Monthly Archives: May 2010

A Few More Spells

These spells were made to work today:

Cleric

* Dispel Evil
* Dispel Good
* Holy Word
* Unholy Word

Druid

* Gleam of Dawn
* Gleam of Dusk
* Negate Hex

Illusionist

* Magnetism

Anti-Paladin

* Stamina
* Greater Stamina

A Dazzling Array of Spell Fixes

I spent much of the day working on spells, and more than 90 of them have been made to work.

Anti-Paladin

* Fear

Sorcerer

* Sleep
* Minor Paralysis
* Faerie Fire
* Celestial Sword
* Weaken
* Melfs Acid Arrow
* Prismatic Spray
* Immolate
* Shield

Air Elementalist

* Haste
* Wall of Force
* Airy Smith
* Conjure Windsabre
* Wall of Mist

Earth Elementalist

* Wall of Stone
* Wall of Iron
* Earthquake
* Earthen Smith
* Bombard
* Disintegrate

Fire Elementalist

* Identify
* Fiery Smith
* Wall of Fire
* Wall of Sparks
* Flashfire
* Conflaguration

Water Elementalist

* Wall of Ice
* Aquatic Smith

Cleric

* Heal
* Full Heal
* Cure Light
* Cure Serious
* Cure Critical
* Mass Heal
* Create Food
* Vigorize Light
* Vigorize Serious
* Vigorize Critical
* Preserve
* Blindness
* Remove Poison
* Summon
* Cure Blindness
* Cure Disease
* Curse
* Remove Curse
* Continual Light
* Darkness
* True Seeing
* Power Word Blind

Druid

* Barkskin
* Create Spring
* Nourishment
* Lesser Herbal Remedy
* Herbal Remedy
* Soothe Wound
* Moonwell
* Lightning Curtain
* Poison
* Creeping Doom
* Faerie Fog
* Purify

Ranger

* Blur

Shaman

* Lesser Mending
* Mending
* Spirit Ward
* Wellness
* Sustenance
* Etherportal
* Ravenflight
* Pythonsting
* Greater Pythonsting
* Greater Spirit Sight
* Purify Spirit
* Spirit Armor
* Greater Spirit Ward
* Earthen Grasp

Illusionist

* Illusion of Prowess
* Illusion of Incompetence
* Illusionary Wall
* Mirror Image
* Ultra Death Ray
* Nightmares
* Shadow Monsters
* Demi Shadow Monsters
* Shades
* Shadow Shield

Psionicist

* Wormhole
* Energy Drain
* Awe

Enchanter

* Negate Luster
* Illumination

Chances are some of them aren’t perfect, so as always, let me know if you find any glitches.

More Spells Working

I spent a while pushing spell code around today. The following spells have been made to work:

Sorcerer

* Strength
* Dexterity

Cleric

* Bless
* Armor
* Vitality

Shaman

* Fire Ward
* Cold Ward
* Wolfspeed
* Hawkvision
* Pantherspeed
* Bearstrength
* Snailspeed
* Molevision
* Lionrage
* Elephantstrength
* Mousestrength
* Shrewtameness

Anti-Paladin

* Wither

Air Elementalist

* Deny Air

Earth Elementalist

* Miners Intuition
* Deny Earth
* Stoneskin
* Stonestrength

Fire Elementalist

* Deny Fire

Water Elementalist

* Deny Water

Let me know if you find anything strange about any of them.

Working on Psionicist Abilities

I spent a good part of the past week traveling from the midwest to the west coast and back (5 flights total). During airport layovers I took a look at some of Tiu’s psi reports. Since I hadn’t touched psionicist spells/abilities yet it was no surprise that most of them were pretty borked.

I made changes to these spells:
Aura Sight
Biofeedback
Combat Mind
Displacement
Energy Containment
Enhanced Strength
Flight
Inertial Barrier
Intellect Fortress
Mental Barrier

These haven’t been tested thoroughly and may not all work as intended since they were done half-distractedly in various airports (LAX and MSP mostly). No fix for mana use or cast lag yet.

The intent for all psionicist buffs is that they are self-only, don’t stack amount or duration, and you have to wait until they wear off to refresh them. If any of them don’t work that way, let me know.

As always, let me know what’s still broken.

Crash Fixes

* Fixed crash with monk class mobs and barehanded damage skill checks.
* Fixed crash with mob tracking. Track mobs probably don’t work yet, but at least we won’t have crashes because of it.
* Fix for spell learning when players advance levels. This may or may not have caused crashes (was a little unclear from the logs). This means that psionicists and clerics and such should auto-learn spells as they level.

Holy Mother of Awesome: DAoC Emulator

I can’t believe I never heard of this before now, but apparently there’s a Dark Age of Camelot server emulation project:

http://www.dolserver.net/

Unsurprisingly, the most popular server is based on classic pre-Trials-of-Atlantis DAoC.

Not that Bast3 needs more things to distract me from it, but I’ve been tinkering with it a bit, and may eventually put up a custom server. Not soon.

Some Fixes

Made a couple fixes for things mentioned by Tiu:

* Enslaver races added to creation screens.
* Printing move point values twice when they’re low has been fixed.
* Will and sing command processing has been fixed.

There’s still a shortage of connected zones with teacher mobs and a bunch of other things still unfixed…

Heading West

As you may or may not know, I currently live in Columbus, Ohio. It’s a nice enough place to live during the spring, summer, and fall months — the cost of living is pretty low, there’s plenty of economic activity, and lots of things to do for entertainment. Other than the fact that locals treat a silly college football team like it’s the most important thing in the world, there’s not that much to complain about.

With one major exception, of course. The Ohio winters. Ohio has a climate very similar to that of Germany — warm summers that are often too humid, and brutal, snowy winters. I guess that’s why one of the most prominent areas of this city is the German Village.

I’m a mild cryophobe, so when the weather drops below freezing I have a really bad time. In February, we had a new snowfall record of more than 30 inches:

http://www.columbusbestblog.com/news-weather-sports/february-2010-freaky-weather/

I don’t know about you, but more than an inch a day is more than I can deal with.

The wife and I have been planning to cast ‘etherportal’ <elsewhere> for a while, with all possible destinations being very far west and/or south of here (Portland, Seattle, Austin, San Jose and the SF Bay Area). Sunnyvale, California is the winner, and we’ll end up there as soon as things can be worked out (finding work, a place to live, etc.), but definitely before winter.

This relocation will obviously put a dent in the amount of time available for Basternae, but a coder who isn’t afraid to get out of bed for five months out of the year will get more done.

Zone Format XML Schema

I used the Microsoft XSD.exe tool to generate an XML schema file from the zone classes. That probably means nothing to most readers of this blog, but here’s the .XSD for the Basternae 3 zone format:

Basternae 3 Zone Format XSD

No reason really, just in case someone might be an XML tinkerer and wants to try running it through some of their tools, or if some masochist wants to browse it. I’m pretty sure there are some tools out there that will generate a data editor based on an XSD file format, but I’ve never had my hands on one. I have heard that Java and Eclipse have some pretty good XML tools.

Don’t Forget To Multiplay!

Nothing much to report today, but if you’re doing some testing feel to play as many characters as you like, including on different sides of the racewar. No better way to test grouping and fragging and all that related stuff than to stage a 6v6 PvP battle all made up of characters controlled by you. 😛

Bots are cool too, of course. Anything that exercises more of the code more often is all good in my book.

More Zones Attached To The Map

These zones have been attached to the world map:

L’ristrizzen (Drow Elf HT)
Ixxillian (Enslaver HT)
Malch’hor Ganl (Goblin HT)
Autumnglen (Centaur HT)
Plateau of the Temple
Court of the Muse

Editor Version 0.54 Update

Using the editor has inspired a fresh new batch of improvements. Here they are:

Mob Editing

* New mobs now default to having memory.
* Fixed a navigation bug with creating new mobs.
* Fixed a problem that would prevent setting mob sex.
* Added a clone button for ease of creating similar mobs.

Room Editing

* Added the ability to delete room exits from the exit editing screen.
* Increased the size of the title and description text boxes on the room edit dialog.
* Added a clone button for ease of creating similar rooms. This does not clone exit data because things could get confusing very quickly if it did.

Object Editing

* Added a clone button for ease of creating similar objects.
* Added a language selector for objects of type note in the value editing screen.
* Added a flag editor for container flags on objects of type quiver or container in the value editing screen.

Map View

* Added ‘shift map’ buttons to move the location of the room graphi in the map view north, south, east, or west in case it doesn’t all fit on the screen. Since the map view starts at the first room found, puts it in the middle of the screen, and draws the rest of the rooms from there, it may be necessary to shift the map to see what you are looking for.
* Now resizes properly when you click the ‘maximize’ button on the main window.

Walkthrough Mode

* Added ‘look <mob>’ command that shows you the description and any items equipped or carryied by a mob in the current room.
* Added ‘look <object>’ command that shows you the description of an object in the current room.
* Text input and output controls now resize properly when you click the ‘maximize’ button on the main window.
* Text output control now resizes properly when you drag the window size larger or smaller.
* Added the equip command in walkthrough mode. It lets you load an object and equip it on a mob in the current room. This generates an “equip” reset so the object will be loaded and equipped at boot time.
* Added the give command in walkthrough mode that lets you load an object and give to to a mob in the current room. This adds a “give” reset so the mob will be given the object at boot time.

Other

* Added word wrap to the description preview in the extra description edit window.
* Removed the “not implemented yet” message from the renumber command. It worked, but would still display that message, wrongly giving the impression that it didn’t work.

You can get it here.