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 Post subject: MR - Developer Edition (initial source release)
PostPosted: Sat Sep 12, 2009 1:31 am 
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Joined: Wed Jul 29, 2009 2:50 am
Posts: 462
Rules of use:
1. You can not claim this code as your own.
2. You must credit where you got the source from.
3. You can not use any of the graphics that come with this package.
4. You can not sell any of the code.
5. Post all bugs that you find.

Some notes, this is just MR stripped out of some things with a little bit extra.

Basic features: This is just a very quick list that I threw together.
Quote:
*Basic Threat System
Each class has a base threat modifier. When you do damage to a npc, it calculates your threat. The npc will attack the person with the most threat.

*EXP
EXP is calculated based on the % of damage you caused to the NPC.

*Parties
5 Player parties. Party chat.

*Items
All equipment can have stat modifiers. Equipment requirements; level, multiple classes, stat requirements. Items can stack. Each item can have a different max stack.

*Spells
Casting time, cooldowns. DOTS/HOTS, Buffs/Debuffs, Direct damage/healing. Animations.

*Death
When you die, you become a corpse. You have 30 minutes to be revived or release. When you release, you lose 10% exp. When you get revived, you lose 5% exp.

*Homepoints
You can set a homepoint at an Inn. When you die, you will be warped here.

*Guilds
Full guild system.

*Dynamic map sizes
The map size can go up to 255x255. The maps scroll. Max Npcs depend on the size of the map. NPCs are in spawn groups. This makes it easier to place them.

*Item Linking
In the config file client side, there is an option for ShowItemLinks. Set this to 1, then ingame Shift+Left Click an item in your inventory or equipment and it will show a link in the chat. If you click the chat link, it will show the item.

*Item Binding
An item can be set to "Bind on Pickup" or "Bind on Equip".


The code is still a little messy, but whatever. It's definitely in working order.

If you think this source has helped you, please donate any amount you'd like.
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Version Update 0.01
Quote:
SERVER
- Added ClearStatusEffects, uses Zeromemory
- ClearStatusEffects will also update modded stats and vitals now
- Added optional msg for OnDeath. You can speficify a message to send to the newly dead player.

CLIENT
- NpcLevel function in frmNpcEditor - Fixed small issue if you used high numbers for stats

BOTH
- Removed CMsgPlayerHP, CMsgPlayerMP, CMsgPlayerSP - Replaced with CMsgPlayerVital
- A little bit of code cleanup

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Last edited by Jacob on Mon Sep 14, 2009 7:20 pm, edited 2 times in total.

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 Post subject: Re: NGO - Source
PostPosted: Sat Sep 12, 2009 1:58 am 
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Joined: Sat Aug 15, 2009 3:24 am
Posts: 113
I get a run-time error -2005529767 (88760b59)'
automation error

EDIT: Nvm, I compiled a new one and it works.

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 Post subject: Re: NGO - Source
PostPosted: Sat Sep 12, 2009 7:58 pm 
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Joined: Wed Jul 29, 2009 7:37 pm
Posts: 313
ok, so the server was running rine, but when i clicked on the slient, it popped up with a message that read this:
Quote:
Run-time error '-2005529767(887605659)':
Automation Error

:(

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 Post subject: Re: NGO - Source
PostPosted: Sat Sep 12, 2009 8:05 pm 
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Joined: Wed Jul 29, 2009 2:50 am
Posts: 462
Are you guys running from the source or compiled? I didn't update the compiled files.

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 Post subject: Re: NGO - Source
PostPosted: Sat Sep 12, 2009 8:10 pm 
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Posts: 313
Jacob wrote:
Are you guys running from the source or compiled? I didn't update the compiled files.

im using the source...

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 Post subject: Re: NGO - Source
PostPosted: Sat Sep 12, 2009 8:12 pm 
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Joined: Sat Aug 15, 2009 3:24 am
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I had that error, if you compile it it should work, I also have a question, is there anyway to change the sprite larger than 32x32?

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 Post subject: Re: NGO - Source
PostPosted: Sat Sep 12, 2009 10:50 pm 
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You'd have to code it for other sprite sizes.

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 Post subject: Re: NGO - Source
PostPosted: Sat Sep 12, 2009 10:52 pm 
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Joined: Wed Jul 29, 2009 7:37 pm
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which do i recompile? the client or the source????

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 Post subject: Re: NGO - Source
PostPosted: Sat Sep 12, 2009 10:56 pm 
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I'd recompile both.

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 Post subject: Re: NGO - Source
PostPosted: Sat Sep 12, 2009 11:04 pm 
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Joined: Wed Jul 29, 2009 7:37 pm
Posts: 313
ok ill try that...

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