Register  |  FAQ  |  Search  |  Memberlist  |  Usergroups  |  Log in 
Reply to topic
 Project Group Content 
perpetualgamer
Private First Class
Private First Class

Joined: 06 Mar 2018
Posts: 7
Reply with quote
This is a place for me to dump all my thoughts on how you could make aranock for group friendly.

Let's start with FK.

When you are in a group with others when something is killed, FK should be checked for everyone in the group.
View user's profile Send private message AIM Address
  
perpetualgamer
Private First Class
Private First Class

Joined: 06 Mar 2018
Posts: 7
Reply with quote
Perception/Stealth, Party members.

When you are in a party with people they shouldn't be able to hide from you. Stealth/Perception should have no effect on rather you can see them or not.
View user's profile Send private message AIM Address
  
Asmodeus
Major
Major

Joined: 15 Jun 2016
Posts: 169
Location: Montreal
Reply with quote
2 solid suggestions for quality of life.
View user's profile Send private message
  
Lordlava
Greater God
Greater God

Joined: 16 Mar 2016
Posts: 1558
Location: The Land Down Under
Reply with quote
I suspect the FK one is relatively easy to implement.

I would need to look a bit deeper on how stealth/perception work to see how difficult that would be.

_________________
The Lord of Molten Rocks
View user's profile Send private message
  
perpetualgamer
Private First Class
Private First Class

Joined: 06 Mar 2018
Posts: 7
Reply with quote
I have implemented the first kill check for both group members and when a GC gets a kill. You can see the code below in the following gist. Feel free to use or not as you see fit. (The GC giving first kills to caster was a big deal for me, so i implemented it but I can see arguments for why it would not make sense)

First Kill for Group Members Implementation

Assuming the code hasn't changed that much in
Code:
int do_char_can_see(int cn,int co)
in svr_do.c just add

Code:
if (isgroup(cn, co) && isgroup(co, cn)) return 1;


This validates that both characters have indeed grouped each other and if they have it just shows them if they are within render distance. This is essentially the same thing the game does when checking if a player can see themselves.
View user's profile Send private message AIM Address
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
All times are GMT  
Page 1 of 1  

  
  
 Reply to topic