Hey everybody! I've started l2j development again (nice to see maybe the 2 people who will remember me).
Either way one of the next things I'm planning on implementing is permanent death (much like roguelikes).
Something I made a while ago was player graves. When players died all of their SP and Adena was removed from the player and attached to the grave. I was going to try to implement something like dark souls where if you die, your death site will have your remains and you have once chance to get back to it. If you died again with an active grave, the grave disappeared:
I've come back with this idea except I'm reworking it to add permanent death to players. So I've thought about:
1) Reporting the name of the player that deceased along with his/her level.
2) Reporting a list of items the player had on their possession when they died
Something like, this!
FYI the count for stackable items is corrected, little logic bug when working with the counts
You'll notice theres a 3 next to the Drac bow. I have a custom implemention of a grave item which'll store an item definition along with a quantity so I can neatly stack non-stackable items in a list. When they are returned from the grave it'll be converted into an L2ItemInstance:
public class _L2GraveItem
{
private int _count;
private L2Item _item;
public _L2GraveItem(int count, L2Item item)
{
_count = count;
_item = item;
}
public int getCount() { return _count; }
public L2Item getItem() { return _item; }
public void setCount(int count) { this._count = count; }
public L2ItemInstance removeStackableItem(int count)
{
if(count < 1 || count > this._count)
return null;
count -= this._count;
return _createNewItemInstance();
}
public L2ItemInstance removeItem()
{
_count--;
return _createNewItemInstance();
}
private L2ItemInstance _createNewItemInstance()
{
L2ItemInstance item = new L2ItemInstance( IdFactory.getInstance().getNextId(), this._item );
return item;
}
}
I'll share because I love you guys, even though I don't know you. Theres obviously way more to it but it's too much to share.
Either way what I'm asking is ideas for creating an interface with the limited options of chat windows or multisells.
As of now I have a list I manually programmed in with a link between an item ID and it's icon on the client. I'm wondering what you guys might find better:
1) A chat window with a button allowing you to take the weapon (with condition checks of course such as if the item is still there and if you can hold it)
or
2) The grave will have a link to a generated unique multisell which will contain definitions of the items that exist on the grave when the player selects it. The grave will then instead just have a bunch of information about the player.
Whatca guys think? If you have other ideas say it :)
Also I'm using L2acis freemium build 270, thanks Tryskell and the l2acis team :P
This update resaves 25_25 from the original (with sounds)
(without the cave below)
Some emitter fixes (removed waterfalls with high-poly meshes)
The geodata is old, but it works
Everything else is unchanged
Download
P.S. The effect files are taken from the high client for Interlude, so if you're experiencing critical skills, use the default ones for your Version.
GX-Ext Which file of the svn files should i edit to make blow skills to have 100% chance so i can add the settings in the IlExt.ini? because when im changing it from the skilldata.txt it just helps
Question
dpbBryan
Hey everybody! I've started l2j development again (nice to see maybe the 2 people who will remember me).
Either way one of the next things I'm planning on implementing is permanent death (much like roguelikes).
Something I made a while ago was player graves. When players died all of their SP and Adena was removed from the player and attached to the grave. I was going to try to implement something like dark souls where if you die, your death site will have your remains and you have once chance to get back to it. If you died again with an active grave, the grave disappeared:
I've come back with this idea except I'm reworking it to add permanent death to players. So I've thought about:
1) Reporting the name of the player that deceased along with his/her level.
2) Reporting a list of items the player had on their possession when they died
Something like, this!
FYI the count for stackable items is corrected, little logic bug when working with the counts
You'll notice theres a 3 next to the Drac bow. I have a custom implemention of a grave item which'll store an item definition along with a quantity so I can neatly stack non-stackable items in a list. When they are returned from the grave it'll be converted into an L2ItemInstance:
public class _L2GraveItem { private int _count; private L2Item _item; public _L2GraveItem(int count, L2Item item) { _count = count; _item = item; } public int getCount() { return _count; } public L2Item getItem() { return _item; } public void setCount(int count) { this._count = count; } public L2ItemInstance removeStackableItem(int count) { if(count < 1 || count > this._count) return null; count -= this._count; return _createNewItemInstance(); } public L2ItemInstance removeItem() { _count--; return _createNewItemInstance(); } private L2ItemInstance _createNewItemInstance() { L2ItemInstance item = new L2ItemInstance( IdFactory.getInstance().getNextId(), this._item ); return item; } }I'll share because I love you guys, even though I don't know you. Theres obviously way more to it but it's too much to share.
Either way what I'm asking is ideas for creating an interface with the limited options of chat windows or multisells.
As of now I have a list I manually programmed in with a link between an item ID and it's icon on the client. I'm wondering what you guys might find better:
1) A chat window with a button allowing you to take the weapon (with condition checks of course such as if the item is still there and if you can hold it)
or
2) The grave will have a link to a generated unique multisell which will contain definitions of the items that exist on the grave when the player selects it. The grave will then instead just have a bunch of information about the player.
Whatca guys think? If you have other ideas say it :)
Also I'm using L2acis freemium build 270, thanks Tryskell and the l2acis team :P
4 answers to this question
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