[Game] rpgtest [git][rpgtest]

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cd2
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Re: [Game] rpgtest [git][rpgtest]

by cd2 » Sun Jan 01, 2017 11:14

D00Med wrote:This reminds me, a while ago I made some mob textures for this game.
Feel free to use them if you like.

Cool! (I will take a look at them later.)

Edit : They look really good!
 

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Re: [Game] rpgtest [git][rpgtest]

by cd2 » Sun Jan 01, 2017 11:43

Version 1.0

Download : https://github.com/cdqwertz/rpgtest/releases

Update
  • added crafting guide button to inventory
  • added quest tab to player's inventory
  • fixed blueprints
  • fixed ability books
  • improved furnace system
  • show how many skill points are left
 

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Re: [Game] rpgtest [git][rpgtest]

by Wuzzy » Sun Jan 01, 2017 14:54

The workbenches in watchtowers can't be used as workbenches until you take them and replace them again


The only way to fix that is to replace the workbench with something else, isn't it?


No. I know that I can just do minetest.set_node for default:chest (in Minetest Game) and Minetest Game will already set all node metadata (i.e. the formspec) properly. I know this works because I created some mods which just do that to place chests.

I'm not sure but I think the grunt work is done in the on_construct function of default:chest. You may want to read the source code of the default mod in Minetest Game.

Wuzzy wrote:- I can't see my level


You should see your level next to the xp bar.



Oops.


The tooltip fail seems to be a Minetest 0.4.14 issue, it does not appear in 0.4.15. Forget about this.


New bugs I found:
- First slot in craft guide is empty
- You can still scroll out infinitely to the right in the craft guide
- Damage of blueprint does not match damage written in the tooptip of the actual weapon: Suger Sword lvl 17, Old Battle Axe lvl 14, Old Hammer lvl 30. Maybe it's wrong for other weapons as well, I haven't checked all.
- Recipes of copper armor are the same as for iron armor

Also: Where are the enemies?

EDIT: More bugs:
- The fishing rod sometimes gives you a cooked fish! xD
- The crafting guide does not show the anvil recipes
- Yellow and red fish can't be cooked
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Re: [Game] rpgtest [git][rpgtest]

by cd2 » Mon Jan 02, 2017 10:20

Wuzzy wrote:
The workbenches in watchtowers can't be used as workbenches until you take them and replace them again


The only way to fix that is to replace the workbench with something else, isn't it?


No. I know that I can just do minetest.set_node for default:chest (in Minetest Game) and Minetest Game will already set all node metadata (i.e. the formspec) properly. I know this works because I created some mods which just do that to place chests.

I'm not sure but I think the grunt work is done in the on_construct function of default:chest. You may want to read the source code of the default mod in Minetest Game.

The problem is, that I use minetest schematics to spawn these structures. Minetest schematics don't save metadata and don't call on_construct when placed. I think the only way to fix that would be to use
Code: Select all
minetest.set_gen_notify


Wuzzy wrote:New bugs I found:
- First slot in craft guide is empty

Fixed

Wuzzy wrote:- Damage of blueprint does not match damage written in the tooptip of the actual weapon: Suger Sword lvl 17, Old Battle Axe lvl 14, Old Hammer lvl 30. Maybe it's wrong for other weapons as well, I haven't checked all.

Fixed

Wuzzy wrote:- Recipes of copper armor are the same as for iron armor

Fixed

Wuzzy wrote:Also: Where are the enemies?

Try to restart the server/world.

Wuzzy wrote:EDIT: More bugs:
- The fishing rod sometimes gives you a cooked fish! xD

Easter egg.

Wuzzy wrote:- The crafting guide does not show the anvil recipes

https://github.com/cdqwertz/rpgtest/projects/4

Wuzzy wrote:- Yellow and red fish can't be cooked

This isn't a bug, but it seems to be confusing for players. Fixed
 

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Re: [Game] rpgtest [git][rpgtest]

by Wuzzy » Mon Jan 02, 2017 19:21

If yellow and red fish weren't supposed to be cooked, what was their original intended use?

Cooked fish are an easter egg? Lol. Easter eggs in software are usually hidden and can't be found by normal gameplay. This is not an easter egg for me as it is fairly easy to find in normal gameplay.

Oh, and I finally ran into a few enemies. But they seem to be super rare.

The problem is, that I use minetest schematics to spawn these structures. Minetest schematics don't save metadata and don't call on_construct when placed. I think the only way to fix that would be to use (…)

Oh, I see. Maybe you should talk to the Minetest developers about this (in IRC) or post a thread in Modding Discussion. Maybe someone has a better idea how to spawn functioning workbenches into the world like you intend.
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Re: [Game] rpgtest [git][rpgtest]

by Amaz » Mon Jan 02, 2017 23:04

For spawning working workbenches, you could try something similar to what is done in LOTT. To make things like this work, there are nodes (generally with the airlike drawtype, so they're invisible) which are placed in the schematics in place of the furnace/workbench/whatever, and an abm runs on them, with an interval of 9 and a chance of 1, converting them to the proper node. (Here are some relevant bits of code: node def and abm def)

This is a little hacky and not ideal, but in place of a better solution, it works. I hope this helps a bit!
 

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Re: [Game] rpgtest [git][rpgtest]

by cd2 » Wed Jan 04, 2017 11:01

Amaz wrote:For spawning working workbenches, you could try something similar to what is done in LOTT. To make things like this work, there are nodes (generally with the airlike drawtype, so they're invisible) which are placed in the schematics in place of the furnace/workbench/whatever, and an abm runs on them, with an interval of 9 and a chance of 1, converting them to the proper node. (Here are some relevant bits of code: node def and abm def)

This is a little hacky and not ideal, but in place of a better solution, it works. I hope this helps a bit!


That is a really good idea. I think I will try that out :)
 

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Re: [Game] rpgtest [git][rpgtest]

by Wuzzy » Wed Jan 04, 2017 18:50

Because I think this subgame is quite good enough to be showcased and recently reached version 1.0, I created an entry on the LGDB for this:

https://lgdb.org/game/rpgtest
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Re: [Game] rpgtest [git][rpgtest]

by cd2 » Thu Jan 05, 2017 09:21

Wuzzy wrote:Because I think this subgame is quite good enough to be showcased and recently reached version 1.0, I created an entry on the LGDB for this:

https://lgdb.org/game/rpgtest


Thank you :)
 

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Re: [Game] rpgtest [git][rpgtest]

by cd2 » Tue Jan 10, 2017 18:19

NPCs

  • added npcs
  • allow players to trade with npcs

Image

TODO
  • add add_talk_goal() to quests mod
  • add npcs to some buildings
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Re: [Game] rpgtest [git][rpgtest]

by cd2 » Fri Jan 13, 2017 13:35

UPDATE

  • added dye
  • added /list_places

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Re: [Game] rpgtest [git][rpgtest]

by cd2 » Sun Jan 15, 2017 10:46

NPCs

  • added more npcs
  • added add_talk_goal()

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