrior(pole) class. If siementech didn't make such a crap system to load graphics it would be much easier and better looking though '>>
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jonisan
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Post by jonisan »

this code rocks!
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diuuude
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Post by diuuude »

NeukenInDeKeuken wrote:
Shetar wrote: That's exactly what I'm saying, there's only one thing which I want to add to your saying.

Maps should be double usefull. As an example, we're working on a quest system, NPCs which are giving out quests to earn your exp and itemry on another way except for leveling. This will lure players to the maps meant for them even quicker.

Now excuse me, it's saturday night and time to die.
.... Basicly you're all coding a buffsystem. Go play Lineage 2, you'll get much idea's to waste time.. uhh code stuff for hb.

Btw. there should be an area-of-effect mage and warrior(pole) class. If siementech didn't make such a crap system to load graphics it would be much easier and better looking though '>>
Bah... gimme L2 full source code and i'll stop coding HB...


or yeah, shut you fuckin mouth please, instead of wasting your time (..uhh try to talk with us) saying crap like this !!


You're not a coder, you're not a contributor of any kind... you just sometimes post links (who said leecher ?? :-p) or worthless crap... so please, don't try to talk with us while we don't request anything from you!!
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