how is the progress on multiplayer going?Class system like Final Fantasy V? I am not sure how it would work.
Maybe each class with passive or active skill that is active all time?
long type variables.
Because I want numbers.
how is the progress on multiplayer going?Class system like Final Fantasy V? I am not sure how it would work.
Maybe each class with passive or active skill that is active all time?
long type variables.
Because I want numbers.
Erhm yea... dud, status comes from race, not class ^^.
You get all passive skills you have mastered and class stats boost once mastered a class. Active skills can stay the same. Also in ff5 rather than a skill tree you learn a skill when reaching some class level. For each level you gain 1 skill point toward all primary skills and further ones will be unlocked which would also be upgraded once per level if possible (or simply unlock the fully upgraded skill reaching a certain class level). Also for every 6 levels boost to related stats for one, or for higher classes every 3 levels (or for each level set a certain stat boost or even drawback at lower level). But if there are two or more classes with boost on the same stats, only get the highest one. Further maybe you can introduce ap which stay constant and exp higher with stronger enemies.Class system like Final Fantasya V? I am not sure how it would work.
Maybe each class with passive or active skill that is active all time?
long type variables.
Because I want numbers.
There were 0% progress on teh last 3 months.how is the progress on multiplayer going?
If I do that, I will really turn the mod into Final Fantasy V isn't?You get all passive skills you have mastered and class stats boost once mastered a class. Active skills can stay the same. Also in ff5 rather than a skill tree you learn a skill when reaching some class level. For each level you gain 1 skill point toward all primary skills and further ones will be unlocked which would also be upgraded once per level if possible (or simply unlock the fully upgraded skill reaching a certain class level). Also for every 6 levels boost to related stats for one, or for higher classes every 3 levels (or for each level set a certain stat boost or even drawback at lower level). But if there are two or more classes with boost on the same stats, only get the highest one. Further maybe you can introduce ap which stay constant and exp higher with stronger enemies.
Also several new classes focused on summon and a advanced mage/ healer.
For the scope of n terraria overflowing a long should be impossible (what about exp gained from defeating enemies?). Though perhaps you did not enforce long during exp calculation since the base exp could be int.
Ops, I will look into that issue.Here I am again, experiencing serious bugs each time you level up your mana is set to your vanilla mana amount, without mana modifiers, resulting in my mana reliant supporter character dying every time he levels up, getting 170 mana, which is not evenenough to cast a single spell, char is entirely based on wis and vit, so i do not plan on using a mana flower to get a temporary fix ;-; could you look into it xD?
The Paladin Shield will need a little rescript to work on single player, since it's script is entirelly multiplayer.Senpai! i have a warrior and he has a paladin shield.. but.. is it me or the shield doesnt have an effect on the other npplayers and me.. the warrior is an npp, think such could be fixed? x3
What is used to express base exp of enemies? Int or long? Is long enforced during calculation?There were 0% progress on teh last 3 months.
If I do that, I will really turn the mod into Final Fantasy V isn't?
All that is missing are the crystal blocks to give classes and Exdeath(Beside Redigit outfit remember him a lot).
Ops, I will look into that issue.
The Paladin Shield will need a little rescript to work on single player, since it's script is entirelly multiplayer.
What does you mean by long enforced? And yes, I use long for enemy exp aswell.What is used to express base exp of enemies? Int or long? Is long enforced during calculation?
And just because the leveling system is similar does not mean it is the same. N terraria doesn't have the most original leveling system and since everything is reworked since 6 ability to change class while keeping those skills is a great. Not to mention the time when nt4 have super terranian.
Not when calculating the final value to add to player but the one base value used in calculating the final exp. For example the twins is at 80, the base value of the twins is 1,000, then it gives 80,000(I do not know how it is calculated and definitely much above 80,000, but this is just an example) exp. Is this base value int? Also when referencing player level and enemy levels they most likely use int which would cause large long to overflow, possibly giving 0 exp.What does you mean by long enforced? And yes, I use long for enemy exp aswell.
Well, what you say is that I need to refference exp values as (long) when making math?Not when calculating the final value to add to player but the one base value used in calculating the final exp. For example the twins is at 80, the base value of the twins is 1,000, then it gives 80,000(I do not know how it is calculated and definitely much above 80,000, but this is just an example) exp. Is this base value int? Also when referencing player level and enemy levels they most likely use int which would cause large long to overflow, possibly giving 0 exp.
long enemyExp = (long) npc.getExp() * (npc.getLevel() - player.getLevel()) / 10 * npc.getLevel(); or something. the important thing is (long) if any of the field is int or something even smaller. (If I recall correctly the highest level in free mode is 255 for player which might be stored as a byte)
Besides, ff5 is one of the few games where bosses gives 0 exp, beside ff6.
Yes, something is not long in the calculation and limit the range of exp and cause unwanted overflow. Enforcing the result as long might just solve the problem.Well, what you say is that I need to refference exp values as (long) when making math?
Maybe is because of that the exp is not working as intended.
I think it will end rather quickly. And exp problem will be no more rather soon, from a day to a week. I think type enforcement to force an object into its subclass object is rather basic to java.And thus, programing jargon begins... well at least to me just started on java programming.
Hmm. That's troubling. I should gain more health than it does damage... but then my damage starts lacking. Well, I'll keep trying.Bosses will get a 1% of status boost based on their level.
N terraria could be harder than expert mode without high stats. Get a shield from turtles.Hmm. That's troubling. I should gain more health than it does damage... but then my damage starts lacking. Well, I'll keep trying.
Thanks for the advice I'll try that, and I guess that'll help me get some intelligence/wisdom for more damage too.N terraria could be harder than expert mode without high stats. Get a shield from turtles.
I would go with a flying mount. Just keep fishing for pigron (you can just start focusing on stats). Be careful of getting pigron npc when trying to get the shrimp. And celestial shell will do you quite some good.Thanks for the advice I'll try that, and I guess that'll help me get some intelligence/wisdom for more damage too.
Also, does anyone know if different wings will overwrite the Demon's wings in N Terraria 6? I know they didn't in 5, but IDK it it's changed.
I usually wait for the UFO before I get a flying mount, wings are usually just as good until thenI would go with a flying mount. Just keep fishing for pigron (you can just start focusing on stats). Be careful of getting pigron npc when trying to get the shrimp. And celestial shell will do you quite some good.