Code/script request poll

Hello all ^.^,

I wanted to help some people out by making things they want and are unable to do themselfs or have no idea how to begin,

In this post i’d like everybody to suggest something,

The top requests will be put into a poll and i’ll make a tutorial complete with code for the suggested winner :D

I’d like to start with small fun idea’s (no player owned furniture and stuff yet :P - although i do have the code for that somewhere…)

Idea’s

  1. Capture the flag (flags, traps, spawnpoints, all the things)
  2. Improve the attack animations
  3. Improve paperdolling
  4. Npc spell casting (already done?)
  5. animated emoticons
  6. Multiple npc drops (already done?)

the idea earlier you said, the for capture the flag or castle guild vs guild, like Ragnarok WOE.

thank you :)

Try coding a nice new battle system.

Here is what I mean.

Make a New Folder, name it Attacking Animations

In that folder you will put only the sheets with attacking animations not the movement itself of the sprite.

Each image file will be linked to the Sprites folder, 1.png(Attacking Animations folder) to 1.png (Sprites folder)

So when you will attack, then it will get the frames of the 1.png (Attacking Animations folder)

When you will move it will use the normal movement folder “Sprites”

The walking animation from Folder Sprites

D D D D

L L L L

R R R R

U U U U

Attacking animations from Folder A.A.

D D

L L

R R

U U

This way you won’t need to mess up your sprite sheet, because the attacking frames won’t be on the movement frames.

Having all frames on a single sheet is pretty dumb (in my opinion)

EO 3.0 (dx8) in fact all EO engines, needs much more work on this side of the engine, attacking animations, because it’s pretty lame done.

If you could improve it like I said then it would be great :D

Thank you !

Both suggestions have been added ^.^

if the amount of suggestions stays low both will be done

I would like to suggest an edit to the paperdoll system. As it is now, there is only one way paperdolls are ordered. I thought it would be much better if the paperdoll order would be different for each player based on which direction they were facing.

EDIT: This edit would make paperdolling more realistic, and easier.

For example, lets assume that all players in a game hold weapons in their right hand, and that the paperdoll order is like this.


    PaperdollOrder(1) = Equipment.Shield

    PaperdollOrder(3) = Equipment.armor

    PaperdollOrder(4) = Equipment.Helmet

    PaperdollOrder(5) = Equipment.Weapon

Its quite hard to make weapons in the right hand walking to the left, because its at great risk of overlapping the armor paperdoll. But, if the order were to change for each player based on which direction they were facing, (for example)


If Dir = left then

    PaperdollOrder(1) = Equipment.Weapon

    PaperdollOrder(3) = Equipment.armor

    PaperdollOrder(4) = Equipment.Helmet

    PaperdollOrder(5) = Equipment.Shield

end if

then weapons could be held in the right hand without any risk of overlapping the other paperdolls.

@ matthew could you elaborate a bit more on that?

Hi unnown what engine are you gonna use?

whatever is suggested as well ^.^ but if needed i’ll post tuts/code for several

I would like to suggest an edit to the paperdoll system. As it is now, there is only one way paperdolls are ordered. I thought it would be much better if the paperdoll order would be different for each player based on which direction they were facing.

EDIT: This edit would make paperdolling more realistic, and easier.

For example, lets assume that all players in a game hold weapons in their right hand, and that the paperdoll order is like this.


PaperdollOrder(1) = Equipment.Shield

PaperdollOrder(3) = Equipment.armor

PaperdollOrder(4) = Equipment.Helmet

PaperdollOrder(5) = Equipment.Weapon

Its quite hard to make weapons in the right hand walking to the left, because its at great risk of overlapping the armor paperdoll. But, if the order were to change for each player based on which direction they were facing, (for example)


If Dir = left then

PaperdollOrder(1) = Equipment.Weapon

PaperdollOrder(3) = Equipment.armor

PaperdollOrder(4) = Equipment.Helmet

PaperdollOrder(5) = Equipment.Shield

end if

then weapons could be held in the right hand without any risk of overlapping the other paperdolls.

so basicly advanced z-ordering? :P

unnown, I don’t know if you ever saw the Eclipse Reborn engine (it’s actually a fixed version of CS:DE with some features) do you think it will work what i suggested?

Not only for ER, but for other engines too, maybe CS:DE character’s animation processes are kinda the same as EO’s (i don’t know)

If you’re gonna do that improvement to the attacking animations would be a really great help, and will look much more awesome in game, when you attack.

Thank you.

Honestly I suggest just making these tuts for EO3.0 seeing how thats the only engine that is supported.

Anyways here are my suggestions:

1.Spell casting NPCs.

2. More spell types like confusion, Leech life, etc…

3. Give spells, NPCs, and even items the ability to trigger events.

I dunno I’m sure I could come up with more but those are some I’ve always thought the engine needed.

unnown, I don’t know if you ever saw the Eclipse Reborn engine (it’s actually a fixed version of CS:DE with some features) do you think it will work what i suggested?

Not only for ER, but for other engines too, maybe CS:DE character’s animation processes are kinda the same as EO’s (i don’t know)

If you’re gonna do that improvement to the attacking animations would be a really great help, and will look much more awesome in game, when you attack.

Thank you.

Animations should be quite easy to alter for all engines, but i’ll provide code/tuts for each engine

animated emoticons :)

ok that’s a nice one, made that before, added them in the chat as well :)

Multiple npc drops, useful thingy

There is already a tutorial for that:

http://www.touchofde…entile-chances/

As there is for npc spells

As there is for npc spells

There is a tutorial for NPC spells, but it doesn’t work the same way you’d expect it to. For example, Npcs can cast five spells at once.

There is a tutorial for NPC spells, but it doesn’t work the same way you’d expect it to. For example, Npcs can cast five spells at once.

Oh, I see. It can still be used as a base I guess.

Until when is this gonna be available?

Because i didn’t see any other sugestions in 2 days, so this means all above will be done? :D

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