User:Soniccuz: Difference between revisions

Jump to navigation Jump to search
Content deleted Content added
imported>Soniccuz
m Local server:: Looking at setMovement method.
imported>Soniccuz
 
(24 intermediate revisions by the same user not shown)
Line 128: Line 128:


==Local server:==
==Local server:==
/**
* moves to the given entity. When the distance to the destination is
* between <code>min</code> and <code>max</code> and this entity does
* not have a path already one is searched and saved.
* <p>
* <b>Note:</b> When the distance to the destination is less than
* <code>min</code> the path is removed. <b>Warning:</b> The pathfinder
* is not asynchronous, so this thread is blocked until a path is found.
*
* @param destEntity
* the destination entity
* @param min
* minimum distance to the destination entity
* @param max
* maximum distance to the destination entity
* @param maxPathRadius
* the maximum radius in which a path is searched
*/
public void setMovement(final Entity destEntity, final double min, final double max,
final double maxPathRadius) {
if (nextTo(destEntity, min)) {
stop();


Self Reminder.
if (hasPath()) {

logger.debug("Removing path because nextto("
Logic for '''"umbrella weapon"''' that has a use command to toggle the '''"umbrella outfit"''' mostly done. Just needs it's own sprite and logic that turns the layer off automatically when player goes to unequip.
+ destEntity.getX() + "," + destEntity.getY() + ","

+ min + ") of (" + getX() + "," + getY() + ")");
Also thinking of toying with different '''playable: races orc, elf, dwarf''' and of course human. Mostly want to see if I can get mobs to ignore me if I'm of the same species as them. Setup race in RPEntity, and add check to creature attack behavior. Not fully committed to this idea just want to challenge myself.
clearPath();

}
There was something else... but I forgot what it was.
} else if ((squaredDistance(destEntity) > max)) {

logger.debug("Creating path because (" + getX() + "," + getY()
Oh! '''Angel Cane,''' item idea. Ranged healing staff target another player and '''click to use.''' Make sure to implement reasonable cool down. Maybe look into ranged_atk stat Deluge was working on...
+ ") distance(" + destEntity.getX() + ","
+ destEntity.getY() + ")>" + max);
final List<Node> path = Path.searchPath(this, destEntity, maxPathRadius);
setPath(new FixedPath(path, false));
}
}


<gallery>
<gallery>
Line 187: Line 160:
* water moccasins (lake bed is already neighboring the snake pit and a new animal or two for this area is a must).
* water moccasins (lake bed is already neighboring the snake pit and a new animal or two for this area is a must).
* Some aggressive freshwater fish that is decidedly not a piranha. Maybe a Pike?
* Some aggressive freshwater fish that is decidedly not a piranha. Maybe a Pike?

=Atlantis=


Don't want to actually call it 'Atlantis', that's not very fitting with the rest of Stendhal's cities I think, but for now I haven't found a proper sounding name for this location.

My ultimate goal for implementing scuba diving. An underwater Castle town existing under Semos Mines and inhabited by mermaids and mermen. This would be a town centered on a castle with a spiraling side tower comparable to Nalwor.

For central quests the '''king''' is worried about his wife who has locked herself in the tower and might be practicing dark magic.
The '''queen's tower''' would introduce a variant of mermaids called 'Sirens', and lead to a boss fight with the queen herself. Possibly talking to her as an npc in one room and fighting her as a separate instance in the next room.

For ridding the queen of an evil spirit the king will recommend his court magician '''forge the Angel Cane''' healer's staff.

Any mer-merchants would follow Muzino's example and trade for shiny objects like pearls and diamonds.