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Intel

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Product Comments posted by Intel

  1. Added/Completed a new option to the MultiFarm block:

    • Possibility to block dungeon's access to other players in the same PC. Let's say you want maximum two characters. First and second will finish a dungeon, a third character will have the cooldown of the first one (or theirs, if it comes from another PC and the character's cooldown is longer). Compatible with the Dungeon Info. This type of cooldown can be expanded for other stuff (we have a daily tasks system where, per PC, you can only complete 6 in total)

    This option is included with our UniqueID system (presented at the bottom of the MultiFarm block spoiler).

  2. Added two systems:

    Items Affect (Blend Renewal) 800€

    Spoiler
    • Original Blends are very limited, can't be really stacked, and not very much space for customization except for their gimmick of random values.
    • This system introduce a new type of item: ITEM_TYPE_AFFECT
    • This new type of item can have multiple bonuses
    • You can set up the items in a simple single yaml configuration file:
    RED_BLEND:
     vnum: 50821
     affect: 671
     bonuses:
     - type: MAX_HP
       value: 2000
     - type: ATTBONUS_DEVIL
       value: 20   
     duration: 600
    ORANGE_BLEND:
     vnum: 50822
     affect: 672
     bonuses:
     - type: ATTBONUS_DEVIL
       value: 8
     - type: ATTBONUS_ISLAND
       value: 8   
     duration: 600
    YELLOW_BLEND:
     vnum: 50823
     affect: 673
     bonuses:
     - type: ATTBONUS_ISLAND
       value: 8
     duration: 600
    GREEN_BLEND:
     vnum: 50824
     affect: 674
     bonuses:
     - type: ATTBONUS_MILGYO
       value: 8
     duration: 600
    BLU_BLEND:
     vnum: 50825
     affect: 675
     bonuses:
     - type: ATT_BONUS_METIN
       value: 8
     duration:
    • Unlike blends, no, you cannot choose different times and/or values. They are set, but can be how many you want. You can stack them adding more time (you can set the max time of a single item, if you want to). You can activate and dis-activate them. They differentiate by the value of the affect.
    • The system, as indicated before, can coexist with the blends if you want to keep them.
    • If you create two items with the same affect but with different bonus types, the system right now can't determine their correct value when being shown in the top left corner (in uiaffectshower, strictly speaking). So if you have in mind to create this sort of gymmick, where you want to create different "levels" of an item, it will work, but right now they will only show the type of bonus. If the bonuses are different (but same affect) then, again, they will be the same (so only one between them can be active at the same time) but in the left top corner, only one or the other bonus type can be shown.
    • This system will require a complete refactor of the item/inventory class (server and client side), hence the high price despite being a simple system.
    • Video:

     

     

     

     

    Multiple Item Prices (Shop-Ex Renewal2) 300€

    Spoiler
    • The original shops in metin, are loaded from db first. In those, the price type is always Yang. To accommodate new type of prices, you could use item_shop_ex, which is limited. Only one price type per shop. Can't be multiple type of prices for a shop or even a single item.
    • With this system the whole item_shop_ex will be nuked and replaced by a new class that will load all item's prices.
    • Everything will be set up from a simple configuration file. Example:
    ITEM_WANTED_NOTICE_C:
     item_vnum: 100467
     NPC:
      3001:
       npc_vnum: 3001
       price_index: 0
       prices:
        - price_type: ITEM
          price_cost: 102543
          price_count: 50  
    ITEM_HUNTER_RUBY:
     item_vnum: 102543
     NPC:
      3001:
       npc_vnum: 3001
       price_index: 0
       prices:
        - price_type: ITEM
          price_cost: 30014
          price_count: 100
      3001_2:
       npc_vnum: 3001
       price_index: 1
       prices:
        - price_type: ITEM
          price_cost: 30048
          price_count: 100 
      3001_3:
       npc_vnum: 3001
       price_index: 2
       prices:
        - price_type: ITEM
          price_cost: 30049
          price_count: 100 
    • For every item you can set:
      • npc_vnum: the npc vnum you set in the database (in the vnum column, not npc_vnum column)
      • price_index: basically a "symbolic" index, in case you want to set up the same item in the shop but with a different price (and you'd set up the index in shop_item to specify the price wanted)
      • prices: here you will set up the list of prices. price_count it's the cost for the ITEM price_type, usually just set it to 1.
    • Video of the final result:
    • In the video the items stack as soon as you buy them from the shop. That is not a feature of the system (it requires a refactor in the item/inventory class). If wanted, that's an additional 500€

     

  3. On 1/5/2023 at 12:57 PM, TAUMP said:

    Hm, abnormal prices this community will never buy. For some developers these prices will be funny and they will think you are crazy. I hope you don't think that if the prices are high no one will publish it, you are wrong. Just my opinion, don't be upset after this comment.

    We do realize that some of the prices can be pretty high and they are not meant for a need to protect our code. It's priced at the value we believe they are worth.

    • Love 1
  4. Added new system -> Persistent Settings:

    • This system replaces the old "in game settings" code (and others, if available, like the shining system)
    • Every option is encapsulated in a json structure (both on the server, as a master, and in the launcher). Ex:
    {
    			"general": {
    				"name_color": "normal",
    				"target_menu": "show",
    				"chat_lines": "show",
    				"char_names": "always",
    				"monster_level": "show",
    				"damage": "show",
    				"day_light": true,
    				"aestethic_effects": true,
    				"models_visibility": {
    					"pet": true,
    					"mount": true,
    					"shops": true
    				}
    			}
    		}
    • The utility of the system, aside of easier management of all this stuff, is that the players will keep all their settings saved, even when using a totally different computer.

    The system uses nlohman json library. If you use Marty's [legit] files and you are already using RapidJSON I can work with that as well. C++11 minimum required.

    The system also requires the boost library on the server and the client (boost::variant/boost::static_visitor/boost::alghoritm) if for some reason you removed it.

     

    • Love 1
  5. Tonight we deployed the patch with the client optimization and everyone is super happy with the smoothness of the game.

    Super friendly, you can definitely see he loves his work and he fixed me even two small bugs ❤️

    I would recommend this developer 1000000000000%

     

    Special quote from a player:

    Quote

    I was playing with 8fps in this zone, now I have 20fps, stonks

    Animated GIF

    (Don't ask me how he is able to play in general LOL)

     

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