Murdoc Posted September 26, 2011 Author Share Posted September 26, 2011 @kibbelz:> I would say replace the quest system for altar's. Plus edit the pet system so it doesn't rely on wasting map npc slots.Alatar's quest system is also buggy and not complete. If there was a fix for this quest system it would be prime, or if alatar's was fully functioning… hmm.. im gonna run some more tests and see what I can do Link to comment Share on other sites More sharing options...
Murdoc Posted September 26, 2011 Author Share Posted September 26, 2011 @hedgy:> Nice edit, but you might not name it a "fully functioning quest system" yet if you have too many quests ingame and press on the "quest tab" it'll crash. (I made about 11 or 12)> > (I so agree with Captain Wabbit by the way. Eclipse is great for a game with friends or a small great community, programmers and not-programmers should both enjoy it no matter how they use it. )This is not entirely true it turns out. It has nothing to do with how many quests there, but rather something to do with some other code. The only reason I know is because I had the crashing issue happen after getting 5 quests.. but once I completed the quest for the 1st npc the crashing stopped… Im not sure what the cause is though.Edit: For anyone that cant see the quests in quest log, just make sure they have descriptions. This also fixes the crashing "bug". Link to comment Share on other sites More sharing options...
Zetasis Posted September 27, 2011 Share Posted September 27, 2011 Just curious, do you plan on adding Altars's quests system in this edit by chance since now there is an updated version? That would be a nice addition compared to the current quest system. Link to comment Share on other sites More sharing options...
Murdoc Posted September 27, 2011 Author Share Posted September 27, 2011 @Zetasis:> Just curious, do you plan on adding Altars's quests system in this edit by chance since now there is an updated version? That would be a nice addition compared to the current quest system.I'm not planning on it. This quest system functions quite well (the crashing bug is solved by making sure each quest has a "Quest Desc"). Plus, I prefer the way richy's handles quests personally. Link to comment Share on other sites More sharing options...
lords of dragon Posted September 28, 2011 Share Posted September 28, 2011 How can animal ni open syste Link to comment Share on other sites More sharing options...
Bonk Posted September 28, 2011 Share Posted September 28, 2011 @lords:> How can animal ni open systeCome again?If you're talking about the pet system, you should probably mention the problem to get help. Link to comment Share on other sites More sharing options...
Murdoc Posted September 28, 2011 Author Share Posted September 28, 2011 Version 1.3 is now out.What's changed in this version:- Added Buff spell system, Multiple drops, and Conversation system. (Credits in main post)* Note: These have been tested, and so far no bugs.- Fixed some minor bugs in the Quest system that caused the quest log to not update properly.- Removed flash capability as it was causing random errors.- Made it so that kill quests are complete once last target is killed, instead of having them end when more than the requested amount were killed.- Added a third chatbox for npc "friendly" types that dont have conversation enabled. So there are now 3 chatbox methods (quest, conversation, and short messages)Some notes on the Quest system: (Read this to avoid annoying bugs)- The quest log crashing "bug" was not really a bug per se. Turns out, you HAVE to put a Quest desc for EVERY quest or this will happen. Problem solved.- 1st and 2nd Quest npc made tend to bug out until you create new character. (cause undetermined)- A "find npc" quest target must also be scripted (quest type), until I find a way to have them as friendly (conversation) targets.** Edit: I fixed the quests so that a find npc can be a conversation or regular friendly npc.The main post has been updated. And, here is the download link:Eclipse Omega version 1.3 : [http://www.mediafire.com/?bp17s8h04n18kp0](http://www.mediafire.com/?bp17s8h04n18kp0)Enjoy! :) Link to comment Share on other sites More sharing options...
hedgy Posted September 28, 2011 Share Posted September 28, 2011 Thanks a lot murdock, I really didn't expect it so fast already! :D Thanks I'll check it out and note you on any bug/problem I find. Link to comment Share on other sites More sharing options...
Murdoc Posted September 28, 2011 Author Share Posted September 28, 2011 @hedgy:> Thanks a lot murdock, I really didn't expect it so fast already! :D Thanks I'll check it out and note you on any bug/problem I find.Sounds good. And youre quite welcome. Im also using this as a base for my project Tales of Alderon. But I wanted to share with the community too.Just let me know if you run into any problems. :) Link to comment Share on other sites More sharing options...
hedgy Posted September 28, 2011 Share Posted September 28, 2011 That's really kind. :)Anyway so far I was playing around with 1.3:All NPC's had to be deleted, but I already knew about that it's because of the multiple drop thing. (I tried to add it earlyer but failed ^^'' ), other things are all copy-paste without needing to be re-done wich is very usefull.I found one new small bug at the quest system, I called a quest "woodcutting" wich is also a name of a job, when I pressed on woodcutting at the quest it went to the woodcutting job screen instead of the quest one.Isn't really a problem, I just called it "woodcutting quest" instead. But I just felt like to note it for others who likes to make a quest of a job.Conversations system works good so far, didn't try the events (yet). I did try to add this to a pet, sadly didn't work but I could have expected that. xDAlso door editor pop ups now when pressing the button cool, will try it out later. :)Didn't try the buff system (yet) Link to comment Share on other sites More sharing options...
Murdoc Posted September 30, 2011 Author Share Posted September 30, 2011 Version 1.5 is now out.Changes in version 1.5:- Added chest attribute (credit to kibbelz)- Added Crafting/Blacksmith/Alchemy mod (credit to DJMaxus)- Modified quest system, so you can use friendly or conversation npc's for a "find npc" quest- Fixed some minor bugs in the Spell and Crafting systemThis will be the final release for Eclipse Omega. If there are any bugs, please let me know and I'll try to fix them.Final version (1.5) features:Crafting/Blacksmithing/Alchemy etc (credit to DJMaxus)Chest attribute (credit to kibbelz)(added in 1.3):Multiple Item Drops and Percentile Chances (credit to Scott)Buff spell system (credit to mmearrccii)Conversation System 1.1 (credit to Robin (translated by Ryoku Hasu))(added in 1.0):Npc Spells 2.0 (credit to DJMaxus)Ranged Projectiles (credit to Captain Wabbit)Advanced doors, keys and switches (credit to Ryoku Hasu)Download Link: [http://www.mediafire.com/?v9ql9gf25g91c1h](http://www.mediafire.com/?v9ql9gf25g91c1h)Happy Developing! :) Link to comment Share on other sites More sharing options...
crzyone9584 Posted September 30, 2011 Share Posted September 30, 2011 hmmm how did my name get into the credits for this? or are you giving credit for the Modifications 2.6 also? Link to comment Share on other sites More sharing options...
Murdoc Posted September 30, 2011 Author Share Posted September 30, 2011 @crzy:> hmmm how did my name get into the credits for this? or are you giving credit for the Modifications 2.6 also?-Snip- Link to comment Share on other sites More sharing options...
Murdoc Posted September 30, 2011 Author Share Posted September 30, 2011 @crzy:> hmmm how did my name get into the credits for this? or are you giving credit for the Modifications 2.6 also?Oops, I read that wrong.. Anyway, yes, I posted the original credits for Modifications 2.6 as well. :) Link to comment Share on other sites More sharing options...
crzyone9584 Posted September 30, 2011 Share Posted September 30, 2011 Ah okay. I was really confused when i saw my names in the credits lol. Link to comment Share on other sites More sharing options...
Guest Posted October 1, 2011 Share Posted October 1, 2011 This **IS** what I'm searching for!!!!! thank you!!!  -Kindly,   Night~ Link to comment Share on other sites More sharing options...
Zetasis Posted October 1, 2011 Share Posted October 1, 2011 With just the features add alone this base could make a decent game. Good jab man and thanks for the edit. Link to comment Share on other sites More sharing options...
Murdoc Posted October 1, 2011 Author Share Posted October 1, 2011 @Night~:> This **IS** what I'm searching for!!!!! thank you!!!> > Â Â -Kindly,> Â Â Â Night~@Zetasis:> With just the features add alone this base could make a decent game. Good jab man and thanks for the edit.Youre quite welcome.Just a little update. Since releasing 1.5 I have noticed a couple bugs while using it for production. I'm going to fix them up and release version 1.6 sometime later today. Link to comment Share on other sites More sharing options...
lords of dragon Posted October 1, 2011 Share Posted October 1, 2011 How can pet system Link to comment Share on other sites More sharing options...
Vus Posted October 1, 2011 Share Posted October 1, 2011 i have noticed few bugs, first: drops dont save; second: in recipe, tool wont save; third: npc attacks even when i am on the second end of map when i equip them with spell, and they wont cast it (maybe i am doing it wrong) Link to comment Share on other sites More sharing options...
Murdoc Posted October 1, 2011 Author Share Posted October 1, 2011 @Vus:> i have noticed few bugs, first: drops dont save; second: in recipe, tool wont save; third: npc attacks even when i am on the second end of map when i equip them with spell, and they wont cast it (maybe i am doing it wrong)The data is saving theyre just not refreshing in the editor properly. Ill fix that. But I think youre setting the spells up wrong, because they work fine for me.@lords:> How can pet systemPlease speak in whole sentences. It's easier to understand what you're saying that way. Anyway, to use the pet system is simple. You make a spell that is set to "pet". Then you create an npc that is also set to pet. When you learn the spell then cast it, the pet will appear. Link to comment Share on other sites More sharing options...
hammer Posted October 3, 2011 Share Posted October 3, 2011 this look really good. murdock you can add when you waste a resource let you pass over? with this you can do walls breakeables or rocks with hammers or cut grass with a sword.. thas could be goodsorry my english not native Link to comment Share on other sites More sharing options...
Jeff Posted October 4, 2011 Share Posted October 4, 2011 @Murdock:> Please speak in whole sentences. It's easier to understand what you're saying that way. Anyway, to use the pet system is simple. You make a spell that is set to "pet". Then you create an npc that is also set to pet. When you learn the spell then cast it, the pet will appear.He was referencing the infamous 'how to crystalshire' meme, and/or incorrectly referencing the 'how do i shot web?' meme. Link to comment Share on other sites More sharing options...
hedgy Posted October 4, 2011 Share Posted October 4, 2011 Agree with Hammer that it would be nice, but not necessary:PLooking forward to 1.6 but please take the time :) Link to comment Share on other sites More sharing options...
Sickey Posted October 6, 2011 Share Posted October 6, 2011 Sounds really nice. Will test it as soon as possible. :) Link to comment Share on other sites More sharing options...
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