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Classic News: Once v2 is disabled, we'll have beer w/ drunk movement again. It's my personal replication of the old drunk movement, but using my control_movement it doesn't take you through walls.
Master Storm uploaded Jay's House, and I uploaded the Babord Floating House. Both have been moved to Graal City, north of the river take a right after the bridge.
MoD Fort was put up, and more recently the flag was put up (I'll probably script today). I was rather shocked that when I massed for ideas of how I should script it, there was a major disinterest in the idea of guild warring (which shouldn't have surprised me with the way global guilds are). I decided that this is just one way that Graal's social environment has changed, and has led me to propose an eventual move to support only local guilds (haven't talked to Storm about it yet, but it wouldn't be smart to do it immediately anyway). Because of this, I will probably just script it the way it used to be.
The first major quest is nearing completion. The only room that needs to be made is the boss room. Other than that, there's only one non-security related script left to be made within the quest.
Exodus has been working on expanding the overworld into a continent. The biggest problem he's encountered, to my knowledge, is correcting the mountain's proportions.
Seize (who was temporarily assigned Nimda Island), is now the seventh person (EDIT: well, eighth actually) I've assigned to create the Gnome Caves, will hopefully create the Gnome Caves.
The person assigned the Kull's Castle Interior so long ago simply abandoned it with like three rooms. So I'm going to reassign it to Racil (Who was temporarily assigned the desert island) the next time I encounter him online.
To Storm:
I suppose I can contact you this way.
My new movement system is almost done (I figure you will help with this and implement it). It doesn't take too long, like I said, don't know why you've been taking so long.
A few things:
- (nevermind, used player.ani == client.walk_gani) system_gani still needs to turn off system_action in certain cases. Unless you want to send precedence exceptions in parameters, this will probably remove grab/pull while in beds
- (nevermind, done) system_keys still needs to somehow interact with system_action to grab something (could have done it in the action system, but it made more sense to put it in the keys system). It also somehow hates me when using the movement handling vars.
- (nevermind, done) want to eliminate all -1s from the internal movement system handling (for communicating.
- (nevermind, done) side moving/wall sliding whatever you want to call it and you say it's easy to script needs to be done (since you say it's easy I'll leave it to you cuz I just don't get it).
-Some things need to interact with the damage system
*COUGH* I guess it's done; Now I leave you triggeractions and key handling revision. God, I hope you use this integrable, completed movement system. O DARN, wait a minute, I didn't do jumping either. |