irc.freenode.net (see http://freenode.net for more information) then
Alternatively, you can simply use freenode's webchat service, below. Feel free to change the nick to for example, your player name.
Timestamps are in server time.
| 01:14 | -!- | lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has joined #arianne |
| 01:23 | CIA-66 | arianne_rpg: nhnb * marauroa/src/marauroa/server/ (db/UpdateScript.java marauroa_init.sql): added id and status columns to characters table. |
| 01:32 | -!- | Laguz [~Miranda<(a)>p57B08DBD.dip0.t-ipconnect.de] has quit [Quit: Laguz] |
| 01:38 | CIA-66 | arianne_rpg: nhnb * marauroa/src/marauroa/server/db/adapter/H2DatabaseAdapter.java: H2 compatibilit for adding a serial column on a table that previously had a different primary key |
| 01:43 | CIA-66 | arianne_rpg: nhnb * marauroa/src/marauroa/server/game/ (5 files in 3 dirs): added simple support for inactive/banned characters by not offering them in the character list |
| 01:45 | CIA-66 | arianne_rpg: nhnb * stendhal_website/.cvsignore: exclude build folder from cvs |
| 01:55 | -!- | Bluelads4 [~Bluelads4<(a)>ip-95-222-160-130.unitymediagroup.de] has quit [] |
| 02:47 | CIA-66 | arianne_rpg: mkvii * stendhal/data/conf/zones/semos.xml: added sounds and new music from storyteller to the wizards towers outside |
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| 10:57 | -!- | Nobun [~Admin<(a)>95.74.163.189] has joined #arianne |
| 10:58 | Nobun | someone know how exactly work lucky charms regarding with chance to drop items? (for example.. having a lucky char and the monster drop that item at 1%) |
| 11:02 | -!- | CodeCannon [~Dwidge<(a)>vc-41-18-102-9.umts.vodacom.co.za] has joined #arianne |
| 11:05 | Bluelads4 | so far as I know lucky charms are not influencing the drop chances |
| 11:05 | Nobun | oh... thank for info... so... lucky charms what needed for? |
| 11:06 | Bluelads4 | you are having better chances to find something at the well for example |
| 11:06 | Bluelads4 | but you also need a good karma to be luckier there |
| 11:07 | Nobun | uhm... omero watched the source code of stendhal and he find that charms seems to don't have any influence neither at the well :/ |
| 11:09 | -!- | gros is now known as Drawenmark |
| 11:09 | Nobun | perhaps some drop chances should be increased... I think that under 1% is too low |
| 11:09 | Nobun | maninly if lucky charms don't help |
| 11:09 | Nobun | or |
| 11:10 | Nobun | thinking to implement influence with lucky charms to drop chances |
| 11:12 | Bluelads4 | well I think the items with a low drop chance are the most rarest ones, and it's fine in my eyes mostly that these are not having a higher dropchance |
| 11:12 | Nobun | sure |
| 11:12 | Bluelads4 | lucky charms are owned by most players so changing that system for drop chances is maybe a bit worthless... |
| 11:12 | Nobun | but too low chances = price only for very lucked people xD |
| 11:13 | Nobun | uhm |
| 11:13 | Nobun | perhaps you right |
| 11:13 | Bluelads4 | well but these are hunting a lot around and gain experiences for getting lucky charms and rare items :) |
| 11:13 | Nobun | but perhaps thinking not going under 1% of chances? |
| 11:13 | Bluelads4 | wouldn't it be too easy to run around adn get everything with the first kill? :) |
| 11:14 | Bluelads4 | which items are you talking about by the way with that drop chance? :) |
| 11:14 | Nobun | no I am thinking in general |
| 11:14 | Nobun | now I am searching an item, but I am not worried about if I find it or not |
| 11:14 | Bluelads4 | ah ok... I cant remember any lower levelled items which are having a drop chance under 1% |
| 11:14 | Nobun | a lot xD |
| 11:15 | Bluelads4 | but there are mostly then lots of different monsters who are dropping them :P |
| 11:15 | Bluelads4 | hehe |
| 11:15 | Nobun | for example my friend (pimp) is trying to find black sword |
| 11:15 | Bluelads4 | which level is he having? |
| 11:15 | Bluelads4 | isn't he just a level under 100? |
| 11:15 | Nobun | yep is 63 if I remember well |
| 11:15 | Bluelads4 | if he will find a black sword with his current level, he can't use it to 100% because there is a minimum level on it |
| 11:16 | Nobun | yep however... you asked an example of less than 1% xD |
| 11:16 | Bluelads4 | and that is one of the rare items in game at all |
| 11:16 | Bluelads4 | so the drop chance is right in my point of view |
| 11:16 | Bluelads4 | I know ;) |
| 11:16 | Nobun | eh eh |
| 11:17 | Bluelads4 | and hunting for just one item which is having a low drop chance at the same time is just time grabbing... |
| 11:17 | Nobun | my item (the one I am searching) is instead elvish shield... (I cannot try to kill green dragons with my level /weapons) |
| 11:17 | Bluelads4 | maybe better to level up first and getting some other items which are also worth it to take :) |
| 11:17 | Nobun | :) |
| 11:18 | Nobun | I don't really need it but if I find it will help |
| 11:18 | Bluelads4 | :) did you take a look if other creatures are dropping it? |
| 11:18 | Nobun | at my level I can only try against militia elf (0.02% xD) |
| 11:18 | Bluelads4 | elvish items for example are some which are getting dropped by elves :D |
| 11:18 | Bluelads4 | aren't there normal elves who are dropping it as well? |
| 11:18 | Nobun | no |
| 11:19 | Nobun | militia = 0.02% |
| 11:19 | Nobun | soldier 0.1% |
| 11:19 | Bluelads4 | militia elves are mostly at one place, better saying, there are lots of them running around so if you are having some time you can maybe try to hunt for them :) |
| 11:19 | Nobun | archmage, sacerdotist, 1% |
| 11:19 | Nobun | bodyguard 5%+ |
| 11:19 | Bluelads4 | so the low drop chance isn't that low because there are lots of elves running around |
| 11:20 | Nobun | yep |
| 11:20 | Nobun | I infact having fun battling against elves with my level :) |
| 11:20 | Bluelads4 | :) |
| 11:20 | Nobun | I am fighting in nalwor enterance |
| 11:20 | Nobun | so I can escape and recover if in danger |
| 11:20 | Bluelads4 | and I bet you will be lucky soon and find your shield and than you are proud that you fought your way against the huge wall of elves :) |
| 11:21 | Nobun | eh eh thank a lot |
| 11:21 | * | Bluelads4 will press her thumbs for Nobun :) |
| 11:21 | Nobun | :) |
| 11:22 | Nobun | actually I am lv 30, atk 24, def 24 (drow sword, crow shield... both items was given to me by a player xD) |
| 11:22 | Bluelads4 | hehe :) the drow sword is really nice |
| 11:22 | Nobun | eh eh |
| 11:23 | Nobun | it was a gift of a player who finded 5 of them in a day xD |
| 11:23 | Bluelads4 | hehe :) |
| 11:23 | Nobun | I was lucky to be in range xD |
| 11:23 | Bluelads4 | :) at the right time at the right place :D |
| 11:24 | Nobun | however... I know it sounds strange... but most of times I use another weapon |
| 11:24 | Nobun | the dark dagger |
| 11:24 | Nobun | (winned in the well) |
| 11:24 | Bluelads4 | hehe :) daggers are really nice for gaining atk exp |
| 11:24 | Nobun | if find it nice most of times... very quick and increase more atk points |
| 11:25 | Bluelads4 | because of there low rate |
| 11:25 | Bluelads4 | *their |
| 11:25 | Nobun | sometimes (strangely) it blows better damage then drow sword xD |
| 11:25 | Bluelads4 | hehe |
| 11:26 | Nobun | for example... against kobolds leaders... I find that most of times dark dagger works better than drow sword O.O |
| 11:26 | Bluelads4 | daggers are really nice when you are fighting against lower creatures because of their low rate and the higher rated ones are nice for higher creatures (that's at least how I find it :D) |
| 11:26 | Bluelads4 | hehe |
| 11:26 | Bluelads4 | its always good to try different weapons out on different creatures |
| 11:26 | Bluelads4 | it's often worth it to take more than one weapon with you :) |
| 11:27 | Nobun | I usually take only one, but sometimes two |
| 11:27 | madmetzger | you can learn about it in ados barracks, there are some npcs there who can teach you about differences |
| 11:27 | Nobun | (if one OR dagger OR drow, if two both of them) |
| 11:27 | Bluelads4 | I'm having two with me mostly, a chaos dagger at the moment and a chaos sword (well sometimes I just find some other weapons on my way, so these are in my bag then too :D) |
| 11:28 | Nobun | hmm... about npcs in ados barracks... |
| 11:28 | Nobun | I heard only their suggestion about balancing (if you are lv40 you should have atk 30 def 30) |
| 11:29 | Nobun | but they seem to don't speak with me xD |
| 11:29 | Nobun | however the man watches the weapon you have equipped in that moment |
| 11:29 | Nobun | (perhaps is that last thing you are mentioning?) |
| 11:30 | madmetzger | yes, that's what i meant |
| 11:30 | Nobun | :) |
| 11:30 | Nobun | thank ;) |
| 11:30 | madmetzger | yw |
| 11:30 | Nobun | so... at last we can say that lucky charms are useless xD |
| 11:31 | Bluelads4 | now when you are a well-player :D |
| 11:31 | Bluelads4 | *not |
| 11:32 | Nobun | I think I find all things I could dream in well xD |
| 11:32 | Nobun | dark dagger and horned helmet |
| 11:32 | Bluelads4 | carrots |
| 11:32 | Bluelads4 | :D |
| 11:33 | Bluelads4 | cherries |
| 11:33 | Nobun | lol if I need them I can pick from semos farm xD |
| 11:33 | Bluelads4 | :D |
| 11:33 | Nobun | (carrots I meant) |
| 11:33 | Bluelads4 | hehe |
| 11:34 | Nobun | however I have a good storage of them in fado bank (if I need to do soups xD) |
| 11:34 | Bluelads4 | :D |
| 11:34 | -!- | CodeCannon [~Dwidge<(a)>vc-41-18-102-9.umts.vodacom.co.za] has quit [Ping timeout: 276 seconds] |
| 11:35 | Nobun | however I am collecting pizza for the moment xD |
| 11:35 | Nobun | (not now, in general) |
| 11:35 | Bluelads4 | :D |
| 11:35 | Bluelads4 | in real as well? I should visit you then ^^ :D |
| 11:36 | Nobun | loool |
| 11:36 | Nobun | however I could learn to make them and invite you then ;) |
| 11:38 | kymara | yoriy: it just needs to change ThingCreature to take null as the queststate parameter. i think? |
| 11:39 | Bluelads4 | :P <(a)> Nobun :D |
| 11:40 | -!- | CodeCannon [~Dwidge<(a)>vc-41-15-3-192.umts.vodacom.co.za] has joined #arianne |
| 11:42 | Nobun | Bluelads4... my I ask you another thing? the player / enemy facing have some influence in battle? (for example if I hit enemy that is watching in the opposite way - in the back - is different than if in the front) ? |
| 11:42 | Bluelads4 | hmm not so far as I know, but I'm not sure about that... |
| 11:42 | kymara | lucky charms don't give yuo more 'luck' in any task |
| 11:42 | kymara | but they help prolong the luck you have. |
| 11:42 | kymara | if you believe in them :P |
| 11:43 | Bluelads4 | :D |
| 11:43 | kymara | and no, facing makes no difference |
| 11:43 | Nobun | "help prolong the luck you have" what means? XD (I never understand it) xD |
| 11:44 | kymara | Nobun: do you understand karma? |
| 11:44 | -!- | Laguz [~Miranda<(a)>p57B092FD.dip0.t-ipconnect.de] has joined #arianne |
| 11:44 | Nobun | no |
| 11:44 | kymara | have yuo noticed you have it? |
| 11:44 | Laguz | hello all |
| 11:44 | Nobun | yep xD |
| 11:44 | CodeCannon | why isn't stendhal's fighting system interactive? i know it's hard to sync and all, but it can't be impossible> |
| 11:44 | Nobun | even if I don't know how to see my karma level and how karma works |
| 11:44 | kymara | CodeCannon: is Zedla's ? |
| 11:44 | kymara | Zelda's |
| 11:45 | CodeCannon | yes |
| 11:45 | CodeCannon | or at least, it's the type i'm thinking about |
| 11:45 | kymara | Nobun: Sarzina will tell you what it is, I mean what karma is and also what your value is. and you can see it on a scale bar in the next release. Not the actual number since the number is irrelevant |
| 11:46 | CodeCannon | where you actually press a button to swing your sword, |
| 11:46 | kymara | CodeCannon: would you like to write up the idea as a feature request? |
| 11:46 | CodeCannon | yes i would good idea :) |
| 11:46 | CodeCannon | another thing, |
| 11:47 | Laguz | the fights become more interactive with magic i think |
| 11:47 | Laguz | the click and hit system is one of many |
| 11:47 | CodeCannon | (not trying to be negative) stendhal seems to be too much about grinding than anything else, will this change eventually? |
| 11:48 | kymara | Sorry I do not know what grindign means? |
| 11:48 | kymara | *grinding |
| 11:48 | kymara | But I can point you to the ideas we have for future development. |
| 11:49 | kymara | Obviously with only a small team of volunteers these things do take time. We try to break down big ideas into small pieces and implement a bit at a time. |
| 11:49 | Laguz | and this is the correct way |
| 11:49 | CodeCannon | imho, it's good to have long gameplay, but there's a balance between a long game and diluted gameplay |
| 11:50 | Laguz | but maybe we need a codecannon too |
| 11:50 | Laguz | ^^ |
| 11:50 | CodeCannon | lol =B |
| 11:50 | -!- | Bluelads4 is now known as Blue_learning |
| 11:50 | Laguz | ? |
| 11:50 | Laguz | its mmorpg, the gameplay is unlimited |
| 11:51 | CodeCannon | grinding means taking a long, monotonous time to get somewhere, like leveling up, getting a resource, etc |
| 11:51 | kymara | Hm. |
| 11:51 | Nobun | kymara... I will go meet Sarzina now to have an explaination about Karma... (I am in nalwor enterance now so I need some time)... after that I will make another question becouse I don't understand a thing you said... however it is better to read what Sarzina have to say before asking) |
| 11:51 | CodeCannon | i guess it comes from grinding maize which is long and boring |
| 11:52 | kymara | Nobun: Ok :) Thanks for being so patient and being willing to try the ingame explanation first |
| 11:52 | Nobun | :) |
| 11:52 | Nobun | thank you for explainations :) |
| 11:52 | kymara | CodeCannon: I see. There is a feature request about some farming device to mill more grain at once. It's actually a lot easier now you can click between teh grain fields. Also much easier now we have single click mode. |
| 11:53 | kymara | CodeCannon: for clicking directly on it to harvest. |
| 11:53 | Laguz | :DD |
| 11:53 | kymara | CodeCannon: However to answer the question about grinding in general: No, it's not something we have considered as an overall aim: 'do we want to make the player do things faster as it's boring now?' |
| 11:53 | Laguz | i dont think he mean this word for word, grinding |
| 11:53 | CodeCannon | kymara yes |
| 11:53 | kymara | (boring was more from your questions not mine) |
| 11:54 | kymara | Laguz: I know, he defined it. |
| 11:54 | Laguz | i dont think stendhal is "grinding", the ways arent far |
| 11:54 | CodeCannon | i admit i have not played this game as long as most others but, i sometimes wonder how players get 100s of hours in, i could not do it |
| 11:54 | kymara | CodeCannon: walking faster is not possible. scrolls are of course available. single click and better pathfinding already makes walking around a lot easier |
| 11:54 | Laguz | you can move in some minutes from one site of the map to the other |
| 11:55 | CodeCannon | hmm i mean things like leveling, gaining exp, etc. |
| 11:55 | kymara | harvestign grain - well - some like it, they spend time waiting to make sure they get all the grain :D others like me who cannot be bothered - buy pies .. or kill earth elementals. |
| 11:55 | kymara | CodeCannon: no we dont'plan to change teh balance of how fast you can earn xp. |
| 11:55 | CodeCannon | ok |
| 11:55 | kymara | in fact i do a lot to keep things in balance. |
| 11:55 | kymara | have you noticed how many players have hit max level? |
| 11:56 | CodeCannon | yes there's a lot with unbelievable levels |
| 11:56 | kymara | I dont' want players abel to hurtly any faster towards that - levellign up seems to be pretty fast to me already. doing the daily quests helps. |
| 11:56 | CodeCannon | hmm ok |
| 11:56 | * | Blue_learning pushes codecannon onto the hall of fame webpage... everything is possible :D |
| 11:58 | Laguz | codecannon, with which games do u compare the experience system? |
| 12:00 | Laguz | i just ask, because i know some too with different exp systems |
| 12:03 | CodeCannon | hmm i haven't really compared them, but games that do come to mind are ones such as pokemon, zelda (in the form of new weapons/abilities/health increases), space games (upgrading your ship from loot/buying). |
| 12:03 | CodeCannon | my point is probably moot, since yeh stendhal still has a lot of work to be done |
| 12:04 | Laguz | maybe not |
| 12:04 | Nobun | ok kymara I read |
| 12:05 | Nobun | some doubts remained |
| 12:05 | CodeCannon | i just find it a little boring, imho, there should be more things to do, not just quests, but something that takes advantage of the fact that it is an online multiplayer game |
| 12:05 | Nobun | may I ask? |
| 12:05 | Laguz | im working on that at moment^^ |
| 12:05 | Laguz | since some days we have new portals which allows actions etc |
| 12:05 | kymara | CodeCannon: yes, we'd love more games and things that force you to work as a team |
| 12:06 | kymara | if you have good ideas then we'd be grateful of course. |
| 12:06 | Laguz | so we can do complete new quest systems, or better new adventures without "bring item" |
| 12:06 | CodeCannon | what about allowing players to change their environment? |
| 12:07 | Laguz | at work |
| 12:07 | kymara | CodeCannon: would you like to elaborate? |
| 12:07 | Laguz | i had the same idea |
| 12:07 | kymara | CodeCannon: again, any good ideas, please atcually write them down |
| 12:07 | kymara | yes this channel is logged but any good ideas should be formally written somewhere they can be found again. |
| 12:07 | Laguz | or do u mean baker and blacksmith? :) |
| 12:08 | CodeCannon | it's a 2d game, not 3d, so complex things like voxels are not strictly necessary, for example for deformable terrain |
| 12:08 | kymara | staying in ones head or in here isnt' enough. |
| 12:08 | CodeCannon | i don't think it would be too hard, somehow |
| 12:08 | CodeCannon | with what stendhal can do already |
| 12:09 | kymara | perhaps you'd like to have a go at explaining your idea more fully and better still break it down into small pieces that can be done a bit at a time? |
| 12:10 | -!- | Blue_learning [~Bluelads4<(a)>ip-95-222-160-130.unitymediagroup.de] has left #arianne [] |
| 12:10 | hendrik | Something different: Is it a good idea to only display the karma bar ones the player has talked to the NPC? |
| 12:11 | hendrik | So that there is less confusing information for new players. |
| 12:11 | kymara | mm, that makes sense |
| 12:11 | kymara | it's already done as a quest i think so it's tracked if you spoke to her |
| 12:12 | kymara | would you know how to code that? |
| 12:13 | hendrik | yes. |
| 12:13 | -!- | Drawenmark is now known as gros|feeding |
| 12:14 | CodeCannon | my idea is that players could actually build things that are persistant, and working in groups they can make something massive. for example, they could dig tunnels, and push ground around, if they had a tool such as a spade. they could cut down trees to gather wood, which they could use to build walls, doors, and more complex structures. further, why not make the environment alive and dynamic? - trees drop seeds, which grow into more |
| 12:14 | kymara | hendrik: please do it. or tell me how and i'll have a go, the quest slot is learn_karma |
| 12:14 | kymara | i can edit the quest text to make her explain that she activated the view |
| 12:15 | kymara | CodeCannon: 'growers' are dynamic |
| 12:15 | kymara | and you can buy seeds which grow into flowers |
| 12:15 | CodeCannon | growers? |
| 12:15 | CodeCannon | oh |
| 12:15 | Nobun | I think it is too complex CodeCannon (mainly digging, chopping, etc) |
| 12:16 | Laguz | codecannon, growing new trees and dig tunnels would change the world in a extreme way |
| 12:16 | Nobun | plus the map have a sense... you must do the paths to certain places... any path is balanced to a specify difficulty |
| 12:16 | hendrik | I'd like to be able to decorate houses. |
| 12:17 | Nobun | if you change this you can give a lot of troubles, expecially for less levelled players |
| 12:17 | CodeCannon | yes the quests depend quite a bit on the map |
| 12:17 | CodeCannon | what about designating areas for this? |
| 12:18 | Laguz | beside, i do like the idea to cut tress to gather wood |
| 12:18 | CodeCannon | we could leave the map as it is now the same, and make a new area that allows these things? |
| 12:19 | kymara | CodeCannon: you mean, like, there is a 'fertile ground' area where you can plantseeds |
| 12:19 | Nobun | uhm... you can collect wood and it is fine in this way (you haven't to have an item to do it... axes are hard to find before certain level, so I think not a good idea) |
| 12:19 | kymara | but only there? |
| 12:19 | CodeCannon | kymara yes |
| 12:19 | kymara | CodeCannon: that is exactly what we have |
| 12:19 | kymara | for growing flowers from seeds. |
| 12:19 | kymara | hendrik: yes, but i have no good ideas how. |
| 12:19 | Nobun | (grain for example... parhaps should ripes little quickier xD) |
| 12:19 | kymara | chopping tress in some way to get wood is requested |
| 12:20 | kymara | it'd be not much difference from a grain field really. |
| 12:20 | kymara | code wise. |
| 12:20 | hendrik | I think grain ripes too fast already. |
| 12:20 | kymara | Nobun: i don't like to do things that unbalance the game. |
| 12:20 | CodeCannon | hmm i guess these ideas weren't really in stendhal's vision? |
| 12:21 | kymara | Nothing was. |
| 12:21 | Nobun | eh eh it was only an impression (becouse most of times, when I need to harvest grain, someone harvest it xD) |
| 12:21 | kymara | Stendhal was a game started to test multi zone capability |
| 12:21 | kymara | 5years ago |
| 12:21 | Nobun | befor me xD |
| 12:21 | hendrik | stendhal's vison was to be a test case. |
| 12:21 | CodeCannon | hmm |
| 12:21 | kymara | it was not 'supposed' to turn into this |
| 12:21 | kymara | we have evolved it. |
| 12:22 | Nobun | question about karma xD : 1) Karma is also improved in fighting? (if you kill an enemy) or only if you do a task (like NPC seems to say) |
| 12:23 | kymara | Nobun: Ok, lets explain karma. |
| 12:23 | kymara | sarzina told you how much you have? |
| 12:23 | Nobun | yes |
| 12:23 | kymara | she told yuo how to earn it? |
| 12:23 | Nobun | about 200 (I don't remember the exact number) |
| 12:24 | kymara | why would you get good karma |
| 12:24 | Nobun | .... |
| 12:24 | Nobun | Sarzina told about task |
| 12:24 | CodeCannon | is karma on a negative scale? |
| 12:24 | kymara | yes. |
| 12:24 | Laguz | didnt we had a wiki with the magic system and suggestions? cause i cant find it |
| 12:24 | kymara | CodeCannon: your karma can go negative. |
| 12:24 | Nobun | but I asked if also improved in battle |
| 12:25 | kymara | Laguz: check teh real life meeting pages. |
| 12:25 | Laguz | thx |
| 12:25 | Nobun | she said that good karma have good influence in battle |
| 12:25 | kymara | Nobun: yes ui am starting from scratch |
| 12:25 | kymara | Nobun: Correct. So, you earn karma by doing good things |
| 12:25 | kymara | a task, say |
| 12:25 | kymara | What point is having good karma? |
| 12:25 | kymara | It brings you luck. When you do something needing a bit luck, you store of karma is looked at. |
| 12:26 | kymara | did you have good karma (+ve) or bad karma (-ve) |
| 12:26 | Nobun | good |
| 12:26 | kymara | also, do you have as much karma as this tasks 'needs' ideally |
| 12:26 | CodeCannon | because, when i had about 100 karma, carmen told my avatar that it cannot be healed, but at 0 karma, it could, so i'm wondering whether -100 is good, and +100 is bad |
| 12:26 | kymara | (normally - yes - each it of karma used at once is little) |
| 12:26 | kymara | CodeCannon: please check teh faq to see why carmen wouldn't deal you. |
| 12:26 | kymara | Nobun: so, what happens when you are doing this tasks that needs some luck |
| 12:27 | kymara | if you have some good luck to use, it gets applied to the task and the outcome has more chance to be favourable |
| 12:27 | CodeCannon | hmm so training w/ another player doesn't affect karma count? |
| 12:27 | kymara | that 'used up' some of your good luck |
| 12:27 | kymara | CodeCannon: moment. |
| 12:27 | kymara | let me finish? |
| 12:28 | kymara | Nobun: if you had -ve karma when you were doing this task, then it gives you bad luck in the task and the outcome is less prone to be favourable. |
| 12:28 | kymara | again that uses up someof the -ve karma and you get closer to 0 karma |
| 12:28 | kymara | Nobun: is it clear so far? |
| 12:28 | kymara | and CodeCannon too |
| 12:28 | Nobun | hmm not at all |
| 12:28 | Nobun | more or less yes |
| 12:28 | CodeCannon | yes |
| 12:28 | kymara | would a worked example help? |
| 12:28 | Nobun | but I miss a thing |
| 12:28 | Nobun | yes thanks |
| 12:29 | kymara | ok, and what do you miss? |
| 12:30 | Nobun | "task that require karma" - using karma = become negative.... and you could reach 0 Karma when completed |
| 12:30 | Nobun | this mechanism is something to understand with an example |
| 12:30 | kymara | alright |
| 12:30 | Nobun | for example... is the second phishing exam a task of this sort? |
| 12:31 | kymara | lets imagine you refused annie's request to get icecream |
| 12:31 | Nobun | ok |
| 12:31 | kymara | you had say 0 karma before as you were pretty new |
| 12:31 | kymara | and now you have -10 |
| 12:31 | kymara | for being so mean to her, ok? |
| 12:31 | Nobun | ok |
| 12:31 | kymara | then you go to use the wishing well. |
| 12:32 | kymara | that is something that requires some luck. so, you throw your money in, and we check your karma |
| 12:32 | kymara | it's negative, so we work out how much to affect your luck (that's a bit randomised) |
| 12:33 | kymara | it's limited to whateverthe well wants to use, so althought you have -10 in all, the actual amount doesn't matter, the well will take maximum -1 to 1 at once say |
| 12:34 | kymara | we roll a dice and decide to use -0.5 karma this time and apply that onto the % chance you had anyway at the well too |
| 12:34 | kymara | (how that's actually done as a calculation doesn't matter) |
| 12:34 | kymara | we subtract -0.5 karma from your karma amount ( -10 -- 0.5 = -9.5) |
| 12:34 | -!- | storyteller [~storytell<(a)>p57B74057.dip.t-dialin.net] has joined #arianne |
| 12:34 | kymara | since some of your bad karma was used up - you had an experience of bad luck. |
| 12:35 | Nobun | remaining in this example... |
| 12:36 | Nobun | if you are searching a thing that have 10% of chance (for example)... the total final chance is 0.5% ? |
| 12:36 | kymara | no |
| 12:37 | kymara | not really, that's up to the 'thing' and the calculation for it |
| 12:37 | kymara | i didn't think that matters in this example |
| 12:37 | Nobun | ok |
| 12:37 | lachgeist | what to do to avoid loosing the good karma? Dont fight, as lucky drops use it up? (sorry for interupting) |
| 12:37 | kymara | i'm just trying to get across the way it works |
| 12:37 | kymara | lachgeist: karma does not affect drops. |
| 12:37 | hendrik | lachgeist, drops don't use it, but fighting strong creatures does. |
| 12:37 | kymara | lachgeist: karma does help in successful fighting |
| 12:38 | kymara | provided that it's not some creature you could kill easily enough without a bit luck |
| 12:38 | kymara | here is where the lucky charm comes in a bit. |
| 12:38 | kymara | each time the karma decision is made, karma is used |
| 12:38 | kymara | with lucky charm you get the same outcome but half the karma that shoudl be used is used |
| 12:38 | kymara | can you see that this means it prolongs both good and bad luck? |
| 12:39 | Nobun | yep |
| 12:39 | kymara | lachgeist: the idea is not to build and build your karma levels |
| 12:39 | Nobun | so 2 lucky charms = losing 1/4 ? |
| 12:39 | kymara | lachgeist: it should always tend to zero, in fact. |
| 12:39 | Nobun | ah |
| 12:39 | kymara | Nobun: no, they don't have any additional effect for having more than one. |
| 12:39 | kymara | Nobun: but if players wanna carry more, fine |
| 12:39 | kymara | superstitious bunch :P |
| 12:40 | kymara | lachgeist: if it grows huge and huge in normal play we have got the balancing wrong. |
| 12:40 | Nobun | so only one is needed... more than one is uselles (tecnically speaking xD) |
| 12:40 | kymara | aye |
| 12:41 | kymara | can you also see yet why really the amount you have is a bit irrelevant? |
| 12:41 | kymara | i mean, the exact precise amount |
| 12:42 | Nobun | hm... not |
| 12:42 | Nobun | it seems to me that high amount = high luck |
| 12:42 | hendrik | Nobun, no. |
| 12:42 | kymara | each task (fishing, fighting, even dying) requiring any luck will only look to use a limited amount at a time |
| 12:43 | kymara | lets use dying as the example because it uses the most, 100 karma i believe |
| 12:43 | kymara | if you have 1000 karma, it says, oh, cool, that is more than 100 |
| 12:43 | kymara | we can use at least 100 |
| 12:43 | kymara | and it then decides how much to use between 0 and 100 |
| 12:43 | kymara | if you have 100000, same thing. it then decides how much to use between 0 and 100 |
| 12:44 | kymara | if you have only 50, ok, it decides how much to use between 0 and 50. |
| 12:44 | kymara | in fact it's not even 0. it always tries to use at least 20% of the amount it's looking for |
| 12:44 | kymara | sorry |
| 12:44 | kymara | so that should have been 20 to 100 and 10 to 50 above. |
| 12:44 | kymara | anyway do you see that? |
| 12:44 | Nobun | yes |
| 12:44 | kymara | so most htings only use say 0.5, 1, 0.05 even, karma, at a time |
| 12:44 | Nobun | I understand |
| 12:45 | kymara | so having 10 is the same as having 100000 |
| 12:45 | kymara | to most purposes. |
| 12:45 | Nobun | ok |
| 12:45 | kymara | yay |
| 12:45 | kymara | do you wanna see the scale? |
| 12:45 | Nobun | so the important thing is if good of bad, not matter how many |
| 12:45 | kymara | yes, pretty much. |
| 12:46 | kymara | since it does get used it's still better for you to have 1000 than 10 |
| 12:46 | Nobun | (perhaps the amount can be important to know how many karma you need to pass from bad to good xD) |
| 12:46 | kymara | because that means that you have longer to keep using it up. |
| 12:46 | Nobun | :) |
| 12:46 | kymara | CodeCannon: did you find the answer to carman's bad aura response? |
| 12:46 | kymara | carmen |
| 12:46 | kymara | CodeCannon: and the other thing you asked which i asked you to wait on? |
| 12:47 | kymara | do you see the answer to that now, does training affect karma? |
| 12:47 | kymara | (karma is independent of whether carmen will heal you) |
| 12:47 | lachgeist | So karma cant get negative by luck-events? Only by doing bad things? |
| 12:48 | kymara | lachgeist: correct! |
| 12:48 | kymara | in fact we need to fix something |
| 12:48 | Nobun | the train affect the Karma if I understood well (becouse you attacked a player) |
| 12:48 | kymara | it can't easily to get the exact value 0 |
| 12:48 | kymara | you end up with like 0.00000125 :D |
| 12:49 | kymara | Nobun: it affects karma because it is fighting |
| 12:49 | kymara | so if the player is a lot lot weaker than you you don't needgoodluck to hit him |
| 12:49 | kymara | but he is probably similar level, so it uses it up, yes |
| 12:49 | Nobun | xD |
| 12:50 | Nobun | I thought it would affect Karma becouse also attacking is a bad action xD |
| 12:50 | kymara | hm |
| 12:50 | kymara | killing a player may give you negative karma (as opposed to using up karma) |
| 12:50 | kymara | i am not sure. |
| 12:51 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/maps/semos/tavern/market/OfferExpirer.java: added java doc |
| 12:51 | Nobun | xD I will kill a player only if he will try to kill me xD (I don't like to attack players) |
| 12:52 | Nobun | thank for your explainations and for your time, kymara |
| 12:52 | kymara | Nobun: you're welcome. |
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| 12:53 | -!- | Netsplit *.net <-> *.split quits: Laguz, postman-bot, omero |
| 12:54 | -!- | Netsplit over, joins: postman-bot, Laguz, omero |
| 12:57 | Nobun | hi omero :) |
| 12:57 | omero | hi Nobun |
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| 13:03 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/entity/trade/Market.java: added java doc |
| 13:13 | Laguz | kymara, i have some suggestions to spells and the system general, shall i add them to the meeting-page? |
| 13:14 | hendrik | Laguz, it may be a good idea to create a page dedicated to speels. |
| 13:14 | Laguz | ok |
| 13:14 | hendrik | and copy the meeting content there, adding a hint on the meeting page that the current state of dicussion can be seen on that page. |
| 13:15 | Laguz | ok how can i create a new page? |
| 13:16 | hendrik | just add a [[link]] in the meeting page, save it and then click on the red link. |
| 13:18 | Laguz | ah ok |
| 13:18 | Laguz | thx |
| 13:26 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/entity/trade/Market.java: added java doc to public constants |
| 13:29 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/entity/trade/Earning.java: added java doc |
| 13:32 | Nobun | the def mutiplyer formula... is that? boots + legs + cloak + helmet + (armor * 2) + (shield * 4) |
| 13:32 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/entity/trade/Offer.java: added java doc |
| 13:32 | Nobun | (I tried to calculate it experimentally) |
| 13:35 | kymara | i think cloak is 1.5 |
| 13:35 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/entity/trade/Dateable.java: corrected java doc a bit |
| 13:36 | kymara | http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/src/games/stendhal/server/entity/RPEntity.java?view=markup |
| 13:36 | kymara | yes, it is. |
| 13:36 | Nobun | yup :) |
| 13:38 | Nobun | boots + legs + helmet + (cloak * 1.5) + (armor * 2) + (shield * 4) |
| 13:38 | Nobun | now should be correct ;) |
| 13:39 | kymara | we have thought about integrating those values into the actual def of the items |
| 13:39 | kymara | to make it transparent, the effect. |
| 13:40 | kymara | madmetzger: did you see my comment yesterday about getting the rat hunter achievement when an existing player of mine killed a thing? |
| 13:41 | kymara | do you want me to make a bug report? i think that you should not be checking for that except when a rat is killed. |
| 13:41 | kymara | we need to think about existing players too. |
| 13:43 | madmetzger | yes, i read that comment |
| 13:43 | hendrik | I think we should try to "recover" achievements in the update script. |
| 13:43 | hendrik | player update, i mean. |
| 13:43 | madmetzger | you mean UpdateConverter? |
| 13:43 | hendrik | only do it if the number of achievements is 0 and the player is not new or so. |
| 13:44 | hendrik | and we might have the achievement code active for one release without actually showing anything to the player. |
| 13:44 | madmetzger | sounds like a good idea to check them initially |
| 13:45 | kymara | so that they dont' see these messages for achievements they really got some time ago? |
| 13:45 | madmetzger | would be a good idea as some players would have reached a lot of achievements already |
| 13:46 | kymara | ok. |
| 13:46 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/creature/ItemGuardCreature.java: just correcting some misleading javadoc |
| 13:46 | kymara | what is newbie25? |
| 13:46 | kymara | i didn't think that was a well written achievement name :D |
| 13:47 | madmetzger | otherwise a high level player might be spammed with a lot of messages |
| 13:47 | madmetzger | no, it was just a test yet |
| 13:47 | kymara | (I got told congratulations for achieving it when i killed something else) |
| 13:47 | kymara | ok. |
| 13:47 | kymara | when do we plan to branch, we should announce sme tidy up time and feature freeze. |
| 13:48 | madmetzger | i'd like to encourage everyone to fill in the todos on http://stendhalgame.org/wiki/Stendhal_Achievement_Ideas |
| 13:48 | kymara | Laguz: this will affect your wizards circle quest, i saw you activated the door so you need to be sure it is totally ready and we need to be sure it does what we want. |
| 13:49 | madmetzger | kymara, can you make a bug report on it? |
| 13:49 | hendrik | madmetzger, will you be upset if I suggest to remove the achievement code from next weeks release? |
| 13:49 | madmetzger | no, it is not very ready yet. it needs work on several things yet |
| 13:49 | hendrik | I think there is still so much to do. |
| 13:49 | * | hendrik nods: thank you. |
| 13:49 | madmetzger | yes |
| 13:50 | madmetzger | no problem |
| 13:50 | kymara | There is already plenty for the next release, too |
| 13:50 | kymara | I mean, it is looking good :) |
| 13:52 | madmetzger | yes :) |
| 13:52 | Laguz | kymara, i couldnt follow. What affects my quest? |
| 13:53 | Laguz | normaly im ready with it, except the gramar of some texts |
| 13:53 | madmetzger | should we maybe add a special message on releas to encourage turning on sound because there changed a lot? |
| 13:57 | hendrik | Is there a new quest in this release? |
| 13:57 | kymara | hendrik: yes, Laguz's. If it is ready |
| 13:57 | kymara | Laguz: I said: The next release will be soon, please check you are really happy that your quest is going to be active in it. |
| 13:57 | kymara | Laguz: and yes, I will check those texts. |
| 13:58 | kymara | It is a lot to test. I mean, a lot of maps ad so on. Are areas like 'malleus plain' also active now? |
| 13:58 | hendrik | Oh, sorry |
| 13:58 | * | hendrik poins Laguz at CHANGES.txt |
| 13:59 | kymara | yoriy, i have tested a rather simple fix to ThingCreature |
| 13:59 | kymara | I don't know if you were already working on it. |
| 14:04 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/core/engine/SingletonRepository.java: added java doc |
| 14:13 | Laguz | kymara, no. Only the wizards tower and zekiels quest will be in th erelease |
| 14:15 | kymara | Laguz: ok. i haven't fully explored up there yet, where do these plains come in? |
| 14:21 | Laguz | the plains will be interiors |
| 14:22 | kymara | sorry, I meant: 'how' |
| 14:22 | Laguz | with portals later |
| 14:22 | Laguz | quest-checking conditions |
| 14:22 | kymara | still too specific |
| 14:22 | kymara | I don'tmean code. |
| 14:23 | kymara | I mean story |
| 14:23 | Laguz | ah ok |
| 14:23 | kymara | is it written with the original quest idea on the wiki? |
| 14:23 | kymara | if so i will just go read it there. |
| 14:23 | Laguz | the wizards give quests and the player can enter the plains then |
| 14:23 | Laguz | yes |
| 14:23 | Laguz | i think so |
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| 15:19 | madmetzger | hendrik, i've found out why short urls and urlrewrite don't seem to be working |
| 15:20 | madmetzger | if i change the document root for the apache to the website folder the short urls work again |
| 15:20 | hendrik | i think i fixed that yesterday?! |
| 15:21 | madmetzger | i just tried it... |
| 15:21 | hendrik | did you update? |
| 15:22 | madmetzger | yes |
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| 15:39 | CIA-66 | arianne_rpg: nhnb * stendhal/doc/CHANGES.txt: sorted |
| 15:46 | CIA-66 | arianne_rpg: nhnb * marauroa/ (7 files in 6 dirs): added less confusing variants of hasCharacter |
| 15:47 | CIA-66 | arianne_rpg: nhnb * stendhal/ (3 files in 3 dirs): updated marauroa |
| 15:51 | kymara | Laguz: did you remove the response to #wizrads? |
| 15:51 | kymara | wizards |
| 15:54 | kymara | I think that we should put the giving -scroll - action into when you say 'wizards' |
| 15:55 | kymara | also I think when you arrive back and say hi he should mention #know then as well as #start |
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| 16:34 | Laguz | kymara, no i didnt removed #wizards |
| 16:34 | kymara | ok, i see it is in a separate place |
| 16:35 | kymara | is it ok that when you say start he doesn't just give it to you, the parchemnt |
| 16:35 | Laguz | he does |
| 16:35 | kymara | only when you say #wizards and are in that quest state |
| 16:35 | kymara | Laguz: is it ok if i change it so that, when you say start he doesn't just give it to you, the parchemnt |
| 16:35 | kymara | That is what I meant -- ^ |
| 16:35 | Laguz | "start" doesnt works anymore if the quest is finished |
| 16:36 | kymara | That is not what I am saying |
| 16:36 | kymara | do you mind to take a moment to read what I asked |
| 16:36 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/ (2 files in 2 dirs): only show karma indicator if the feature is enabled |
| 16:36 | kymara | or shall i just make the changes and you can have a look see what you think? |
| 16:36 | Laguz | i know what u mean, but i see no reason |
| 16:37 | kymara | giving them the parchment when they say start makes them think they got the information they need |
| 16:37 | kymara | they'll just say #send then |
| 16:37 | kymara | you change dteh behaviour. |
| 16:37 | Laguz | the explanation of zekiel about the wizards are different to the parchment |
| 16:37 | kymara | before you had: |
| 16:37 | Laguz | the parchment is just a hint for the quest |
| 16:38 | kymara | you might need to #know things, and i will #send you |
| 16:38 | kymara | we agreed it's a good test to see if they do say #know |
| 16:38 | kymara | when he explained what you need to #know he also said #wizards |
| 16:38 | kymara | and at the stage you could learn about the wizards. |
| 16:38 | kymara | so, you changed the behaviour. |
| 16:39 | kymara | you had it now that he says, when you say start: you might need to #know things, and i will #send you, and here is a parchment. |
| 16:39 | kymara | I propose we do this: |
| 16:39 | kymara | you might need to #know things, and i will #send you |
| 16:39 | kymara | #know gives the info as before and prompts about #wizards as before |
| 16:39 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/npc/action/EnableFeatureAction.java: implemented an enable feature action |
| 16:39 | kymara | you get the parchment only if you say wizards |
| 16:39 | kymara | and in that quest state. |
| 16:39 | kymara | ok |
| 16:39 | kymara | ? |
| 16:40 | Laguz | u mean, u want to remove the #wizards |
| 16:40 | hendrik | kymara, i have not changed the NPC because you said you wanted to modify the text, too. |
| 16:40 | kymara | no. |
| 16:40 | Laguz | aah |
| 16:40 | Laguz | ok i see |
| 16:40 | kymara | Laguz: shall i do what i was suggesting and you can see it? |
| 16:40 | Laguz | i know what u mean |
| 16:40 | kymara | maybe it is better than you trying to read my explanation. |
| 16:40 | Laguz | its a good idea, but i just wanted the hint automaticly |
| 16:40 | Laguz | u know |
| 16:40 | kymara | i dont' agree |
| 16:41 | Laguz | not that the players have to ask again |
| 16:41 | kymara | i think they are then much less likely to say #know |
| 16:41 | kymara | so you really lost the power of that test |
| 16:41 | kymara | can we try it my way please? |
| 16:41 | Laguz | thats why i moved #know to the begin of the text |
| 16:41 | Laguz | top* |
| 16:41 | kymara | yes, and you lostthe power of it |
| 16:41 | kymara | they think they got what they need to know. |
| 16:42 | kymara | Laguz: another thing. why are the quest states set for each step? |
| 16:42 | kymara | isn't only the 'last step' one really needed? |
| 16:43 | Laguz | the quest states are just for the portal which gives the cansdle, nothing else |
| 16:43 | kymara | ok, so you don't want the candle giving the portal again. |
| 16:43 | Laguz | so players cant get more candles and xp |
| 16:43 | Laguz | yes |
| 16:43 | kymara | when you return to him in state last_step which is he meant to say: |
| 16:43 | kymara | Very well, adventurer! You have passed the practical test. You can now enter the spire whenever you want. |
| 16:43 | kymara | or |
| 16:43 | kymara | Greetings! You have so far failed the practical test. Tell me, if you want me to #send you on it again " + "right now, or if there is anything you want to #learn about it first. |
| 16:43 | kymara | currently he does either. |
| 16:44 | kymara | the conditions fit both. |
| 16:44 | kymara | (I have found a few errors like this but normally it's clear to me how to fix it - in this case i want to check) |
| 16:44 | Laguz | care |
| 16:44 | Laguz | there are two zekiels |
| 16:44 | kymara | btw i slightly modified that text there, but it's the one from if you return in any state |
| 16:44 | Laguz | the first doesnt finish the quest |
| 16:45 | kymara | uh, laguz, this is what code comments are for!!!! |
| 16:45 | kymara | ok, i will add in these comments. |
| 16:45 | kymara | it really looks like a bug at the moment. |
| 16:45 | kymara | i have added in a lot of other comments already, just helpful things to other developers like: |
| 16:45 | kymara | . // player got to the last level of the tower |
| 16:45 | Laguz | believe me, the quest states are really working plz dont change them |
| 16:45 | kymara | I have not changed any queststates |
| 16:46 | kymara | i can show you an example of something i changed |
| 16:46 | Laguz | there is only one point |
| 16:46 | kymara | you had multiple responses, come try it on test server. |
| 16:46 | kymara | come try it, please, if you dont' believe me |
| 16:46 | Laguz | when the players dont talk to the second zekiel befor they leave the tower, they have to maker the quest again |
| 16:47 | kymara | [15:47] <Zekiel the guardian> You havent finished the practical test. Are you ready to start with it, or do you want to know more about the wizards first? |
| 16:47 | kymara | i just brought him the stuff. |
| 16:47 | kymara | so that is one fix i made |
| 16:48 | kymara | it is line 63 in the file currently on cvs but i am working on that now |
| 16:48 | kymara | new QuestActiveCondition(QUEST_SLOT), |
| 16:48 | kymara | i changed to : new QuestInStateCondition(QUEST_SLOT, "start"), |
| 16:48 | kymara | so he doesn't say that when you say quest, if you did already bring candles |
| 16:49 | kymara | thats what i meant more when i said about duplicate responses. and i'll add in the hint that zekiel is a different npc as it's nto so clear |
| 16:49 | Laguz | ??? |
| 16:49 | Laguz | the candles are a part of the quest, not another quest |
| 16:49 | kymara | hendrik: i haven't done it yet so you can edit it. |
| 16:49 | kymara | Laguz: come to test server if you want to see it. |
| 16:49 | kymara | or try on your own. |
| 16:49 | Laguz | ill come |
| 16:50 | kymara | complete the beeswax and iron part |
| 16:50 | kymara | then say quest a few times |
| 16:50 | kymara | you will see two diferent responses and one is wrong. |
| 16:59 | hendrik | madmetzger, I am currently on test server with Laguz, kymara and story. kymara is not in ghostmode but offline in my buddy list. |
| 17:50 | -!- | erdnuggel [~erdnuggel<(a)>pD9E263B5.dip.t-dialin.net] has joined #arianne |
| 17:52 | storyteller | Cassandras description has an error: There is "beautifull" instead of "beautiful". |
| 17:53 | kymara | Thanks, storyteller |
| 17:53 | kymara | on the parchement also or just his text? |
| 17:54 | storyteller | well, I looked at Cassandra |
| 17:55 | kymara | ok, thanks. |
| 17:55 | storyteller | You're welcome :) |
| 17:58 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/semos/wizardstower/WizardsGuardStatueNPC.java: spelling/grammar fixes mainly in zekiel's description of each wizard. |
| 17:58 | kymara | still working on quest file itself because i want to check it then i need to go through each wizard file |
| 17:58 | kymara | Laguz: arethere any wizard files not to consider yet? |
| 17:59 | kymara | hendrik: i am getting a compile error. i did update both stendhal and marauroa |
| 17:59 | kymara | and i cleaned and rebuilt |
| 17:59 | kymara | if (!DAORegister.get().get(CharacterDAO.class).hasCharacter(null, target)) |
| 17:59 | hendrik | sorry. |
| 17:59 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/actions/admin/JailAction.java: updated marauroa |
| 17:59 | kymara | on line 48 of games.stendhal.server.actions.admin.J... |
| 17:59 | kymara | ok |
| 18:02 | CIA-66 | arianne_rpg: nhnb * stendhal/ (2 files in 2 dirs): splitted quantityplnoun into quantityplnoun and quantityplnounWithAForOne |
| 18:10 | -!- | Bluelads4 [~Bluelads4<(a)>ip-95-222-160-130.unitymediagroup.de] has joined #arianne |
| 18:24 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/ZekielsPracticalTestQuest.java: |
| 18:24 | CIA-66 | arianne_rpg: Corrected spelling and grammar in the quest texts, fixed some conditions. Added |
| 18:24 | CIA-66 | arianne_rpg: comments. Formatted the AndConditions and MultipleActions for easier reading. |
| 18:24 | CIA-66 | arianne_rpg: Don't use Arrays.asList for only one trigger. give the parchment when you ask |
| 18:24 | CIA-66 | arianne_rpg: about #wizards, not automatically before you go. Move part of the 'know' |
| 18:26 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/ZekielsPracticalTestQuest.java: removed my TODO: about the getHistory step as this is now filled in, in the new java-only style and with the major steps 'documented' for the player |
| 18:28 | kymara | Laguz: I think the getHistory method is much more readable with the new style that yoriy added support for. So I updated your quest to use it too. Do you think anything else should be added, do you understand it? |
| 18:31 | kymara | Oh. players marco and storyteller are on my buddy list on test server |
| 18:32 | kymara | but not online, so that's the opposite to what hendrik had earlier. |
| 18:32 | kymara | Laguz: Cassandra is offering to make ice scrolls. |
| 18:33 | kymara | She wants just a 'scroll' and says that zekiel will help me |
| 18:34 | kymara | Laguz: she says he's a storekeeper - so he should respond to 'offer' ? |
| 18:34 | kymara | These scrolls seem like magic spells, a bit .. |
| 18:35 | kymara | Laguz: is the ice scroll supposed to do anythign yet? |
| 18:41 | Laguz | kymara, zekiel doesnt offers anything in normal way |
| 18:41 | Laguz | the players have to ask him for items |
| 18:43 | Laguz | the ice scroll is not supposed to do anything for the next release |
| 18:44 | Laguz | it actualy works for a quest, but i didnt add it |
| 18:45 | Laguz | the portal is not active |
| 18:47 | Laguz | if it disturbs we can deactivate it |
| 18:47 | Laguz | but i dont feel it could do any trouble |
| 18:47 | hendrik | I am concerned about this. |
| 18:47 | hendrik | the whole tower things, i mean. |
| 18:48 | hendrik | This is really complex, and lots of inconsistencies. |
| 18:48 | hendrik | it will need a lot of time to properly test this and fix all those. |
| 18:50 | kymara | Laguz: I meant that as a store keeper we should expect him to reply to 'offer' |
| 18:50 | Laguz | hendrik, actualy most of the tower is unused |
| 18:50 | kymara | and that saying only the item name you want and not 'buy itemname' may confuse players |
| 18:50 | kymara | I can see that you pay him in wood. |
| 18:50 | Laguz | he doesnt? |
| 18:51 | Laguz | because he doesnt sell |
| 18:51 | kymara | he is a store keeper |
| 18:51 | kymara | he doesn't sell in the sense that SellerNPCs do in stendhal |
| 18:51 | kymara | but why should he not understand the word offer? (this is me thinking from a player, and real life, point of view) |
| 18:52 | -!- | storyteller is now known as story_away |
| 18:52 | kymara | Ok, so here are the tasks I can see ahead, can I list them a moment? |
| 18:52 | hendrik | kymara, it might be a good idea to just fix the language for now. |
| 18:52 | hendrik | and then we should collect bug reports. |
| 18:53 | kymara | ok |
| 18:53 | kymara | well that was what i was going to say |
| 18:53 | kymara | - fix the language on each wizard in the tower |
| 18:53 | kymara | - test them and make bug reports for items which claim to have a use but don't yet |
| 18:53 | kymara | - test expected behaviours based on their roles |
| 18:54 | Laguz | oh, i didnt realized that i didnt added "offer" for him |
| 18:54 | Laguz | of course he should |
| 18:55 | Laguz | he can reply the same like for "store/storekeeper" |
| 18:56 | kymara | so, what about all this work which still needs to be done ... if you say that most of the tower is unused, do you think it's better to not allow access there yet? |
| 18:56 | kymara | or what about: let the wizards walk about there but never let them converse with you? |
| 18:56 | kymara | they can all be too busy and go straight back to idle? |
| 18:56 | kymara | then it is only zekiel and his items that he offers to fix |
| 18:57 | Laguz | oh, the opther wizards do |
| 18:57 | Laguz | its just cassandra which offers the scroll |
| 18:57 | Laguz | the other wizards just talk to the players and say that they are to busy |
| 18:58 | kymara | why must all teh language be fixed before we can make bug reports hendrik? |
| 18:58 | kymara | that is rather a lot of pressure on me |
| 19:02 | Laguz | i feel a bit guilty that u have so much work to debug the towe :/ |
| 19:02 | Laguz | for when have u planed the next release? |
| 19:03 | hendrik | kymara, sorry i was refering to the work you have already done. |
| 19:03 | kymara | i already committed that |
| 19:03 | kymara | mostly, i'm still doing a bit more. |
| 19:04 | hendrik | sorry, i missed that. |
| 19:04 | kymara | i did the quests, and the npc called zekiel the guardian. |
| 19:11 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/semos/wizardstower/WizardsGuardStatueSpireNPC.java: mostly just formating to make it readable, but also corrected some spelling, a wrong gem name (no emeralds here) and the same descriptions of the wizards which were already corrected in the other file but copied here |
| 19:13 | kymara | Laguz: we usually release every4 weeks, at the end of the month. |
| 19:27 | CIA-66 | arianne_rpg: nhnb * stendhal/tests/games/stendhal/server/actions/AdministrationActionTest.java: fixed test case for new hasCharacter behaviour |
| 19:32 | Laguz | kymara, is emerald already plural? |
| 19:33 | Laguz | oh wait |
| 19:33 | Laguz | i changed emeraldf to sapphire |
| 19:35 | CIA-66 | arianne_rpg: nhnb * stendhal/ (2 files in 2 dirs): added optional parameter to "quantityplnoun" to specify the replacement for "1". If it is "a" or "A" it is automatically replaced by "an" or "A" if required by the noun. |
| 19:36 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/ (8 files in 6 dirs): use new quantityplnoun method |
| 19:36 | CIA-66 | arianne_rpg: nhnb * stendhal/ (11 files in 7 dirs): use new quantityplnoun method |
| 19:38 | kymara | yes but one reference to it remained. |
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| 20:07 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/LearnAboutKarma.java: Activate karma indicator feature when you learn about karma for the first time, and make sarzina refer to it in context of your karma, changing her replies to better fit the scales visible there. |
| 20:15 | CIA-66 | arianne_rpg: kymara * stendhal/tests/games/stendhal/server/maps/quests/LearnAboutKarmaTest.java: updated test to new behaviour and added some more values to test |
| 20:20 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/semos/wizardstower/ (7 files): Fixed the texts for the 7 wizards in the spire of the tower |
| 20:22 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/nalwor/tunnel/ThingCreature.java: Fixing no amulet by killing thing - ID: 3030908 reported by snakespionase: don't require that quest is in state start, just it is not completed. |
| 20:22 | kymara | Now that the karma bar is there i feel that I want to see an HP bar too :) |
| 20:23 | hendrik | hp? |
| 20:23 | hendrik | xp? |
| 20:23 | kymara | HP |
| 20:23 | kymara | it shows on the main screen, yes, but sometimes that can be pretty crowded - I wondered about showing it also on the stats panel |
| 20:26 | -!- | yoriy [~yoriy<(a)>62.182.51.174] has joined #arianne |
| 20:38 | kymara | Laguz: is https://sourceforge.net/tracker/?func=detail&aid=2956004&group_id=1111&atid=101111 still a current problem? |
| 20:46 | -!- | lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has joined #arianne |
| 20:48 | yoriy | hello kymara |
| 20:49 | kymara | hi yoriy |
| 20:49 | kymara | What do people think about pets with playernames? |
| 20:49 | kymara | nuggel opened a bugreport on this quite sometime ago: |
| 20:49 | kymara | https://sourceforge.net/tracker/?func=detail&aid=2796794&group_id=1111&atid=101111 |
| 20:50 | kymara | It would be easy now to check that the name isn't a player name, I think. it would not place undue load on the server. |
| 20:50 | yoriy | probably we can add pets type to the end of players name automatically |
| 20:50 | Bluelads4 | hmm I wouldn't see it as such a big problem |
| 20:51 | kymara | I found it annoying when a player was banned and he made a twink, naming his cat after the banned player |
| 20:51 | kymara | and likewise when players have named pets after me (childish, of course) |
| 20:51 | kymara | yoriy: I did not prpose to change name of pet. |
| 20:51 | kymara | yoriy: I would use the same check now used before adding a buddy |
| 20:51 | yoriy | ah, i understood it wrong |
| 20:52 | kymara | |
| 20:52 | kymara | yoriy: I dont know if you saw my message but i made a simple fix to the ThingCreature |
| 20:53 | yoriy | thank you very much kymara for fixing that problem; i still didnt read logs, but updated sources anf found that. I fixed it too yesterday by other way then you, and decided to speak with you about it firstly |
| 20:55 | yoriy | i worked hard all day and have almost none energy to do anything :-) |
| 20:55 | -!- | story_away is now known as storyteller |
| 20:56 | kymara | I should have said here that I was looking at it, sorry. |
| 20:56 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/maps/quests/HungryJoshua.java: use the new EnableFeatureAction to turn on the keyring |
| 20:56 | kymara | Do you want me to revert my change? |
| 20:56 | yoriy | no no, its ok if problem solved |
| 20:57 | yoriy | probably i make mistake when didnt used UpdateConverter when rewrote this quest, so it maybe good idea to use it later |
| 20:58 | kymara | that was not the isue |
| 20:58 | kymara | the quest states change as you kill creatures now |
| 20:59 | kymara | but the thing checked for one quest state only: start |
| 20:59 | yoriy | right |
| 20:59 | kymara | so that is not a mistake with the converter |
| 20:59 | yoriy | i mean other: now we have unnecessary code to support both "start" and "started" quest states, which is not good |
| 21:00 | kymara | ok, but this is unrelated to the problem of his drops |
| 21:02 | yoriy | of course, but with using UpdateConverter we could change ItemGuardCreature to check only "started" condition, and that would solve our problem |
| 21:08 | kymara | they are not always started. |
| 21:09 | kymara | the quest state is changing as the player kills creatures, now, isn't it? |
| 21:09 | yoriy | no |
| 21:09 | kymara | it seems to be to me. |
| 21:09 | yoriy | it is, but in other questindex |
| 21:09 | yoriy | *questindexes |
| 21:09 | kymara | in this quest there is no difference, checking that it's not completed it just as good. |
| 21:10 | kymara | and that was already supported by the code. |
| 21:11 | yoriy | well, if we will use UpdateConverter to change old state "start" on new state "started;;;;;;;;mm" :-) we will eliminate using of "start" quest state in overall quest, including this thing class |
| 21:12 | yoriy | and thing would drop amulet to us :-) |
| 21:12 | kymara | I am not arguing against it. |
| 21:12 | kymara | I am just saying that issue is now fixed. |
| 21:13 | yoriy | right, i just said it is probably my big mistake. It was my first experience of changing such complex quest, so i was scared by using UpdateConverter and left old style code unchanged |
| 21:15 | yoriy | (the same for KillSpiders; thanx god they dont drop mythical eggs) :-) |
| 21:16 | kymara | It's not a big problem, please don't be worrying |
| 21:17 | CIA-66 | arianne_rpg: nhnb * stendhal/ (19 files in 4 dirs): use new quantityplnoun method |
| 21:20 | -!- | gummipferd [~user<(a)>92.116.36.65] has joined #arianne |
| 21:21 | yoriy | ok, i will try to not worrying :-) thinx agasin kym. Will go to sleep, i hope tomorrow i will revive enough to do something useful :-) |
| 21:21 | yoriy | *again :-) |
| 21:22 | kymara | Sleep well, yoriy |
| 21:22 | storyteller | Good night |
| 21:23 | yoriy | bye guys :-) |
| 21:23 | -!- | yoriy is now known as yoriy-sleeping |
| 21:24 | storyteller | I will also go to bed now. Good night, see you tomorrow :) |
| 21:24 | kymara | night storyteller |
| 21:25 | storyteller | :) |
| 21:26 | -!- | storyteller [~storytell<(a)>p57B74057.dip.t-dialin.net] has quit [] |
| 21:34 | kymara | hendrik: if you want a picture of a separator i thin i have to add a child to the panel |
| 21:34 | kymara | for the settings panel |
| 21:34 | kymara | shall i keep looking at it? |
| 21:36 | kymara | actually i think this would look really bad |
| 21:36 | kymara | i'll try about labels |
| 21:41 | madmetzger | hendrik, i can have a look tm, i just returned from football. |
| 21:43 | hendrik | kymara, is it possible to make the space after the third button a bit larger? |
| 21:44 | kymara | yes but i wondered if you wanted a little line or soemthing |
| 21:44 | kymara | making the space bigger is very easy |
| 21:44 | hendrik | i think that may be sufficient to group the buttons. |
| 21:47 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/client/gui/wt/SettingsPanel.java: make separator spacing wider |
| 21:49 | hendrik | kymara, thank you. |
| 21:50 | hendrik | and thanks madmetzger for the javadoc. |
| 21:53 | Laguz | kymara, sorry i was afk. The bug with the collision never affected my maps, it was just something that i realized. I dont know if its still a bug |
| 21:54 | madmetzger | hendrik, you're welcome. good that you pointed it out |
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| 23:01 | omero | I was thinking ... other than houses ... why are not also rented private growing areas where one can plant seeds for tomatos, grain, mushrooms... |
| 23:01 | omero | seeds would cost of course |
| 23:02 | omero | or can be gained through a quest |
| 23:02 | hendrik | omero, currently we already have public growing areas. |
| 23:02 | hendrik | and you can buy seeds. |
| 23:02 | omero | hendrik, for tomatoes? you would need to setup armed garrison :) |
| 23:03 | hendrik | i am not sure which type of plans can be grown. |
| 23:03 | omero | beware! armed response. no trespassing |
| 23:04 | Bluelads4 | there are two flower-types which you can plant in the north of semos |
| 23:04 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/actions/admin/StoreMessageOnBehalfOfPlayerAction.java: Stores a message on behalf (for postman to deliver) for admins >= level 2000 (e.g. postman) |
| 23:04 | omero | mmm... think of it. one rents an house.. he could then buy the pots where the tomato are growing from the pottery |
| 23:04 | kymara | atthe moment seeds can only make a FlowerGrower |
| 23:05 | kymara | not the other types of grower. |
| 23:05 | kymara | I dont' knwo how much work it would be to extend it |
| 23:05 | omero | growers could be items, right? |
| 23:05 | kymara | inside peoples houses are already fertile grounds, by the way |
| 23:06 | kymara | omero: I don't know of any portable growers. |
| 23:06 | kymara | they are entities on the ground like a well, portal, chest |
| 23:06 | omero | so they would need to be coded at a fixed location |
| 23:06 | kymara | i think that there are requests about buying seeds to plant items. |
| 23:07 | omero | is that what you saying? |
| 23:07 | kymara | omero: have you tried seeds? |
| 23:07 | kymara | seeds are portable, you can try sowing them anywhere, they only flourish on what we call ''fertile ground'' |
| 23:07 | omero | nope, kymara ... I just checked the possibility to buy them at jenny |
| 23:07 | kymara | and once you have sown the plant, then no, it's not portable :D |
| 23:08 | kymara | you don't pick up a plant when you have planted the seed and it's still a seedling unless you are a really ppor gardener. |
| 23:08 | kymara | you wait till it's mature then pick it. |
| 23:08 | omero | mmm |
| 23:09 | omero | that would work with tomatos too... if there were seeds available, wouldn't it? |
| 23:09 | kymara | yes, if the seeds were told to make a vegetable grower to type tomato |
| 23:09 | omero | so... |
| 23:09 | kymara | as i said atm they make flower growers of type lilia or daisies |
| 23:09 | kymara | feel free to take a look at it. |
| 23:09 | omero | I'll certainly will |
| 23:10 | omero | I was asking to check if it's a viable idea... |
| 23:10 | kymara | if you want something aroudn rented areas, i think that is what we had in mind when we started wotk on Gates |
| 23:10 | kymara | yes, it's what seeds were developed for |
| 23:10 | kymara | flowers were just the first use |
| 23:10 | kymara | and we haven't gone beyond that. |
| 23:11 | kymara | other things to do too :) |
| 23:11 | omero | sure |
| 23:11 | omero | btw |
| 23:11 | omero | did you have a chance to take a look at the man with the hoe? |
| 23:12 | omero | I want to bring that to a usable state quickly |
| 23:12 | omero | and also work on a 'fruit pie' maker (apples and cherries) |
| 23:12 | kymara | I looked at the picture and I thought it was fine. |
| 23:12 | kymara | Was there something else to look at? Was it important I saw an animated version? |
| 23:13 | omero | yes... I'd like some feedback on the animation look |
| 23:13 | kymara | kiheru is the artistic one |
| 23:13 | omero | before I'm going further :) |
| 23:13 | -!- | Bluelads4 [~Bluelads4<(a)>ip-95-222-160-130.unitymediagroup.de] has quit [] |
| 23:14 | hendrik | omero, i think kiheru is away, he has been quiet over the weekend. |
| 23:15 | omero | hehe |
| 23:15 | omero | I've been sort of background all the weekend too :) |
| 23:22 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/actions/admin/StoreMessageOnBehalfOfPlayerAction.java: don't need the chatbucket for postman, and use better naming for the source player. make it look like the message if the target didn't exist, came from postman |
| 23:41 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/actions/admin/StoreMessageOnBehalfOfPlayerAction.java: add confirmation message if the character did exist |
| 23:50 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/ (2 files in 2 dirs): use new server side storage |
| 23:51 | kymara | ok, so now i really do have to do that dumping of the old file so it can be loaded to sql |
| 23:52 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/bot/postman/Postman.java: removed never used code for shouting and doing where queries |
| 23:54 | hendrik | we cannot update postman from head anymore until the server is updated to 0.86 and the .xml file is imported to the database. |
| 23:54 | hendrik | but the current version will continue to work. |
| 23:56 | kymara | once we do update, i'd think we don't have to take him offline to delete the masses of harold spam if it occurs again, right? |
| 23:56 | hendrik | yes |
| 23:56 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/bot/postman/ (Postman.java PostmanMain.java): we don't need the background thead anymore that executed /who every minute. |
| 23:56 | kymara | ok, we should definitely try do this for 0.86 then i think |
| 23:57 | hendrik | I am not sure if the Harold is still an issue. |
| 23:57 | hendrik | all people with Harold spam have not logged in since may. |
| 23:57 | hendrik | i don't know if harold is still spamming them. |
| 23:58 | kymara | maybe they haven't logged in since then because of the spam though :/ |
| 23:59 | hendrik | But they should have asked about the issue, or contact support. |
These logs of #arianne were automatically created on irc.freenode.net