World of Wesnoth (MMORPG add-on project)

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Oezi
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Joined: April 13th, 2013, 1:17 pm

Re: World of Wesnoth (MMORPG add-on project)

Post by Oezi »

so i suppose this project isnt running anymore?

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Dugi
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

We need scenarios, most of the character system is done. I can't promise anything, but I haven't decided yet to abandon this. I'd call this abeyance 'waiting for Heindal to make scenarios', but maybe I'll kick myself to do them instead of him once. I am not very used to make RPG-styled scenarios.

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Heindal
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Re: World of Wesnoth (MMORPG add-on project)

Post by Heindal »

Sorry guys, but I currently don't have much spare time. It took me like three weeks in updating and testing some little bugs for my other campaigns. I currently have no time left for coding and developing scenarios. Each scenario takes several hours of coding and more important testing - one could say one working day for a working scenario. (optimizing and testing can take even more time - you could spend weeks in balancing some campaigns) I don't have so much time right now and unfortunately got to deal with some more important things in my life.

Beside the lack of time, we never received much feedback for World of Wesnoth, even so it is an amazing, ambitious project.
Dugi did a great job in coding, delivered cool graphics for spells as well and I think my campaign designs aren't so bad.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Xudo
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Re: World of Wesnoth (MMORPG add-on project)

Post by Xudo »

offtopic:

Code: Select all

function wesnoth.wml_actions.status_timeout(cfg)
	-- Another function fired by WML in turn refresh. It makes some statuses disappear with a certain half-life decay, and remove the objects that hold their effects if they exist
	local side_number = wesnoth.get_variable("side_number")
	local status_name = cfg.name or helper.wml_error("[status_timeout] missing required name= attribute")
	local chance = cfg.chance or helper.wml_error("[status_timeout] missing required chance= attribute")
	-- Find the units with the status
	local raw_units = wesnoth.get_units { side=side_number, {"filter_wml" , {  { "status" , {  [status_name]=true }}  }} }
	for i = 1,#raw_units do
		local unit = raw_units[i].__cfg
		local statuses = false	-- We have to be careful, the unit can have the status more than once, as some statuses can stack with itself
		for j = 1,#unit do
			if unit[j][1] == "modifications" then
				for k = 1,#unit[j][2] do
					if unit[j][2][k][1] == "object" then
						-- Find the [object] tied to the status
						if unit[j][2][k][2].description == status_name then
							-- Decide if it's time for it to end
							local roll = helper.rand("1..100")
							if roll <= chance then
								unit[j][2][k] = nil
								k = k - 1
							end
						end
					end
				end
				-- Check if there are still other effects producing the status
				for k = 1,#unit[j][2] do
					if unit[j][2][k][1] == "object" then
						if unit[j][2][k][2].description == status_name then
							statuses = true
						end
					end
				end
			end
		end
		-- Remove the status if the all objects are decayed
		if statuses == false then
			for j = 1,#unit do
				if unit[j][1] == "status" then
					unit[j][2][status_name] = nil
				end
			end
		end
		wesnoth.put_unit(unit)
		wesnoth.wml_actions.reload_unit_modifications{ x=unit.x, y=unit.y }
	end
end
if unit[j][2][k][2].description == status_name then
Spoiler:

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Dugi
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

Hahaha! :lol:

Computer_Player
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Joined: March 16th, 2008, 6:39 am

Re: World of Wesnoth (MMORPG add-on project)

Post by Computer_Player »

I've only recently got my forum account, but wow, didn't think someone is actually doing something like this O_O I'm flabbergasted.

Well, if you do get it up and running, here's one player/tester signing up :)

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Heindal
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Re: World of Wesnoth (MMORPG add-on project)

Post by Heindal »

Got a little time for scenario development, but not much so it will require some planning to reduce the development time. We need to talk about the team development - as we need to ensure, that the tested content is provided and not an older version.

I would download the actual version of WOW and work on the campaigns piece by piece and upload the parts.
Tell me what you think and if you are ready to continue.

Spoiler:
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Dugi
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

Good news, everyone.

I am very sure that I haven't modified anything since the last upload, because I feedback came here in waves and I preferred to upload it when I was done. The version on the revision system is obsolete, it's mainly because I had an impression that nobody uses it besides me.

I was working with spellcasting abilities recently, I will create a new wml tag to simplify that.
Now regarding the details:

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