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Guruu

Krator - Simply Addicting [NEW PROJECT LAYOUT]

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I haven't been doing much server work these past few days. Mainly studying and getting the website started. I had trouble incorporating some custom php scripts to work with the IPS api which is what the forums uses. Was kinda hectic but i managed to get around it all and is now pretty much good. Some more information on the site will be relevant once domain name becomes available. Just trying to get the little parts out the way for a clean alpha launch.

Some small but important minor updates for alpha testings (pm me to be notified immediately on time of alpha release)


- Spawned the rest of Edgeville npcs
- Spawned the rest of Varrock npcs (Some parts are kinda empty still..needs more content ofc. We accounted for space to grow.)
- Relleka now has their respective npcs

- performance boosts to rewards editor and I also cleaned up some code for enabling/disable container indexes.
618e9019b5716efe5fe6b9bd509aeaa5.giff

- Original quest from my old work now has returned

0789ec0a2ccdf49cb1f5dec193f32795-png.jpg

- Statius min-game boss has been looked over and i am happy with it
- Zuriels mini-game boss has been looked over (happy with combat/mechanics) still need to find some animations to replace the after hit affect look. Wont be hard to find those.


Things to do:
 look over both morrigans/vestas mingame bosses
 add support for npc drops to rewards editor.

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Lately, I've just been revising some of our old content to make sure they are working the way they should and having proper mechanics. In regards to those contents being revised, here are some of the latest updates:

- Updated vestas combat script.


     - Has 2 different modes
     - One melee/One distance Aoe
     - Now comes with spinning gfx on phase 2 switch.
         - Phase (2) Info:  
         -  projectiles being shot out based on how many players in (1 projectile per player)
         - mechanic to dodge, doges add pending damage to deal when npc returns to phase 0
         - unsuccessful dodge will result in player damage.

- Morrigans combat has been updated 
     Consists of: 
             - 2 phases
             - throwing axe phase
             - fast attacking, low damage
             - javelin. phase (30% chance to switch to phase)
                - 2x slower attack speed
                - bigger damage (can pray to protect some damage)
                   once javelin phase has been switched to, the phase is active for a random range of seconds from (60-130)

Here is a stupid gif for image teasers:
84d9139d1e968a4b1b207b089fb19928.gif

Please note these 2 bosses are part of the minigame that Zuriels/Statius boss will be apart of. It is a wilderness minigame, which is public and accessible to start at any time for any player. There are decisions made on the death of the boss to dictate whether or not you completed or failed that boss of the minigame challenges.

 

 Zombie necro boss in Varrock has been updated:_ (stats are pettily balanced)
    - phases are changing
    - total hp has been dropped
    - when people leave the area, the target will be auto assigned
    - no target then boss resets
     -also decides new target after each attack (not sure if this will stay)

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Here are some updates that have been going on this past week. These are not huge content updates. Just small revisions that have been made for the alpha testing which will soon be open to discord members and maybe even the public.


- Completed Vestas Boss.
Now comes with spinning gfx on the phase switch
projectiles being shot out based on how many players in (1 projectile per player)
mechanic to dodge and deal damage when he returns to phase 0
unsuccessful dodge will result in player damage


- Morrigan's combat has been updated (not yet revised balanced)
This boss is a little easier, Consists of: 
- 2 phases
- throwing ax phase
- fast attacking, low damage
- javelin. phase (30% chance to switch to phase)
- 2x slower attack speed
- bigger damage (can pray to protect some damage)
once the phase switch is active for a random of minimum 60 maximum 130 seconds.


- Zombie necro boss in Varrock has been updated: (stats are pretty balanced)
- phases are changing
- total hp has been dropped
- when people leave the area, the target will be auto assigned
- no target then boss resets
- also decides new target after each attack (not sure if this will stay)


- Rewards Editor Updates:
- some more idiot proof conditions have been set. [Editor will only be used as an editor for mainly developers/some admins possibly]
- NPC category now load all our NPCs with a temporary drop table if none exists or its existing table
- loads into containers properly with min and max set.
- Pages have been included
- NPC page selections reloads page 1 2 3 of a current container column(common/uncommon/etc)


- Rewards Editor/Viewer and Other Updates
- clickable texts for paging added to interface.. with proper disable/enable
- supports drop table paging for containers
- supports NPC drop tables
- NPC drop tables are chance based atm and not based on how many times you kill it.
- the page exists detections >_>
- super annoying bug fixed where you would randomly dc, due to byte overflow. 
- Zombie necromancer is now 100% complete and revised. 
- EdgeVille boss has been revised and hp was modified (still remains to be a group boss)


- Website updates
- domain name purchases/reclaimed
- IPS installed
- boards created
- theme changed and modified a bit
- PHP scripts added to IPS, to incorporate store along with IPStheme. 
- VPS purchased, the site is now hosted of VPS site will be told to the public later on. You can probably find it if you tried though

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Some more updates for you ladies

 


- Updated vestas combat script.
     - Has 2 different modes
     - One melee/One distance Aoe
     - Now comes with spinning gfx on phase 2 switch.
         - Phase (2) Info:  
         -  projectiles being shot out based on how many players in (1 projectile per player)
         - mechanic to dodge, doges add pending damage to deal when npc returns to phase 0
         - unsuccessful dodge will result in player damage.

- Morrigans combat has been updated 
     Consists of: 
             - 2 phases
             - throwing axe phase
             - fast attacking, low damage
             - javelin. phase (30% chance to switch to phase)
                - 2x slower attack speed
                - bigger damage (can pray to protect some damage)
                   once javelin phase has been switched to, the phase is active for a random range of seconds from (60-130)

Here is a stupid gif for image teasers:
84d9139d1e968a4b1b207b089fb19928.gif

Please note these 2 bosses are part of the minigame that Zuriels/Statius boss will be apart of. It is a wilderness minigame, which is public and accessible to start at any time for any player. There are decisions made on the death of the boss to dictate whether or not you completed or failed that boss of the minigame challenges.

 

- Completed Vestas Boss.
   Now comes with spinning gfx on the phase switch
     projectiles being shot out based on how many players in (1 projectile per player)
     mechanic to dodge and deal damage when he returns to phase 0
     unsuccessful dodge will result in player damage

- Morrigan's combat has been updated (not yet revised balanced)
     This boss is a little easier, Consists of: 
            - 2 phases
            - throwing ax phase
            - fast attacking, low damage
            - javelin. phase (30% chance to switch to phase)
            - 2x slower attack speed
            - bigger damage (can pray to protect some damage)
                  once the phase switch is active for a random of minimum 60 maximum 130 seconds.

- Zombie necro boss in Varrock has been updated: (stats are pretty balanced)
        - phases are changing
        - total hp has been dropped
        - when people leave the area, the target will be auto assigned
        - no target then boss resets
        - also decides new target after each attack (not sure if this will stay)

- Rewards Editor Updates:
       - some more idiot proof conditions have been set. [Editor will only be used as an editor for mainly developers/some admins possibly]
       - NPC category now load all our NPCs with a  temporary drop table if none exists or its existing table
       - loads into containers properly with min and max set.
       - Pages have been included
       - NPC page selections reloads page 1 2 3 of a current container column(common/uncommon/etc)

- Rewards Editor/Viewer and Other Updates
       - clickable texts for paging added to interface.. with proper disable/enable
       - supports drop table paging for containers
       - supports NPC drop tables
       - NPC drop tables are chance based atm and not based on how many times you kill it.
       - the page exists detections >_>
       - super annoying bug fixed where you would randomly dc, due to byte overflow. 
       - Zombie necromancer is now 100% complete and revised. 
       - EdgeVille boss has been revised and hp was modified  (still remains to be a group boss)

- Website updates
       - domain name purchases/reclaimed
       - IPS installed
       - boards created
       - theme changed and modified a bit
       - PHP scripts added to IPS,  to incorporate store along with IPStheme. 
       - VPS purchased, the site is now hosted of VPS site will be told to the public later on. You can probably find it if you tried though

 

Always amazing work from these guys, following this project closely

Thanks for the support! It does not get unappreciated! 

OT:
Had some time on hands before my exam later today.


- Editor updates:
     - Automatic saving is now added (took some time because I had to configure some old code).
     - The editor is now 100% functional as an editor.
     - Can add new items
     - Select pages for each container
     - Delete items
     - Edit existing slots
     - Change the minimum/maximum amount
     - Create a new page
     - Category selects(NPC drops/Minigames/Crates)
     - Adding in some button restrictions for rights is all that's left for the editor to become a "Rewards Viewer"

Image is kinda quick so look carefully as to how coins number saves and reload with the new table if selected again
[spoiler=quick gif]
271222e2a5be2318418968926c5f7c44.gif

Gameplay updates: (a tedious process that takes may way longer to do then coding smh..)
 - All our NPC stats have been balanced (over 50+)
 - Widespread of rewards added temporarily. To be improved during alpha testing. 
 - Minigame bosses have had their stats revamped and hp reduced. 
 - Undead control boss in cabbage fields has been reduced to 333 hp.

- Quest 1 updates
  - Complete cutscene
   - quest progress updates
   - when u click on the quest it will show current step and previous steps
   - consists of an 8 step quest.
   - no guide on forums, but easy to make out locations.. [I'll leave that to the community]
   - has 1 boss no crazy mechanics just regular boss
   - once you finish the quest you will be allowed down the stairs to the boss to kill it for supplies most likely. 
   - no drops in place.
   - added some conditions to make sure you are in the proper location for certain quest dialogues to appear (since I don't have a crazy auto appear system implemented system I cannot hide NPCs at home and in the wilderness ( Ali is in wilderness and home. Wilderness one is part of the quest.) I can work on it later on.)

e2a706641a7510b3b2ec08143ecc6460.png

9c84aacb73be3fd2fdec23f218bb8020.png

Pm me for discord invites to play the alpha which is coming really soon!

 

Realized I never had the first boss final phase completed. So here are some boss updates.
- Undead Controller
     -3 phases, 
    -  2 phases of simple boss attacks with mage
    - 1 phase with pure minions.
    - on the final phase, the chest will spawn.
    - rewards will be distributed based on who is in the area and how much damage they contribute. 
    - There is no (whoever deals more damage gets better loot) you just have to get a certain damage count to have a chance for chest reward
    - temporary rewards for chest have been given.
    - easy one line code addition to incorporate the rewards for this into our rewards/editor viewer 
    - noticed a bug with the editor where it would not replace the last slot for very rares container. It was fixed too
 

Late gameplay updates: [harder content for the more geared/strengthened players]:
- Ancient brothers wilderness minigame updates:
   - Consists of 4 brothers (zuriels,morrigans,statius, and vestas)
   - Comes with a popup UI, with the option to show/hide the UI and draggable feature to reposition where ever you like on screen.
   - Zuriels has 2 phases, the second phase teleports throws aoe to everyone in range, and deals damage if u are projectile land position. 
   - Statius has 2 phases. Regular attack phase and teleport behind the player and special Statius Warhammer attack happen. 
   - Vestas has 2 phases. Vls phase, and vestas spear phase. Vestas spear is a dodging game. 
   - Morrigan's also has 2 phase and is by far the easiest of the other 3. Javelin and ax phases. max damage changes, and attack speed changes.
   - please note all phases are rotations and not just do this phase once and then this. They are a cycle which happens with a decision placed after post attack is finished. 
   - The UI tracks the 4 bosses current hp
   - once you start contributing damage to the boss, you will be placed into the decision pile for your current UI instance. 
   - If you do not contribute enough damage you will fail that portion of the minigames part.
   - Once you complete all 4 phases you can go to the ancient brother's chest to claim your rewards.
   - stats for all 4 minigame bosses have been adjusted along with there combat level.
   - Please note its 4 individual bosses. Its like barrows brothers, without the digging, and the fact that its global minigame. But individual progress tracking for the minigames purpose (receive loot from the chest)

How rewards work for the chest:
  - 4 possible tables. 
  - contributed < 20% total damage  you get a chance at tables common-rare
  - contributed >20 < 55 total damage you get a chance at tables common-very_rare
  - anything above 55 will get you a chance at tables from uncommon-rare.
  - Each table you fall under will have their own respective common to very rare items. 
  - So for example there will be common rare items, and very rare [rare items]

[/spoiler]

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On 5/1/2019 at 8:17 PM, Guruu said:

Here are some updates that have been going on this past week. These are not huge content updates. Just small revisions that have been made for the alpha testing which will soon be open to discord members and maybe even the public.
 

  Reveal hidden contents


- Completed Vestas Boss.
Now comes with spinning gfx on the phase switch
projectiles being shot out based on how many players in (1 projectile per player)
mechanic to dodge and deal damage when he returns to phase 0
unsuccessful dodge will result in player damage


- Morrigan's combat has been updated (not yet revised balanced)
This boss is a little easier, Consists of: 
- 2 phases
- throwing ax phase
- fast attacking, low damage
- javelin. phase (30% chance to switch to phase)
- 2x slower attack speed
- bigger damage (can pray to protect some damage)
once the phase switch is active for a random of minimum 60 maximum 130 seconds.


- Zombie necro boss in Varrock has been updated: (stats are pretty balanced)
- phases are changing
- total hp has been dropped
- when people leave the area, the target will be auto assigned
- no target then boss resets
- also decides new target after each attack (not sure if this will stay)


- Rewards Editor Updates:
- some more idiot proof conditions have been set. [Editor will only be used as an editor for mainly developers/some admins possibly]
- NPC category now load all our NPCs with a temporary drop table if none exists or its existing table
- loads into containers properly with min and max set.
- Pages have been included
- NPC page selections reloads page 1 2 3 of a current container column(common/uncommon/etc)


- Rewards Editor/Viewer and Other Updates
- clickable texts for paging added to interface.. with proper disable/enable
- supports drop table paging for containers
- supports NPC drop tables
- NPC drop tables are chance based atm and not based on how many times you kill it.
- the page exists detections >_>
- super annoying bug fixed where you would randomly dc, due to byte overflow. 
- Zombie necromancer is now 100% complete and revised. 
- EdgeVille boss has been revised and hp was modified (still remains to be a group boss)


- Website updates
- domain name purchases/reclaimed
- IPS installed
- boards created
- theme changed and modified a bit
- PHP scripts added to IPS, to incorporate store along with IPStheme. 
- VPS purchased, the site is now hosted of VPS site will be told to the public later on. You can probably find it if you tried though

 

Nice job man keep it coming

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This may be the last big update for a bit. Got some final exams coming up. Next batch of updates may be available next weekend along with an open alpha testing phase. Pm me or Belfort for the discord invite. 

Ancient brothers updates:
- A lot of bugs with the UI controller have been fixed. 
 - This includes the following but not all.
 - proper completion update save. 
 - no need to refresh UI controller for npc if a decision is made
 - chest reward got some stupid proof conditions to make sure u complete minigame accordingly (4 passes)
 - Some client edits to make sure the default color is red if there was no decision. 
 - failed is grey...
 - and completed is green
 
Personal perk updates:
- small quest tab hover interface added.
 - ATM just default text empty when there are no perks active.
 - started active perk system 
 - completed timed system
 - started working on a way to handle all active perks for all players in the game through main server ticks rather than player ticks.
 - a player will be added into servers main perk tick queue, which will basically update all their active perks respectively every 600ms until expiration.
 - Perks are still not functional/purchasable
 - load active perks if any upon login
 - save perks on logout (note: perk timer goes down on logout, so don't be gone too long.)
 - Timer modifications to allow more flexible control. We go based on mins. 120 mins = 2 hrs ofc. mins elapsed must = -1 for it to deactivate.  
 - Full server-side control of the interface.
 - synchronized countdown
 - can hover to quick view and toggleable to perm lock.
 - time also counts down during ur view of interface/ Weather its toggled or not, so u don't need to refresh the interface to update
 - perk is automatically removed/expired once minutes left = -1 so you get the full 60 seconds of 0 minutes left. 


0c1817c5beb550bcd35108932dd91d9f.gif
d4f32f6bd2f11f57e5049ad8be584d1f.png


 
Display active perks:
 - Full server-side control of the interface.
 - synchronized countdown
 - can hover to quick view and toggleable to perm lock.
 - time also counts down during ur view of interface/ Weather its toggled or not, so u don't need to refresh the interface to update
 - perk is automatically removed/expired once minutes left = -1 so you get the full 60 seconds of 0 minutes left.  
 
Perk Shop Interface  Update:
 - Perk shop interface design started.
 - Hover over and the bottom area will show description. the left side will be your cart so when u click a perk it will add. When you click stackables the hover text will update for stackables. such as the XP boost... 
 - perks are automatically linked to the button for perks that exist in the client.
 - this allows for dynamic control for when you hover over any perk, it will show respective description.
 - perk shop UI controller allows any modifications within the UI straight from the server.
   
Perk Abilities:
 - Grey skin has been added. Ability grants you to be seen as a yellow dot
 - 1 hour time
 - cost is 4 blood money
 - All skin perks that get activated in the future will all reset to a predefined default skin color upon timer completion.
 - Yellow is done through player mask update so its an instant appearance update whenever skin changes.  
 
    
Grey skin perk
 - minimap icon becomes like an npc
 

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  1. Check out our NEW project layout on the first page! You will feel the suspense!

    In other news here are some recent updates
    - Editor/Viewer is now 100% complete
      - has the right restrictions 
      - saving proper tables
      - proper editing slots
      - add new items to slots
     - the client has right click add new drop if you have the rights feature

    - Quest patch notes:
      - black minimap added
      - no clicking for quests unless its for dialogues 
    - Daily UI Updates:
      - automatic reassign each day. 
       - you only get dailies each day. And the number of dailies is assigned on the day you log in with a certain CB level... (example: level 1 log in I get low-level dailies. If I level-up to 100 on the same day, new dailies won't be assigned for a level milestone..) (if I log in on the second day as 100 I will level more dailies to do)
      - Can collect your daily reward from the UI. The reward will be about 1 bm each
      - Optional quest option popup to give you the option to start a quest or not.
        - locations placed for quest start areas such as (home church for quest 1)
      - The pool of rejuvenation at home got some tweaks with a timer to prevent any spam clicking or abuse of it...

    Perk updates:
     - Red skin now gives u 3 hp instead of 1 hp 
     - Purple skin now regenerates 2 prayer points
     - Ultimate runner skin now depletes 1.25x slower than normal.
     - Toxic Zombie now avoids being poisoned
     - Zombie skin now repels aggro
     - Grey skin turns your minimap icon into a yellow dot.

    Perk: 100% complete
    - Activates perks upon buying
      - stupid prrof conditions before buying/adding to cart.
     - Removing items from cart
     - Checking out
     - changes skin upon buying. 
     - hover buttons
     - description of changing 
     - total value changes as u add remove cart item.

    Misc:
    - Run Energy now depletes. You also regain run energy.
     - Run orb updates correctly


    Here are some images. 


    giphy.gif
    39c934c203834709e6e3b9e530eb450f.gif
    ba46b0d9fc2c7265dde5e635175214f7.gif
    b4165949c7b028644aaff7025aaa5df7-png.jpg


     

 

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