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Ilnair

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  1. Hello all, a very simple and easy to use script. Add this somewhere in clscommands: ``` Sub SendWeatherToPlayer(ByVal index As Long, Weather As Long, Intensity As Long) Dim Packet As String Dim WeatherIntensity As Long WeatherIntensity = Intensity If Intensity 40 Then WeatherIntensity = 40 If Weather < 0 Or Weather > 3 Then Weather = 0 If index < 1 Or index > MAX_PLAYERS Then Exit Sub Packet = "WEATHER" & SEP_CHAR & Weather & SEP_CHAR & WeatherIntensity & SEP_CHAR & END_CHAR Call SendDataTo(index, Packet) End Sub ``` This will add sadscript command SendWeatherToPlayer(index, Weather, Intensity) which will send weather data to a player. I use this code for my map-based weather system.
  2. Hello All, I fixed a few errors in two subs serversid that slow the server down. 1\. In sub gameai() inside modgeneral find "Call AttributeNPCGameAI(y)", it's in the bottom of the sub. Delete this command. It will run a very large piece of code that was used for the npc spawn system that is no longer used. 2\. Now, inside ModGameLogic find Sub Castspell. Select it all and replace it with this: ``` Sub CastSpell(ByVal index As Long, ByVal SpellSlot As Long) Dim SpellNum As Long, I As Long, n As Long, Damage As Long Dim Casted As Boolean Dim C As Long Dim s As Long Dim WeaponSlot 'rewritten by Dinand Mentink (aka Ilnair) for Nishansu. www.nishansu.com Casted = False ' Prevent subscript out of range If SpellSlot MAX_PLAYER_SPELLS Then Exit Sub End If SpellNum = GetPlayerSpell(index, SpellSlot) ' Make sure player has the spell If Not HasSpell(index, SpellNum) Then Call BattleMsg(index, "You do not have this spell!", BrightRed, 0) Exit Sub End If I = GetSpellReqLevel(index, SpellNum) ' Check if they have enough MP If GetPlayerMP(index) < Spell(SpellNum).MPCost Then Call BattleMsg(index, "Not enough mana!", BrightRed, 0) Exit Sub End If ' Make sure they are the right level If I > GetPlayerLevel(index) Then Call BattleMsg(index, "You must be level " & I & " to cast this spell.", BrightRed, 0) Exit Sub End If ' Check if timer is ok If GetTickCount < Player(index).AttackTimer + 1000 Then Exit Sub End If WeaponSlot = GetPlayerWeaponSlot(index) If WeaponSlot > 0 Then If GetPlayerInvItemDur(index, WeaponSlot) > -1 Then Call SetPlayerInvItemDur(index, WeaponSlot, GetPlayerInvItemDur(index, WeaponSlot) - 1) If GetPlayerInvItemDur(index, WeaponSlot) = 0 Then Call BattleMsg(index, "Your " & Trim(Item(GetPlayerInvItemNum(index, WeaponSlot)).Name) & " has broken.", Yellow, 0) Call TakeItem(index, GetPlayerInvItemNum(index, WeaponSlot), 0) Else If GetPlayerInvItemDur(index, WeaponSlot) Spell(SpellNum).Range Then Call BattleMsg(index, "You are too far away to hit the target.", BrightRed, 0) Exit Sub End If End If Player(index).TargetType = TARGET_TYPE_PLAYER If GetPlayerHP(n) > 0 And GetPlayerMap(index) = GetPlayerMap(n) And GetPlayerLevel(index) >= 10 And GetPlayerLevel(n) >= 10 And (map(GetPlayerMap(index)).Moral = MAP_MORAL_NONE Or map(GetPlayerMap(index)).Moral = MAP_MORAL_NO_PENALTY) And index n Then 'Call MapMsg(GetPlayerMap(index), GetPlayerName(index) & " casts " & Trim(Spell(SpellNum).Name) & " on " & GetPlayerName(n) & ".", BrightBlue) x = GetPlayerX(n) y = GetPlayerY(n) Select Case Spell(SpellNum).Type Case SPELL_TYPE_SUBHP Damage = (Int(GetPlayerMAGI(index)) + Spell(SpellNum).Data1) - GetPlayerProtection(n) - GetPlayerDEF(n) If Damage > 0 Then Call AttackPlayer(index, n, Damage) Call BattleMsg(index, "You deal " & Damage & " to " & GetPlayerName(n) & "!", BrightGreen, 0) Else Call BattleMsg(index, "The spell was to weak to hurt " & GetPlayerName(n) & "!", BrightRed, 0) End If Case SPELL_TYPE_SUBMP Call SetPlayerMP(n, GetPlayerMP(n) - Spell(SpellNum).Data1) Call SendMP(n) Case SPELL_TYPE_SUBSP Call SetPlayerSP(n, GetPlayerSP(n) - Spell(SpellNum).Data1) Call SendSP(n) Case SPELL_TYPE_ADDHP 'Call MapMsg(GetPlayerMap(index), GetPlayerName(index) & " casts " & Trim(Spell(SpellNum).Name) & " on " & GetPlayerName(n) & ".", BrightBlue) Call SetPlayerHP(n, GetPlayerHP(n) + Spell(SpellNum).Data1) Call SendHP(n) Case SPELL_TYPE_ADDMP 'Call MapMsg(GetPlayerMap(index), GetPlayerName(index) & " casts " & Trim(Spell(SpellNum).Name) & " on " & GetPlayerName(n) & ".", BrightBlue) Call SetPlayerMP(n, GetPlayerMP(n) + Spell(SpellNum).Data1) Call SendMP(n) Case SPELL_TYPE_ADDSP 'Call MapMsg(GetPlayerMap(index), GetPlayerName(index) & " casts " & Trim(Spell(SpellNum).Name) & " on " & GetPlayerName(n) & ".", BrightBlue) Call SetPlayerMP(n, GetPlayerSP(n) + Spell(SpellNum).Data1) Call SendMP(n) End Select ' Take away the mana points Call SetPlayerMP(index, GetPlayerMP(index) - Spell(SpellNum).MPCost) Call SendMP(index) Casted = True Else If GetPlayerMap(index) = GetPlayerMap(n) And Spell(SpellNum).Type >= SPELL_TYPE_ADDHP And Spell(SpellNum).Type Spell(SpellNum).Range Then Call BattleMsg(index, "You are too far away to hit the target.", BrightRed, 0) Exit Sub End If Player(index).TargetType = TARGET_TYPE_NPC If Npc(MapNpc(GetPlayerMap(index), n).num).Behavior NPC_BEHAVIOR_FRIENDLY And Npc(MapNpc(GetPlayerMap(index), n).num).Behavior NPC_BEHAVIOR_SHOPKEEPER Then 'Call MapMsg(GetPlayerMap(index), GetPlayerName(index) & " casts " & Trim(Spell(SpellNum).Name) & " on a " & Trim(Npc(MapNpc(GetPlayerMap(index), n).num).Name) & ".", BrightBlue) x = MapNpc(GetPlayerMap(index), n).x y = MapNpc(GetPlayerMap(index), n).y Select Case Spell(SpellNum).Type Case SPELL_TYPE_ADDHP MapNpc(GetPlayerMap(index), n).HP = MapNpc(GetPlayerMap(index), n).HP + Spell(SpellNum).Data1 Case SPELL_TYPE_SUBHP Damage = (Int(GetPlayerMAGI(index) / 4) + Spell(SpellNum).Data1) - Int(Npc(MapNpc(GetPlayerMap(index), n).num).DEF / 2) If Damage > 0 Then If Spell(SpellNum).Element 0 And Npc(MapNpc(GetPlayerMap(index), n).num).Element 0 Then If Element(Spell(SpellNum).Element).Strong = Npc(MapNpc(GetPlayerMap(index), n).num).Element Or Element(Npc(MapNpc(GetPlayerMap(index), n).num).Element).Weak = Spell(SpellNum).Element Then Call BattleMsg(index, " A deadly mix of elements harm the " & Trim(Npc(MapNpc(GetPlayerMap(index), n).num).Name) & "!", Blue, 0) Damage = Int(Damage * 1.25) If Element(Spell(SpellNum).Element).Strong = Npc(MapNpc(GetPlayerMap(index), n).num).Element And Element(Npc(MapNpc(GetPlayerMap(index), n).num).Element).Weak = Spell(SpellNum).Element Then Damage = Int(Damage * 1.2) End If If Element(Spell(SpellNum).Element).Weak = Npc(MapNpc(GetPlayerMap(index), n).num).Element Or Element(Npc(MapNpc(GetPlayerMap(index), n).num).Element).Strong = Spell(SpellNum).Element Then Call BattleMsg(index, " The " & Trim(Npc(MapNpc(GetPlayerMap(index), n).num).Name) & " aborbs much of the elemental damage!", Red, 0) Damage = Int(Damage * 0.75) If Element(Spell(SpellNum).Element).Weak = Npc(MapNpc(GetPlayerMap(index), n).num).Element And Element(Npc(MapNpc(GetPlayerMap(index), n).num).Element).Strong = Spell(SpellNum).Element Then Damage = Int(Damage * (2 / 3)) End If End If Call BattleMsg(index, "You deal " & Damage & " to " & Trim(Npc(MapNpc(GetPlayerMap(index), n).num).Name) & "!", BrightGreen, 0) Call AttackNpc(index, n, Damage) Else Call BattleMsg(index, "The spell was to weak to hurt " & Trim(Npc(MapNpc(GetPlayerMap(index), n).num).Name) & "!", BrightRed, 0) End If Case SPELL_TYPE_ADDMP MapNpc(GetPlayerMap(index), n).MP = MapNpc(GetPlayerMap(index), n).MP + Spell(SpellNum).Data1 Case SPELL_TYPE_SUBMP MapNpc(GetPlayerMap(index), n).MP = MapNpc(GetPlayerMap(index), n).MP - Spell(SpellNum).Data1 Case SPELL_TYPE_ADDSP MapNpc(GetPlayerMap(index), n).SP = MapNpc(GetPlayerMap(index), n).SP + Spell(SpellNum).Data1 Case SPELL_TYPE_SUBSP MapNpc(GetPlayerMap(index), n).SP = MapNpc(GetPlayerMap(index), n).SP - Spell(SpellNum).Data1 End Select ' Take away the mana points Call SetPlayerMP(index, GetPlayerMP(index) - Spell(SpellNum).MPCost) Call SendMP(index) Casted = True Else Call BattleMsg(index, "Could not cast spell!", BrightRed, 0) End If End If End If If Casted = True Then Player(index).AttackTimer = GetTickCount Player(index).CastedSpell = YES 'Call SendDataToMap(GetPlayerMap(index), "spellanim" & SEP_CHAR & SpellNum & SEP_CHAR & Spell(SpellNum).SpellAnim & SEP_CHAR & Spell(SpellNum).SpellTime & SEP_CHAR & Spell(SpellNum).SpellDone & SEP_CHAR & index & SEP_CHAR & Player(index).TargetType & SEP_CHAR & Player(index).Target & SEP_CHAR & Player(index).CastedSpell & SEP_CHAR & Spell(SpellNum).Big & SEP_CHAR & END_CHAR) Call SendDataToMap(GetPlayerMap(index), "scriptspellanim" & SEP_CHAR & SpellNum & SEP_CHAR & Spell(SpellNum).SpellAnim & SEP_CHAR & Spell(SpellNum).SpellTime & SEP_CHAR & Spell(SpellNum).SpellDone & SEP_CHAR & x & SEP_CHAR & y & SEP_CHAR & Spell(SpellNum).Big & SEP_CHAR & END_CHAR) Call SendDataToMap(GetPlayerMap(index), "sound" & SEP_CHAR & "magic" & SEP_CHAR & Spell(SpellNum).Sound & SEP_CHAR & END_CHAR) End If End Sub ``` Instead of having a loop from x1tox20 and y1toy15 and then checking if there is an npc on that slot and then attacking it with some spell, etc etc it just takes an npc, locates it and then uses the spell which is a lot faster.
  3. Heya All, Some of the older people around here will (hopefully) remember me. I'm Ilnair and i've been gone for quite a while. Before that I used to post some scripting every now and then (I am really glad to see my mapgenerator script still being stickied [that's a sticky for over a year, I gues that script really pwns]) and I did do some other stuff on the forum, I hope some of the older guys still remember me. Anyways, i'm back and so is the game me and some friends where working on (Nishansu, check www.nishansu.com). The game is still under development, but the beta server is running again. Please all have a look. The game is build using the pre-eclipse-evolution source which has been modified a lot (fixed paperdoll, added a lot of commands, changed weather system, etc). Well, all i'm trying to say is, i'm back, you'll hear from me. Greetz, Ilnair
  4. Heya all. Long time no see ;). haven't been here for a while. Some of you might remember me, I used to be on the forums, mostly scripting, and also posted a few source codes to. The older users might remember me. Anyway, i've been gone for quite some time now, which I didn't plan, but I have been very busy with school, and haven't found any time to check the forums lately. But things change, and I got my school done, for now, so, I got plenty time again to mess around on the forums, so, to be short. I'm back (again, again). I'm very sorry I never said why I've been gone for so long, just slipped my mind, my bad. But, I got something to make up for that. To be short, Nishansu, the game I was working on when I left has been finished. Thanks to a lot of hard work from ralphje, MarkGreen, a lot of other people and me. The beta will start the 22nd of april, and, here's a trailer: http://kipse.hopto.org/ilnair/ . Screenshots will probably be placed on the nishansu website , www.nishansu.tk later on. Please feel free to join our forums, and have a chat with the gms and other beta testers, if you feel like it. I hope you guys like Nishansu. I do :). Good to be back.
  5. Heya all, Have been gone some time, making no to few posts, but back again. I don't think most of you remember me, but maybe some of the old guys in here do. I used to be a bit good at scripting (my mapgen still stickied at the script database I saw), and apart from that I only used to annoy people…. So, i'm back :p. As some of you might remember, I used to be working on a game called Nishansu, since I got the source of EE progress has gone mad! We currently have all items done, and most of scripting, and are hoping to release the game after cristmas. The new version will include: - New Gui, Customized client, Mini Games (a full casino), etc etc, to much little stuff to name - Skill system, made by me, totaly flexible, using custom menu's - Quest system, made by me, totaly flexible, using custom menu's - A special system, this one powns ass, I will post what this is about a week before next beta release, but it's GOOD and has to do with character advancements. - Some numbers: * Maps: 2100 (already done, about 300 to go) * Items: 8 types(sword, bow, armor, robe, staff, shield, ring, necklace), all have 50 items (10 different levels, 1, 10, 20,..., 100 and all have 5 upgrades, +0, +1, ..., +4). Apart from that there are a LOT skill items, and spells, around 600 items in total * Classes: 4, Archer, Mage, Priest and Warrior * City's: 6, has to do with the special system i'm talking about (hint hint) * Spells: around 50 different ones in total. - The classes: * Archer: Has a bow and strong armor to his aid in combat, can also use ring and necklace. Are suposedly strong against mages but weak against warriors. * Mage: Uses spells in combat, has a staff to increase spell damage and has a robe for protections, can also use ring and necklace. Strong against warriors but weak against archers. * Warrior: Uses heavy armor and weapons in combat. Strong against archers, but weak against mages. Can also use ring and necklace. * Priest: Aiding class, weak against everyone on its own, combined with others they are more valuable then anyone. Use robe and staff, can use ring/necklace. - Quests. A good quest system has been added, gm's can now easaly create quests. at the start of next beta only few will be finished, but more will folow! Same goes for dungeons! - Some other progress: * Nishansu went on the teamwork tour, no single class in tournament is strong on its own, only combined forces will survive in the world of Nishansu. Mages are strong against warriors, but can easily been overthrown by a good archer, while warriors are good agains those. Priests on the other hand are weak against everything, but when protected carefully they can prove to be an enormous help. * Bug fixes: paperdoll has been fixed entirely, without an update script running every 2 seconds, also a few spell animation bugs have been fixed. * Stability has been inproved * A PIM, player information menu has been added. This menu contains: - help functions - message function - Information tools (character details and such) - GM Message options - Purchase options - Quest progress information and much more! * The character advancement system has been inproved! Every class has it's own weapons and armors now, all can be upgraded from normal to +4! To be shorts, progress on Nishansu is going insanely fast. We hope to have done everything around the beginning of next year, after that we will have an intern alpha test for a few days, to test out everything ourselves and get rid of most obvious bugs, after that the server will open again! About me being active on the forums again: not as much as I used to, but i might post some scripts from Nishansu, you'll never know ;), but i'll have a look more often. I hope you guys don't mind me being around again lol :p. Dinand Mentink (aka Ilnair or "The Uber-Scriptor")
  6. Heya all, I'm very sorry for this, but i'm going to quit eclipse (at least for 2 months). I got a few reasons for this, aprove with them, or don't, I don't really care. But here they are: - Eclipse is way to bugged to build a good working mmorpg. I now spend like 3/4 year working with eclipse, and my mmorpg is close to finishing, and I now start to see all the eclipse bugs that have to be solved before I can release the game, here's a list: http://www.freemmorpgmaker.com/smf/index.php?topic=7626\. And instead of fixing these SERIOUS bugs, most coders like to add more stuff, no offence ofcourse, but why add stuff to an engine that isn't working properly, start working on the darn bugs! - I got way to much to do for school. - Progress on my game is going to slow, mostly because of the bugs in eclipse, also due to the fact that I do not feel like scripting anymore. - There is a lot to do on my game, and for some reason all GMs (including me) are kinda sick of doing it, we just don't feel like doing it anymore. I hope to be back in about 2 months, when I feel like working on my game again, and when I feel like scripting again, and when most of the bugs (paperdoll/scripting) are fixed. Good luck with the engine, I really hope you are able to fix those bugs, and as soon as you do, just send me an email (msn [at] dinand [dot] tk, that's my msn), and i'll probably be back, but for now it just isn't working out as I hoped. Keep up the good work (Unnown and Brutal)! Dinand Mentink (aka Ilnair)
  7. Heya All, As some of you might know, i'm currently working on a scripted minigame, a big one. Well, i've had sleepless nights from it, and it's still making me crazy, and I dont know if I will ever finish it, but I FINALY managed to get the first part of it working :D. Sorry for the double post in the GFX Showoff, my bad, unnown already locked it I think. I'm talking about a Trading Card Game ofcourse. It might look easy to you, and if you are just looking at the screenie i'm posting it kinda is, but this is only the basic for a complete full Trading Card Game, including: - Batteling eachother (done, i'll post a screenie) - Trading Cards with eachother - Special cards doing special events In this trading card game, you can buy a cardset at a shop, you open it, and then the cards disapear into your "deck". Then you can chose any of them, and chalenge another player to battle 1 of his cards versus the one you just selected. You can also trade them and such. Ofcourse, there are some special cards, wich can be used only 1 time every battle, they can do stuff like: - Deal random damage to an oponent - Give you the ability to go for 2 turns (that's a nasty one :D) - Heal you own card for some damage it took etc etc Well, I know it doesn't sound like much, but this script is making my head explode, it's bloody hard to write, so I hope some of you like it. Here's a screenie of some batteling: [![](http://img170.imageshack.us/img170/7664/tcgyr8.th.png)](http://img170.imageshack.us/my.php?image=tcgyr8.png) note: - the 80682 and the 86066 are the names of the monsters, due to the fact that I used a script to randomly generate some cards they don't have names yet, but numbers. - Still looks a bit boring, but special cards and other options are being added. - The dice thingy: if your Damage for instance is: 17 + 4dice6, that means Basis damage 17 4 dices are rolled, giving (ie): dice 1 = 3 dice 2 = 4 dice 3 = 2 dice 4 = 6 that means you have a total of 32 damage (17+3+4+2+6) then, if your oponent has defence: 12 + 2 dice 6 this means: basis defence: 12 2 dices are rolled, giving: dice 1 = 2 dice 2 = 3 And then his defence would be 18 in total (12+2+3). In this case my card would deal 32-18=14 damage to my oponents card. Hurray….. I hope you all like it, as soon as I finish the script i'll post it, I doubt anyone will be able to figure out how it works though (I will post a tutorial, but it'll be a hard one).
  8. Heya All, Have a look at this, I thaught it was bloody hilarious, so i'm posting it: http://www.starterupsteve.com/video/Conan-Triumph-Star-Wars.html Have fun :)
  9. I'm searching for a a sprite sheet with big monsters, the standard one is kinda small. I've been searching, but couldn't find anything. Someone has something like this?
  10. Just a few updates I would love :) - Guild Chat, this would be great to have. _**- Weapon Damage. Please show this one at the shops, like strenght and defence. Can't be hard.**_ - Throwable spells. Spells that cost a certain amount of mana to use, and then shoot an arrow, as if it is a bow. and only if it hits it shows the spell animation and do damage or heal or whatever. _**- Level Requirement On Items, i've asked for this before. It's as easy as this, you select a level, and a player needs this level before he can use the item.**_ _**- Raise the maximum value of the maximum damage of spells(Vital Mod), in the spells editor. 1000 is just to low, I would prefer it being around 5000\.**_ - Give us the ability to change the maximum of spells someone can learn, this would be great. Instead of 20 I would love to have people learn 50 on my game. _**- Have the sub onpvpdeath handle the pk system, instead of having it hard coded, there's no way I can change it now, while I would love to!**_ - The ability to change the color of names. So I can change all npc names to red, and playernames to blue, or whatever, just in the data.ini file, would be cool. Also, it would be cool if I could select a color for every npc indepentently. - The ability to turn global chat off in the data.ini file on the server.
  11. Ilnair

    Ilnair is back

    Heya all, I'm back from my summer holiday vacation, or however you would call it in english. So, that means i'll be back annoying everyone again with my useless scripts. The comming few months i'll probably working a lot on my mmorpg called Nishansu so I won't be posting a lot of scripts. But all scripts that I do make for my game will be posted here (i'm making my own skill script, will be posted to). Anyway, I hope some people still remember me, cya all around. Dinand Mentink (better known as Ilnair)
  12. Ilnair

    Pokemon Sprites

    Heya all, I'm currently building a little neat game, pokemon arena, you will be able to train pokemon, and battle with players (round based, just like on the gba, I made a script to do that :D). But I need a few things, I ripped/found the rest myself (ict, thanks for those sprites, they helped a lot!). I need: - Working sprites, off pokemon characters (like from the gba, but working for eclipse, or the ones I can convert with the sprite converter). And that's it, someone please help me out with this one.
  13. Heya all, Well, most of you should know me by now, i'm the guy asking stupid questions, posting lame requests, submitting bugged scripts (or lagging ones, player house ^^, or even useless ones), talking shit etc etc. Anyway, i've been working on a game with 2 friends. Its called Nishansu, and we are going to have an Beta run in a few weeks. The exact date of starting will be sunday the 9th of Juli, 21.00 PM (GMT +1 summer time). I'm posting this because I hope some people of these forums are interested in participating. Participating is easy, you download the Beta Client and start playing :D. If you find any bugs, there will be a /bugreport command, and we (the GM's) will be online as much as possible. Beta testing will end after 3 weeks, on Friday the 28th of Juli. Afterwards all accounts will be deleted again. However, all Beta testers will be listed and will gain a nice price/reward when the real game gets released, which will be after the summer holiday season (or whatever it's called in english). A little about Nishansu: - Prologue: > In ages past there was in fact another continent between Europe and America. This continent, called Nishansu. On this island between Europe and America there was peace, until Unesaut Deathstar the son of the elf queen Aleperl Mightyheart tried to take the throne by force. He failed, and the protectors of the queen banished him from the lands of Nishansu. But he saught his revenge, in the next few years the lands of Nishansu where under attack by monsters, summoned by the dark magic of Unesaut. > Destruction was all over the continent, everyone was killed by the monsters, and only a few where able to stand against them. And Unesaut Deathstar kept destroying evertything. > > Until…. > > Decades after Unesaut started his rage on Nishansu the overlords from above came and joined the forces of mortal to force Unesaut to stop his rage on the lands of the queen. An alliance was formed between elfs, dwarfs, ents, goblins and humans. The most powerfull mages from the elite houses of Earth, Air, Fire and Water joined the ranks of this army. The warriors from the sacred ground of Danris, Archers from Lindal, Shamans from the marshes of Gurundur, all came to help Nishansu. And together, they marched. This last battle was endless, and there where losses on both sides. Even years later the people of Nishansu remember the names of the overlords who died in this battle: > Labadrarn would never see his house again, for he got frozen to death by Unesaut. > Baleen would never use his magic again, a vampire killed him right after the battle started. Nalohgugs got hit by a flashlight and shall never see Overlord Heaven again. > Utagacerg was killed by one of Unesaut’s henchmen, and will never see his wife and son again. The list goes on and on: Guduniic, decapitated. Rotalnatn, energyball. Dosean, meteor. Nenahh, drowned. And not just overlords, but also normal people who did what had to be done to kill Unesaut died: Ranehh, Biteltoat, Anatenuen, Irigoer, Dabnirl, Oblinb, Rudaldoen, it’s an endless list. Nobody was save during this last battle, mages from the elite houses of water, wind, earth and fire lost their friends and family. Warriors from Gurundor died, Archers from Danris, Shamans from Lindal, Immortals, Overlords, even Overlord masters weren’t save from Unesaut. > > But Unesaut lost. Adaraliul and Ranoar, the most powerful Overlord Masters ever known where able to stop him, but they used more magic then their bodies could stand, and collapsed. And finally, Unesaut was destroyed. However, his monsters and henchmen are still alive, and without the help most of the overlords and the mages of the four elite houses, nobody is able to stand against them. There are a few save areas, the main city of Nishansu has remained save from the destruction and there also are strongholds in the desert and forest area. Nishansu now needs someone to help them in the battle against the last henchmen and monsters of Unesaut. A seer has foreseen that it is your destiny to become an Overlord. > > Do you think you are able to stand a chance against Unesaut his monsters? A journey full of dangers, puzzles, monsters, traps, mysteries, quests, enemies, but also: friends, luck, peace, hope and fun awaits you. > > In Nishansu you’ll be able to team up with people and fight monsters together, collect items, join the Nishansu tournament and the Guild War, sit down at the inn, complete quests, have fun, play around, mine, upgrade weapons, sail across the sea, make friends, fight enemy’s as you become stronger and stronger. > > Nishansu has an comprehensive character advancement system. You are able to level, gain items, upgrade them, learn spells, all to become stronger. Or you can reborn, turn immortal, even overlord or overlord master. Do you think you have what it takes to be the strongest player? Download Nishansu and start your journey, we are waiting for you! - Some Details: Maps: Currently 220, we still need to do around 50. Classes: - Mage, the magician, uses spells and magical items (magic stones) - Archer, a guy with a bow - Warrior, a guy with a sword and armor - Shaman, a guy able to use magical items(magical stones) and shift into animals. Items: currently around 300 in total, all equipment can be upgraded from Normal to +1/+2 … +4\. Spells: Only for mages, around 25 different ones. Leveling System: Maximum level is 100, after that you can reborn and become level 1 again, and gain a lot of atribute points. At level 60 after reborn you are able to become an immortal, immortals have the ability to open portals, and are not send to heaven at death. At level 100 and immortal you are able to become an overlord, overlord's have a lot of cool stuff they can do, such as going to there own heaven, blessing and cursing people, etc. Death System: On death you are send to heaven, and you may only leave after walking the heaven path and talking to guardian angel. Walking this path will take around 3 minutes and 30 seconds. Pk System: If you kill someone outside the arena or guildwar, you will get a pk point. When you die with pk points you will lose all your current items, and then sent to heaven. You will have to walk the heaven path for every pk point you have. After you did this you will be sent to oblivion, where you have to do a little quest to get out. Guild War: Nishansu also has a guildwar, please refer to the official site for more info. Tournament: Nishansu also has a Nishansu Tournament, please refer to the official site for more info. Mini Games: currently only a dice rolling game, probably a few more at beta test start. Playerdoll: YES, has been added recently. Scrolling maps: Nope, to reduce lag. Map music: None yet, probably going to be scripted to reduce lag. Pets: None yet, dont think they'll be inplemented. And a few images of some areas in Nishansu: [Gurundor](http://www.ralphje.nl/nishansu/forum/files/gurundor_map_111.png) [Nishansu City](http://img508.imageshack.us/my.php?image=senishmap3jh.png) And an image of the classes(dont rip them, I also messed up the black on the background to make sure thetransparancy is messed up): [![](http://img232.imageshack.us/img232/5999/classes7zw.th.png)](http://img232.imageshack.us/my.php?image=classes7zw.png) Official site: www.nishansu.tk
  14. Ilnair

    Testing

    Just testing my sig, I hope this is the apropriate place.
  15. Ilnair

    Mmorpg lists

    Ok, here's a list with sites where you can place your game so people get to know about it ^^. Good luck with it: www.mmorpg.com http://www.onrpg.com/gate.html?name=Downloads&d_op=AddDownload http://www.mmorpgtoplist.com/mmorpg-&-mpog http://www.gamesites200.com/gaming/ http://www.gamesites100.net/mmorpgmpog-2 http://www.xtremetop100.com/mmorpg-&-mpog http://www.mmorpg100.com/index.php?a=mmorpglinks http://www.rpg-dev.net/top50/ http://www.topmmorpgsites.com/mmorpg/ http://www.gamesitestop100.com/ http://www.gameogre.com/freegames.htm http://en.wikipedia.org/wiki/List_of_MMORPGs http://www.1km1kt.net/24hourrpg/24_Hour_RPG_2006.php http://www.betadogs.com/modules.php?name=Downloads&cid=34 http://www.rpg-dev.net/projects.php?action=list&type=classic http://www.play-free-online-games.com http://www.mmosite.com Also, you can make a torrent for your game, and upload it to the following search engines: www.thepiratebay.org www.torrentspy.com www.mybittorent.com
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