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Messages - Pecon

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2911
Ever wanted to make an RPG server just by eventing things? Sure, it's all possible. VCE has made it possible for a long time. However, there are quite a few inherent problems with VCE which make it extremely messy and difficult to use. This is also partially the fault of the event system simply not being designed for that level of complexity. I've created this mod with the idea of making an RPG server out of events in mind. I've taken every aspect of a VCE-evented RPG, and created new events which make doing those specific tasks much simpler. In short, these events, unlike VCE, are specifically designed for making an RPG server rather than trying to be the jack of all trades VCE was.

Money
This is probably the simplest feature of RPG events, the money system. There are also /giveGold and /giveMoney commands which allows players to trade money.
Self > addGold [amount]
Self > checkGoldMoreThan [amount]
> onHasSufficientGold
> onHasInsufficientGold




Items and Key Items
Items are stack-able 'items' which players can collect through various means (They are not tools that appear in the tools menu). Players can view what normal items they have with the /inventory command, and key items via the /keyItems command.

Client > addRPGItem [item name] [amount]
Client > addRPGKeyItem [item name]
Client > removeRPGKeyItem [item name]
Client > sellRPGItem [item name] [price]
Self > checkItemMoreThan [item name] [amount]
Self > checkHasKeyItem [item name]
> onHasSufficientItem
> onHasInsufficientItem

You can give an item.

Sell items for a specific price.

checkItemMoreThan has an alternate syntax which allows you to check for more than just one item. In this case, the second box is unused.

Use a key item to specify that a player has unlocked certain things.

Check if a player has a key item before allowing them into an area.



Skills
If you've ever tried to implement skills and EXP in a VCE system, you probably gave up. It just gets too complicated. No longer! Includes /skills command.

Client > addSkillEXP [skill name] [amount]
Self > checkSkillMoreThan [skill name] [amount]
> onHasSufficientSkill
> onHasInsufficientSkill

A simple resource-gathering skill.
\
And then checking for a high enough level for a higher tier resource.



Quests
This is arguably one of the most advanced features of TotalRPG. The checkpoint-based quest system allows for the creation of long quests with many stages without needing a hundred VCE variables to keep track of everything. Includes a /quests command to display quest log.

Self > questStart [quest name] [quest description]

This event will only work if the quest of the specified name has already been started.
Self > questCheckpoint [quest name] [chapter name] [chapter description]

This event will only work if the quest of the specified name has already been started.
Self > questComplete [quest name] [finished description]

This input will only be called once. Once the questStart or questCheckpoint event for the given names has been activated for the first time, it can't be triggered again.
> onQuestUpdated

Also only called once when you trigger the questComplete event for the given quest name. Can't be triggered again.
> onQuestCompleted

Starting a quest is easy.

Make your quest have multiple stages by using the questCheckpoint event. These events don't enforce a specific order that the player must activate the checkpoints in, so make sure they can't access a checkpoint early. You can manipulate key items to make sure that players can't trigger a checkpoint for which they have not yet earned.

A more advanced example of a bot which is used as both a starting and ending place for a quest.



The HUD
The TotalRPG event system comes built-in with a bottomprint HUD that displays the essential RPG elements. It displays their current health, the amount of money they currently have, and it displays the level and EXP of the last skill they earned EXP in. The HUD also plays fair with bottomprint events, and will not appear again until the bottomprint has timed out.




Misc.
Also included is a saving system which automatically saves and loads all player data related to the RPG events whenever they disconnect or spawn. Player position, health, tools, etc. are not saved. I recommend using Script_Player_Persistence to save that data. Other than that, there is also a random event which is just there for whatever you might need it for.

This will pick a number randomly from 0 to maximum, and then call true if the number falls between 0 and range, or false otherwise.
Self > checkRandom [range] [maximum]
> onRandomTrue
> onRandomFalse


Download
If you now feel thoroughly sold on the coolness of this system, you can download it right now!



Other highly recommended mods to use with this
Script_Player_Persistence (Default)
Event_AddItem
Event_SetPlayerTransform/Teleport
Event_Prompt

Theoretically you could also use VCE to add a secondary layer of complexity to the events, but that's more up to the way you want to design your events.

Advanced
$pref::server::TotalRPG::savingProfile              //The name of the folder to save and load data out of. Useful if wanting to switch 'profiles' on the server.
$pref::server::TotalRPG::enableSaving               //Set to false to disable automatic saving
$pref::server::TotalRPG::preferredNotificationMode  //Default is "chatMessage", can be changed to "centerPrint"
$pref::server::TotalRPG::hudTickTime                //Tick time in milliseconds
$pref::server::TotalRPG::deathMessage               //Text to display in HUD when dead or playerless
$pref::server::TotalRPG::currencyName               //Sets the name of the currency
$pref::server::TotalRPG::disableHUD                 //Set to true to disable the HUD
$pref::server::TotalRPG::enableBrickCost            //Turns on the 'pay to build' system, which charges people to build. Off by default.
$pref::server::TotalRPG::BrickCostMultiplier        //Default: 20 - Costs 1 gold per 1x1f of volume.
$pref::server::TotalRPG::BrickCostDiscounts         //Offers a small discount on larger bricks to discourage spammy building. On by default.
$pref::server::TotalRPG::BrickBaseplatePremiums     //Makes baseplate bricks more expensive. Off by default. You'll need a mod to enforce baseplate rules if you want to use this effectively.

2912
Every manufacturer installs tons of bloatware in my experience.

2913
General Discussion / Re: 200K
« on: March 14, 2015, 08:30:17 AM »
We did? holy shiz

I DECLARE THIS DAY 200K PLAYERS DAY!
Somebody host a party. Im on a different computer with no addons. #sad face
He was being sarcastic, because you said you were rounding to the nearest 100k. Since we were at About ~176k, he said we made it since it was rounded to 200k.

Also, make use of the edit button. People here don't like it when you spam posts.

2914
Add-Ons / Re: Brick Scrolling
« on: March 14, 2015, 04:35:47 AM »
This is very helpful.

2915
Get cheap, thin laptop of some description, you'll use it more.
Seconding this. HP makes a notebook laptop called the "Stream Notebook", which should cover exactly what you wanted at almost the same price.

2916
Off Topic / Re: List of Users from Each State (ARIZONA IS WINNING)
« on: March 13, 2015, 03:41:56 AM »
California. It's expensive here.

And dry.

2917
Modification Help / Re: Client-Sided Mods?
« on: March 12, 2015, 04:53:08 PM »
Someone could MAKE it though...right?
Scripting on the client side has become very locked down to prevent cheating. I don't think any method of doing this still exists.

2918
Modification Help / Re: Client-Sided Mods?
« on: March 12, 2015, 04:24:59 PM »
Something like this does not exist. Also, your subject line is very ambiguous.

2919
General Discussion / Re: EV0_'s Building Service
« on: March 12, 2015, 01:06:15 PM »
Charging for add-on creation is perfectly reasonable, but charging people to build for them is moronic and defeats the whole purpose of Blockland.
It has the same creative aspect, doesn't it? I could see paying someone to build something if they're actually really good at it.

2920
I actually really like the new USB-C standard. It's where USB should have gone when we first started making the low form-factor connectors. Although I still think Apple should have stuck an older USB output on there just for the sake of compatibility since USB-C is so insanely new and underused.

I've grown to like Unix based systems a lot more recently but I'm fairly certain that I'm way too economical to ever get into Apple products again unless they stop overcharging for everything they create.

2921
Modification Help / Re: Slower weapon
« on: March 12, 2015, 12:01:22 AM »
Yeah it looks like both of you misunderstood the purpose of the second argument in the schedule function. I've always used it this way as well and it works just fine. Basically you just specify an object of your choice, and if that object stops existing before the schedule occurs it will cancel the function. It's just a shortcut so you don't have to use an isObject() in the called function or otherwise to prevent calls on a nonexistent object.

2922
I guess since I have a nicer-ish smartphone now, I can post a screenshot of it.


2923
General Discussion / Re: What ever happened to Greek2me's Trench CTF?
« on: March 08, 2015, 07:02:28 PM »
Since the latest update, Blockland uses a ton more memory than before. The server is lagging because it's run out of RAM, so where it used to be able to handle 32 players, it can now handle <16. -_-
Have you tried setting the bricklimit lower? That's supposed to reduce the size of the ghost lookup table.

2924
I don't know if my GPU is dying or if my cable is bad, but I keep seeing red lines flash across my monitor randomly, I try it on other monitors and it does the exact same thing, just ever once and while.
I think its the cable, but I don't know

this also happens, only on firefox though
The lines sound like a cable connection problem and the black boxes on firefox look like a memory issue. The fact that both are happening though suggests that the former is actually also a problem with the card itself. Maybe try reseating it?

2925
General Discussion / Re: Gamemode section is practically dead
« on: March 06, 2015, 09:18:09 PM »
i probably dont know what im saying but what if he added the ability for the gamemode to open its own special gui before it runs? could really open up the current gamemode system. like someone could make... an options gui? an addon executing gui? a backstory gui? hell, imagine the possibilities.
But if you use any code in your gamemode then you could already do this.

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