Author Topic: Mods of Ottosparks (it's over one hundred for some raisin)  (Read 8366 times)

PaintMod is doing well so far!

It's going to turn out having many more features than first thought.

Currently, there's only the standard competitive "paint-the-blocks" gamemode.

Other gamemodes will be:
  • Challenge Mode (Evented mostly, you have to paint certain blocks only or exclude certain blocks from painting.)
  • Paint Hazard Mode (Blocks of the other team's colour will kill you, you have a hammer-like tool that will remove the other team's paint from the block.)
    • 1v1 Paint Hazard
    • 2v2 Paint Hazard
  • Paintball Mode (Long-ranged version of the standard gamemode.)
  • Hard Mode (You can paint blocks that have already been painted, making the game much harder and more competitive.)


You might want to consider using Slayer for PaintMod, then you can use it's GUI and teams, etc.

You might want to consider using Slayer for PaintMod, then you can use it's GUI and teams, etc.
I considered it, but I decided against it.

1) Slayer actually crashes me, I have no idea why. Probably an interfering mod.
2) I'd rather make it entirely on my own.
3) I've already made it work fairly well on its own. Given I am re-writing it almost entirely for gamemodes.

I just got a neat idea for a Haven and Hearth-like mod.

Not sure if will do, will brainstorm for now and code after I get some projects out of the way.


also if you have any ideas for mods please say them

i want something challenging
« Last Edit: October 06, 2011, 10:27:45 PM by otto-san »

ORPG Ideas:

-alchemy stuff
---requires you to gather items to do alchemy
---extremely useful for use with other skills (ie i have mining enough for only iron but my smithing is enough for gold, use alchemy to turn a bunch of iron into gold)

-psionic stuff
---hard to train, requires high mental stats and LOTS of patience
---useful in parties since it can, like, push the enemies back and throw heavy objects

-"alchemical psionics"
---using psionics and alchemy together to move or change mass amounts of matter on an atomic level
---can be used much more in combat than either of the two alone
---can use gases and liquids to make solids rather than just solids to make other solids


just a few notes on some of that neat stuff

ORPG Ideas:

-alchemy stuff
---requires you to gather items to do alchemy
---extremely useful for use with other skills (ie i have mining enough for only iron but my smithing is enough for gold, use alchemy to turn a bunch of iron into gold)

-psionic stuff
---hard to train, requires high mental stats and LOTS of patience
---useful in parties since it can, like, push the enemies back and throw heavy objects

-"alchemical psionics"
---using psionics and alchemy together to move or change mass amounts of matter on an atomic level
---can be used much more in combat than either of the two alone
---can use gases and liquids to make solids rather than just solids to make other solids


just a few notes on some of that neat stuff
cool


Otto, are you Shappeh? Just asking because he has pretty much the same thing here: http://scatteredspace.com/forum/index.php?topic=2282.0

Otto, are you Shappeh? Just asking because he has pretty much the same thing here: http://scatteredspace.com/forum/index.php?topic=2282.0
i've never even been on scatteredspace's website  :cookieMonster:

i've never even been on scatteredspace's website  :cookieMonster:
Otto, if you get the chance, reply back
I must beta test the rocket when you know its time.
Please!! IT SOUNDS SO COOL :(

Otto, if you get the chance, reply back
I must beta test the rocket when you know its time.
Please!! IT SOUNDS SO COOL :(
It's not that cool.

I'm probably not working on the rocket mod for awhile, got other better things to do. :D


Just a small update on something about ORPG.

Concerning what this is for:

While skill levels and experience points are stored on a user's skillTree, combat level and experience is stored on the user's userData.

To determine EXP, it's a bit different than other things.

Code: [Select]
m = L * 100

e1 = (a * 25) / 100
e2 = (s * 25) / 100
e3 = (m * 20) / 100
e4 = (d * 25) / 100
e5 = (L * 5) / 100

r1 = mFloatLength(m / e1, 0)
r2 = mFloatLength(m / e2, 0)
r3 = mFloatLength(m / e3, 0)
r4 = mFloatLength(m / e4, 0)
r5 = mFloatLength(m / e5, 0)

exp = mFloatLength(((r1 / L) * (r2 / L) * (r3 / L) * (r4 / L) * (r5 / L)) / ((m / 250) * 10)), 0)

---------------------------------------------------
---------------------------------------------------
LEVEL = 50
ATTACK = 27
STRENGTH = 34
MARKSMANSHIP = 12
DEFENSE = 20

50 * 100 = 5000

(27 * 25) / 100 = 6.75
(34 * 25) / 100 = 8.5
(12 * 20) / 100 = 2.4
(20 * 25) / 100 = 5
(50 * 5) / 100 = 2.5

5000 / 6.75 = 740.740...
5000 / 8.5 = 588.235294 etc.
5000 / 2.4 = 2083.3...
5000 / 5 = 1000
5000 / 2.5 = 2000

((740 / 50) * (588 / 50) * (2083 / 50) * (1000 / 50) * (2000 / 50)) / ((5000 / 250) * 10)

Above is equal to somewhere around 20,008, which is good, and that's right around what I was looking for. :D

edit:

You may be wondering "Why so complicated for just EXP?".

Because I'd rather have combat level harder to level based upon other skills, mostly.
« Last Edit: October 30, 2011, 12:13:26 AM by otto-san »

What exactly is PaintMod about?
All I've seen is a few feature descriptions such as "automatic reset", "player sorting", "runs on it's own", etc.