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| Coding a new party system is a [EDIT] http://miragesource.net/forums/viewtopic.php?f=201&t=3552 |
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| Author: | Asrrin29 [ Sat Apr 05, 2008 4:02 am ] |
| Post subject: | Coding a new party system is a [EDIT] |
Just wanted to let every one know, this is by far the most complex thing I've done. and it sucks because there is always something I miss that I have to go and recode by hand. Having the server catch every possible thing that can happen in a party (what happens if the leader leaves, when the group disbands, when someone declines, ect.) and get all this info to only the clients that need it. anyways, just wanted to rant, heh. |
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| Author: | Robin [ Sat Apr 05, 2008 9:42 am ] |
| Post subject: | Re: Coding a new party system is a [EDIT] |
Hehe. I tried to do something with it a while ago, but it was in an Elysium based game, and somehow the programmer of it managed to destroy the IDE debugger. |
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| Author: | William [ Sat Apr 05, 2008 3:02 pm ] |
| Post subject: | Re: Coding a new party system is a [EDIT] |
If you want a leader for it, it gets a little bit more tricky. I did it so everybody have the option to kick anybody in the party, and reqruite anybody. If you donät disslike what someone did in the party, you can just leave and create a new with somebody else. I don't see the importance of having a party leader cause everybody in a party are pretty much friends and nothing can be messed up for a player even if someone tries to mess with him. |
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| Author: | seraphelic [ Sat Apr 05, 2008 4:41 pm ] |
| Post subject: | Re: Coding a new party system is a [EDIT] |
The leader can control the loot (group loot, master loot) and change the roll type ( uncommon, rare, etc) and whatever else you set. If you want to set up a specific party for an instance, then you should be in control of who's in it, right? Dont assume everyone's friends with their party members. |
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| Author: | William [ Sat Apr 05, 2008 6:11 pm ] |
| Post subject: | Re: Coding a new party system is a [EDIT] |
seraphelic wrote: The leader can control the loot (group loot, master loot) and change the roll type ( uncommon, rare, etc) and whatever else you set. If you want to set up a specific party for an instance, then you should be in control of who's in it, right? Dont assume everyone's friends with their party members. Eh, whos been talking about being able to control the loot? He spoke about "what happens if the leader leaves, when the group disbands, when someone declines". That's pretty easy to control if you skip the leader position. |
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| Author: | Asrrin29 [ Sat Apr 05, 2008 6:53 pm ] |
| Post subject: | Re: Coding a new party system is a [EDIT] |
seraphelic wrote: The leader can control the loot (group loot, master loot) and change the roll type ( uncommon, rare, etc) and whatever else you set. If you want to set up a specific party for an instance, then you should be in control of who's in it, right? Dont assume everyone's friends with their party members. Ah SHOT, I forgot about all this crap. >.< And yes, I already have leader stuff coded into the engine. |
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| Author: | William [ Sat Apr 05, 2008 7:02 pm ] |
| Post subject: | Re: Coding a new party system is a [EDIT] |
Then whats the problem? If the leader leaves you put the 2nd person who joined, that should be the 2nd player in the array to be the leader. And if someone leaves, clear their slot. |
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| Author: | Asrrin29 [ Sat Apr 05, 2008 11:02 pm ] |
| Post subject: | Re: Coding a new party system is a [EDIT] |
It's not that I'm having problems. It's just that everything is very tiresome to code. and debug. and add to. and etc. I basically just wanted to vent, that's all. |
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| Author: | William [ Sun Apr 06, 2008 11:16 am ] |
| Post subject: | Re: Coding a new party system is a [EDIT] |
Oh |
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