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N.O.P | Skill System Bug-fixes!

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Hey Aegis,

I sure love acronyms; today I've released a pretty large Non-official Patch (N.O.P) to the skill system. I spent the better part of my afternoon today reading and redoing over 4,000 lines of code to optimize, improve, and fix an ocean of bugs that existed.

You should notice faster more responsive game-play, less bugs and weirdness, all skills now functional (archery) and more clear messages from actions. Now that my code is about 1,000% cleaner than before it will be very easy to add new features to the plugin, which is what I'll be devoting tomorrow to. To expect a nice fat juicy patch for the skill system tomorrow.

P.S. We're aiming to update to 1.0.0 by Thursday @ 9:00pm EST. There will NOT be a new world at this time.

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Yay! but I sure can't wait to have the new world :o and really looking forward to how you handle alchemy and enchanting skill wise.

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Great Vaq!

I know how much easier it is to work with clean, organized code.

I have been thinking about the skill system and I would love to see a few mores skills in it:

  • Alchemy
    - the skill necessary to make potions and magic items.

    .
  • Scribe
    - the skill necessary to make paper, make books, scribe books and copy books.

    .
  • Tinker
    - the skill necessary to place redstone or make redstone enabled items.

    .
  • Husbandry
    - the skill necessary to bread animals.

    .
  • Glazier
    - making bricks, glass, glass panes and glass bottles ( a rare skill in the middle ages ).

    .
  • Carpentry
    - making wooden items or placing wood-type blocks (anyone can place logs).

    .
  • Mason
    - making mineral items or placing mineral-type blocks (anyone can place dirt and sand blocks).

    .

So to make a bookshelf, you need a scribe to make the books and then a carpenter to make the actual bookshelf.

Also I think Blacksmith it a bit too powerful as it is and would like to see it split into the following:

  • Blacksmith
    - the skill necessary to craft and repair tools and forge minerals.

    .
  • Weaponsmith
    - the skill necessary to craft and repair weapons.

    .
  • Armorsmith
    - the skill necessary to craft and repair armor.

    .

By limiting the skills it would really help RP and the economy by forcing characters to hire skilled labor because not everyone can do everything.

Keep the 275 max skill levels in place as is. That will cause people to decide to either focus on a limited set of skills or be a jack of all trades.

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Great Vaq!

I know how much easier it is to work with clean, organized code.

I have been thinking about the skill system and I would love to see a few mores skills in it:

  • Alchemy
    - the skill necessary to make potions and magic items.

    .
  • Scribe
    - the skill necessary to make paper, make books, scribe books and copy books.

    .
  • Tinker
    - the skill necessary to place redstone or make redstone enabled items.

    .
  • Husbandry
    - the skill necessary to bread animals.

    .
  • Glazier
    - making bricks, glass, glass panes and glass bottles ( a rare skill in the middle ages ).

    .
  • Carpentry
    - making wooden items or placing wood-type blocks (anyone can place logs).

    .
  • Mason
    - making mineral items or placing mineral-type blocks (anyone can place dirt and sand blocks).

    .

So to make a bookshelf, you need a scribe to make the books and then a carpenter to make the actual bookshelf.

Also I think Blacksmith it a bit too powerful as it is and would like to see it split into the following:

  • Blacksmith
    - the skill necessary to craft and repair tools and forge minerals.

    .
  • Weaponsmith
    - the skill necessary to craft and repair weapons.

    .
  • Armorsmith
    - the skill necessary to craft and repair armor.

    .

By limiting the skills it would really help RP and the economy by forcing characters to hire skilled labor because not everyone can do everything.

Keep the 275 max skill levels in place as is. That will cause people to decide to either focus on a limited set of skills or be a jack of all trades.

I agree with that there needs to be an alchemy skill, as well as the animal breeder (( forgot about animal breeding )) and I think there should be an enchanting skill, I don't however believe there should be so many skills (( and limits put on players )) as so many of them are already fussing about not being able to dig dirt with out a shovel. As for Blacksmithing why would be it broken up? Can a smith not handle steel and shape it? so why would he not be able to handle making tools if he could make a blade or the opposite? Same goes for armor, though to add to rp a blacksmith could have an apprentice.

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