Level 16
Journeyman Modder
62

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    SqueezeTheorem
    01/13/2019 4:25 pm
    Level 16 : Journeyman Modder
    bumperino
    1
    SqueezeTheorem
    12/29/2018 1:59 am
    Level 16 : Journeyman Modder
    SQMC Indev v 0.16:

    Added:
    - Progress bars for each skill. Each progress bar remains visible for 6000ms after the last time you gained xp. These progress bars can be toggled on and off in the /settings UI
    - CombatItem.java now supports custom colors for leather armor
    - Player banking, complete with district-specific banking. Up to 450 items can be stored.
    - The Alchemy skill (formerly known as chemistry)
    - Brewing stands and Enchanting tables now open alchemy crafting UIs
    - Two new recipe types: ALCHEMY_BREW and ALCHEMY_ENCHANT
    - Made the volume for recipe SFX uniform

    Changed:
    - Bounded entities will now ignore their bounded region if they have been damaged by a player in the last 60 seconds, or targeted a player in the last 60 seconds.
    - Bounded entities can now be damaged by players outside their wander radius
    - Visiting the server's DynMap now directs you to a very primitive server website
    - A select number of items can now be stacked *infinitely* using the SQMC "Count: <int>" tag.
    1
    SqueezeTheorem
    12/19/2018 6:11 pm
    Level 16 : Journeyman Modder
    SQMC Indev v 0.15 "Developers, Developers, Developers!":

    Added:
    - ConfigManager.java - handles SQMC plugin configuration to allow for per-shard setups. The only settings so far are MySQL related.
    - Player inventories are now carried between shards.
    - Instances of GenericMob can now be constructed from JSON documents to allow for non-programmers to easily create entities
    - Instances of CombatItem can now be constructed from JSON documents to allow for non-programmers to easily create combat items
    - Instances of SQMCRecipe can now be constructed from JSON documents to allow for non-programmers to easily create recipes

    Changed:
    - Most custom items are no longer stackable.
    - Item requirements for melee weapons are now enforced by the CombatManager class
    - The Strength skill guide now displays melee weapons, showing their requirements and the stats they provide
    - Region data is now stored in regions.json within the SQMC jar
    - Songs are now saved in the ./songs/ directory within the SQMC jar
    - The defense and accuracy of combat items is now described by the following function where x = level required to use the equipment, i = proportionalityConstant, j = styleMultiplier, and e is Euler's number: floor((e^((x+1)/17.5) + (ln(500x))^2+10+((x-15)/3.75)^2)*i*j)

    Bug fixes:
    - Gold is now properly saved to and loaded from the database (for real this time!)
    - If a player's profile fails to load when connecting, they will no longer be able to join the server.
    1
    SqueezeTheorem
    12/15/2018 1:34 am
    Level 16 : Journeyman Modder
    history
    SQMC Indev v 0.14:
    Added:
    • The larceny skill. The larceny skill revolves around disrespecting, and often outright ignoring, the concept of personal property! Currently, the only way to train the skill is to pickpocket NPCs. To pickpocket an NPC, right click them while crouching. If the NPC isn't pickpocket-able, nothing will occur.
    • Cows can now be found on the Uppkomst farm
    • Uppkomst got its first blacksmith, who sells wooden tools and calcium carbonate.
    • An undead elevator operator who can take you down into the Uppkomst mines
    Changed:
    Recipe System:
    • Recipes are now no longer instantly crafted. Clicking a recipe icon now assigns a current recipe to the player who clicked it. A player's current recipe is crafted every 5 seconds.
    • Recipes now have a sound played when they're crafted
    • Moving will cancel whatever it is you're crafting
    • When a fire that you're using burns out, if you're cooking fish, you'll stop cooking and have to light another fire
    NPC Shopping:
    • Items can now be sold to NPC shops by picking up an item in your inventory, and placing it down over the corresponding shop icon in the NPC shop.
    • Randy's Melon Emporium and Marianne's Flower shop has been emptied of their contents while shops are re-evaluated.

    UI System:
    • When using an interface, you're now able to pick up items in your own inventory. Previously, all inventory actions were blocked when using an interface.
    Entity System:
    • Re-implementation of GenericMob.java
    • Entity interfaces defined more explicitly in hierarchical terms
    • Lootable.java redefined in a way that eliminates references to DropTable.java
    Bug Fixes:
    • Currency is now properly loaded from and saved to the database.
    TODO:
    • Fix the bug where placing an item into an empty UI slot can sometimes make it vanish
    • Prevent players from drag clicking items into shop interfaces, as this will cause their items to vanish
    1
    SqueezeTheorem
    12/10/2018 11:34 pm
    Level 16 : Journeyman Modder
    New skill in 1.14, patch notes soon
    1
    SqueezeTheorem
    12/08/2018 12:13 am
    Level 16 : Journeyman Modder
    My exams are almost over and the project will resume soon! :)
    1
    SqueezeTheorem
    12/06/2018 10:24 pm
    Level 16 : Journeyman Modder
    New recipe system in 0.14
    1
    SqueezeTheorem
    12/03/2018 6:15 pm
    Level 16 : Journeyman Modder
    I haven't had much time to program with exams coming up soon, but a Wikia is under way, and there's a lot to be documented. I'm considering adding a Wikia contributer rank, or offering some sort of reward for Wikia contributers.
    1
    SqueezeTheorem
    11/30/2018 1:50 pm
    Level 16 : Journeyman Modder
    Project on hold until December 12. Got finals coming up soon.
    1
    SqueezeTheorem
    11/26/2018 10:49 am
    Level 16 : Journeyman Modder
    We're taking alpha tester applictions for those interested
    1
    SqueezeTheorem
    11/25/2018 1:14 am
    Level 16 : Journeyman Modder
    history
    SQMC Indev v 0.13: Quest system improvements

    Added:
    - Embargo quest, an introduction to the communist quest line.
    - Quest log feature. Clicking on a quest icon from the /Quest interface now gives you a book filled with your current progress for that quest, hints, and a summary of the quest's events.
    - Conditionally visible entities. Conditionally visible entities are only visible under certain circumstances. This mechanic will primarily be used for quests. A typical example of how a conditionally entity would be used is as follows: Suppose an NPC says "Meet me in the mines." With the conditional visibility system, a second copy of that NPC could exist in the mines, and remain invisible until the player was instructed to meet them there.
    - Several NPCs around Uppkomst
    - A few new NPC shops and items, the Uppkomst Melon Emporium and Uppkomst Flowers.

    Refactored:
    - Changed how Boundable entities are confined within their bounded region, preventing unusual behavior and entity suffocation
    - Pickuping up and dropping items will now end NPC conversations
    - Converted the database system from a local, JSON text-based system to MySQL. Massive update! Enables bungee cord support, data analysis, and support for an auction house in the future.
    1
    SqueezeTheorem
    11/24/2018 1:36 am
    Level 16 : Journeyman Modder
    Major improvements to the quest system in 0.13, including conditionally visible entities for more dynamic quests
    1
    SqueezeTheorem
    11/23/2018 1:29 am
    Level 16 : Journeyman Modder
    First quest is online! Kinda short, but that's fine. It's the beginning of the story line.
    1
    SqueezeTheorem
    11/22/2018 12:18 am
    Level 16 : Journeyman Modder
    history
    Quest system just got a bit of a face lift
    1
    SqueezeTheorem
    11/20/2018 11:40 pm
    Level 16 : Journeyman Modder
    I'm pleased to finally have a working /settings GUI to let you easily toggle stuff. You can see a demo in the posted video.
    1
    SqueezeTheorem
    11/19/2018 10:59 pm
    Level 16 : Journeyman Modder
    Thanks to the NoteBlockAPI, we now have full length sound tracks playing on the development server, including Beethoven's 5th. We might have unique sound tracks later, but for now, stay tuned!
    1
    SqueezeTheorem
    11/18/2018 4:05 am
    Level 16 : Journeyman Modder
    Latest development build
    SQMC Indev v 0.11 - Technical update
    Added:
    - Zap spells. Zap spells emit a beam from the player, damaging the first entity struck. Zap spells cannot travel through walls. Zap spells play a sphere animation when they strike a target, and play no animation if they miss.
    - Electric potential spell, a low level zap spell

    Refactored:
    - Mana per second formula changed from floor(witchcraft-level / 5) + 1to floor(witchcraft-level / 20) + 1
    - Maximum mana changed from lvl * 10 to lvl * 5
    - Projectile spells and ranged projectiles no longer depend on the vanilla scoreboard system
    - Default spellbook name changed from "Infernal spellbook" to "Standard spellbook"
    - Twister renamed to Arcanopulse. On-hit-effect removed.
    - Entity API no longer relies on The scoreborad, or entity IDs. The removal of the entity ID system makes the Entity API significantly more flexible, specifically because it allows for the creation of entities during runtime.
    - Firemaking fires now must be lit at least 2 blocks apart from each other
    - SQMCEntity index replaced by Anchorable index

    Removed:
    - All spells except Uppkomst teleport, Electric potential, and Arcanopulse
    - Entity ID system. Custom entities no longer use the vanilla scoreboard system, and use maps instead.
    1
    SqueezeTheorem
    11/17/2018 1:34 am
    Level 16 : Journeyman Modder
    0.11 out soon
    1
    SqueezeTheorem
    11/13/2018 4:41 pm
    Level 16 : Journeyman Modder
    history
    Right now, I'm planning on adding the magic equivalent of crafting, enchanting. I'd like to add crafting for ranged, but I gotta decide what to use for ranged armor. All the metallic armors except gold are currently reserved for melee, and magic is gonna use dyed leather armor as robes, so that doesn't leave me with much to choose from.

    I could use gold armor for ranged, but that's kinda weird thematically. An alternative option would be using dyed robes for magic and ranged, and just using different colors I guess.

    TL;DR, I wanna add crafting but I'm not sure what the best way to go about it is right now.
    1

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