PlaneShift
Gameplay => General Discussion => Topic started by: Juvin on October 13, 2004, 11:54:59 pm
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This is a quick modification that allows you to fighting in
Planeshift, build: Molecular Blue using the text messaging system.
Once you installed ChatMod,
Type all commands into the chat window.
-----------Command List----------------------------------------------
@attack
name of a user that is also using ChatMod.
Has a 10 second delay (TTR = 10) after attack to prevent
spam attacking.
@i
Shows your HP, MP, EXP, LEVEL, and TTR (Time till ready)
@revive
Brings you back to life with full HP and MP.
Note - If you die, your TTR will be set to 30 seconds (meaning you
can\'t attack anyone for 30 seconds. You have to @revive first.
---------Source Modifications---------------------------
You can see the changes to source at
http://www.angelfire.com/vamp/juvinps/cminstructions.txt
http://www.angelfire.com/vamp/juvinps/cmplayer.h
http://www.angelfire.com/vamp/juvinps/cmplayer.cpp
Cheers!
Justin
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@Ouch! :)
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Could you more thoroughly explain the system without forcing me to dig through tons of C++ code? Pretty please?
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This is somewhat similar to what I wanted to do. It is a chat game that runs on top of Planeshift. I had a different game in mind because I don\'t expect very many people to install it. Both run without changing much at all besides adding a little text based game.
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what is chatmod?
im a little lost
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Note: this is overly simplified. /me is actualy evaluated in the sending client and then a tag is sent to the server. Also, I have not looked at the code for this mod.
It\'s like saying /me. When you say /me it sends a message to the other clients that is interpreted to mean .
This is kind of the same thing. @attack will send a message that the other client interprets as you attacking, and then sends back it\'s own attack related information that your client interprets as damage being done.
The Makro mod does a similar thing where #1 sends \"Planeshift is a PREALPHA....\"
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This runs on top of the chat box in Planeshift. It intercepts /tells and /says and decides what it wants to show the user.
An an example, if i type @attack Juvin, the ChatMod intercepts the message before it goes out and translates it into /tell Juvin **attack 5. 5 is attack strength determined by your level.
Juvin\'s client would then receive, Player tells you, \"**attack 5\". The Chatmod also intercepts this message, and calculates howmany hp you should lose and then does a /say **Player hit Juvin for 3 damage.
Chatmod gets rid of the \"Player says\" or \"Player tells you\" messages so it seems like everything is done transparently to the user.
-Juvin
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why isnt this bigger? this is wonderfull. its overly simple perhaps but its the only thing of its kind out there. work on it a little bit longer and get it in before CB and this\'ll definately be a good 3 days worth of fun before Crystal Blue.
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The problem is that this won\'t just get in there. To use it you need to recompile your client. MB is not going to be updated anymore, and CB will have better combat. It would take a long time to get everyone to install something like this, and there would never be 100%.
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I wasn\'t sure howmuch interest there would be so I didn\'t create downloadable executables. Its a fun mod to install though because you can fight and kill people in game. If theres more interest, maybe i will create a set of binaries for d/l for windows clients.
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@attack Juvin
I dont like the text fighting =/. brings me back to MUD. so nasty
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I don\'t know how far or close is CB, but I think the idea can be realised as a little patch for MB, no? But that\'s a fact that we should not slow CB development just to have another thing to debug...