BYOND Fairy Tail

For the BYOND(Build Your Own Net Dream) game Fairy Tail by Ryan Hemsley
 
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Make Sure to Check Staff Things for New updates pertaining information on being a member of the FT team~Mech

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 Update Log

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PostSubject: Update Log   Mon Oct 26, 2015 9:15 pm

So, I decided, rather then be a jerk and only post hen i remember/when its relative, to give a FULL list of when i re-readd things onto the game, I will Keep the main log for the game content here, and you may discuss, ask about, or request things in the 'Update Log Discussion' Topic that will also be on here.

Any other update threads will be about events most likely, unless i get bored.

So, Lets move on with it.

SUPER UPDATE LOG

10/26/2015 5:08 PM EDT- Started project(little late due to ps4 issues....)
10/27/2015 5:16 PM EDT- Iron Sword, Spear, Staff, Scythe, (New icon)Dagger, One-Hand Hammer, One-Hand Axe, Several Ores(Iron, Platinum, Bronze, Adamantine, Gold, Silver, Lacrima Crystal), Several Gems(Ruby, Emerald, Diamond, Sapphire, Amethyst), and some Skill Items(Farming Scythe, Wood Cutting Axe, Fishing Pole) re-iconned and somewhat coded. Mostly just recovering resources to improve speed of building.
10/27/2015 9:27 PM EDT- Tomato, Potato, Corn, Vegetable Plant, Mountain Herb, Goldenweed, Doom Bloom, Bluebell, Sunny Flower, Clover, Ginger Bush, Mining Pick(New Icon) all iconned up and laidout for the coding to come. I also coded in most of the stats, including: HP, MP, Stamina, XP, Str, Agi, Vit, End, Wil, Int, Luc, Hunger, CP, magic type/curse type, magic generations, skill levels, extra lists, and some other stuff for the laying out for the coding thats to come.
10/28/2015 10:35 AM EDT- Statpanels completed and a couple variables i forgot were put back in. Hopefully Ill be working on the combat/character generation by weeks end.
10/29/2015 10:10 AM EDT- Got started on Combat, added a couple variables i forgot involving that, including a new way to handle Cooldowns, I got Projectile Spell coded in, so it just needs testing...Hopefully the new system to handle defining the spell will work so i can move on. going to code a Card spell in or something for testing purposes. Also re-added several Card/Arc of Time spells to the list of those iconned, i list those in a response below.
10/29/2015 7:53 PM EDT- Smooth Tile Movement by FIREking implemented, it is awesome, and the last version of movement that was in game. Also finished Projectile Code, besides spell range, its all put back together, ill figure out how to fix that.....some time, maybe...
10/30/2015 9:08 PM EDT- fixed Multi-tile projectiles, and scrapped some of the code for Mass projectiles, it no longer has its own special code, it goes off either the single projectile(for single tile barrages) or the multi(for 3 tile barrages.) its kind of cool. Spent all day trying to think on that crap, so not much else got done. next up is the target and self spells while im working on coding Card Magic(which i guess will be the first one in...) currently have 6 spells fully coded, with more to come. I may or may not get distracted by my ps4 in the weeks to come by the release of fallout 4 (ok, yeah, ill probably get distracted, not the point)
11/1/2015 1:15 PM EST- Hope you set your clocks back, i sure did. I also didnt do anything yesterday, but don't worry, I coded in Target and Self Spell types, this includes also the 'bind' effect, and buff effect. just going to not some stuff about it so et can stfu
11/3/2015 9:56 AM EST- Melee(Punch, Kick, Whirlwind Kick), Damage, Death, and Projectile Bump Procs coded. Working on Gains and beginnings of new crafting Interface, as well as some other stuff I almost forgot.
11/4/2015 3:21 PM EST- Level Gain, Stat Gains(btw, for those interested, the stats spell 'SAVEWIL' if you line up the first letters), and Starting Passive Gains all coded, along with base stats(although temporary until i code in npc mobs).
11/6/2015 6:51 PM EST- Didnt work on FT yesterday, so I tried to make up for it by working on spell types, got Beam and Multi-Beam Coded after breaking their movement, twice...more below.
11/7/2015 6:48 PM EST- HUD work today. Didnt get it all worked out, but i got the bars iconned, added a new area that allows for buffs/debuffs/status effects. also got all the guild marks iconned in, including 2 that Im adding for shits and giggles, Orochi's Fin and Blue Skull.
11/12/2015 7:52 PM EST- Coded The HP, MP, Stamina, and XP bars(although XP only has like four states atm, im working on it...) Im going to finish the update proc for guild marks/color and their possible locations(although working on that much later). EDIT: Coded in Guild Mark & color round 8:00
11/13/2015 around 2:00 PM EST- Airspace is now in, containing currently 5 of its spells: Obu(Projectile), Zero(Multi-Projectile), Terepooto(Self Invisibility), Hoippu(Beam), and Metsu(Target Damage). Zetsu is part way coded in, but needs Proj AoE to continue
11/18/2015 9:08 PM EST- Great Tree Arc semi-in with: Folium Sica(3 Tile Mass Projectile), Ramus Sica(Projectile), Tree Fist(Beam) *found some more icons from random people*
11/19/2015 3:24 PM EST- Coded Projectile Area-of-Effects, added Airspace spell Zetsu, and Card spell Prayers Fountain, so far works, but calls a stack somewhere in the HUD Update where it might divide by zero, Ill have to double check this.
11/21/2015 3:42 PM EST- Added some new spells, that I completely didnt steal icons for from anywhere....These spells include: Fire: Fireball, Fire Dragon Blast. Water: Water Lock. Lightning: Lightning Shock, Lightning Spear, work continues.
11/21/2015 8:33 PM EST- More Spells, including: Wind: Twister, Lightning: Lightning Beam, Thunder Bullets. Iconned a couple more possibilities, and working on preparing for next two days off.
11/24/2015 5:21 PM EST- Added Shield Spell Type, and added two more spells. Card: Towers Staff(AoE Melee), Hanged Mans Pentacle(Shield)
11/28/2015 4:08 PM EST- Holidays blew by, and I added a somewhat broken MobSummon Spelltype to the game, and a new spell: Airspace: Sutookaa
11/30/2015 7:34 PM EST- Fixed Mob Summon spells potentially
12/1/2015 7:50 PM EST- Iconned Many some more spells, coding follows up pretty quickly, since they are mostly just variations of another spell. Conjuring ideas for airspace and other spells.
12/2/2015 3:26 PM EST- Coded in AoE Spell Types with help from AoE Skill Demo by Spunky_Girl, Coded in Spells for Airspace including: Ransu(Mass 3-tile Projectile), Osoi(Target Slow), Baria(Shield), and Atsuryoku(AoE)
12/13/2015 11:55 AM EST-Forgot to update the last couple times, sorry. Airspace: Veovu(Multi-Beam), Parusu(AoE Melee). Wind: Storm Shred(Mass Proj). Been forgetting to work on anything productive lately.
12/13/2015 1:10 PM EST- Woo, more spells shooting out already. Fire: Red Skull(Projectile), Red Shower(1 tile Mass Projectile), Rain of Fire(AoE), and Burning Ash Accumilation(AoE). more as i possibly go insane.
12/13/2015 3:40 PM EST- Got bored, set some more fires, specifically Fire: Fire Armor(Self Fire Resist buff), Wall of Flames(Shield), and Fire Golem(Mob Summon). May rename Golem to Spirit, not sure yet, kind of uncertain how i want to catagorize these random summons im making.
12/14/2015 10:18 PM EST- IMPORTANT UPDATENESS READ POST.
12/15/2015 9:07 PM EST- Following spells coded in: Fire Beam, Fire Barrage, Hell Prominence, Prominence Whip, Fire Slash. Dark Ecriture: Pain(Slash, Target, Beam), Destruction(Slash, Projectile), Fear, Venom, Reflect, Suffering
12/17/2015 2:02 PM EST- More Spells Coded in: Fairy: Orb, Ray, Bomb Gremlin, Machine Gun Leprechaun. Earth: Rock Avalanche, Dwelling Rock Rotation, Iron Rock Fist, Iron Rock Wall, Iron Rock Spikes, King Supreme Rock Bind, King Supreme Rock Crush, Liquid Ground, Liquid Ground Explosion. Solid Script: Fire, Storm, Iron, Stone, Iron. Light: Light Beam, Light Shield, Rain of Light, Blinding Light. So Many Spells @.@ working on new Fishing System that may involve multiple Rods.
12/20/2015 1:13 PM EST- Coded in many returning/new items, including: Fish(Trout, Salmon, Pike, Cod, Perch, Big Mouth Bass, Shad, Mosquitofish, Bluegill, Blue Catfish, Great White Shark, Squid, Lobster, Carp, Electric Ray, Stingray, & Flying Fish), Various other Food Items(Carrot, Turnip, Radish, Leek, Grapes, Pumpkin, Mushroom, & Yam), Various Ingots(Copper, Iron, Steel, Gold, and Silver), Some Scenery Objects(although no use yet:Anvil, Furnace, Ore Vein, Lacrima Table, and Fire)along with the Wood Logs(Ash, Oak, Maple, and Cherry).
12/21/2015 5:04 PM EST- Realized i coded the ingots/rings as copper instead of Bronze, whoopsie. Halfway through Coding Fishing Mechanics.
12/21/2015 6:58 PM EST- Fishing Mechanics done besides the Master Rod.(12/22/2015 12:59 PM EST- I did a test, i realized it wasnt working, so i fixed it, Fishing IS working now.)
12/22/2015 6:47 PM EST- New Scenery Objects coded in, including: Ash Tree, Oak Tree, Small Pine Tree, Pine Tree, Palm Tree, Ice Spike, and Boulder. They are mostly just coded in as scenery and have no use yet, but coding for Mining and Wood Cutting is going to be over the next 1-2 days. Possibly Farming as well.
12/23/2015 5:10 PM EST- New stuff coded/iconned: Maple Tree, Cherry Tree, Sticks of every Tree Type, Coconut, Banana, Pinecone, Acorn, and Cherries. Also Coded in Wood Cutting. Taking a break and then maybe starting on Mining.
12/26/2015 3:11 PM EST- Mining Mechanics Coded in. Also changed it the 'Steel Ore' to 'High Carbon Iron Ore', and added Coal, and Flint(dont know any potential use).
12/31/2015 1:02 PM EST- Farming Skill Coded, and fixed up right before New Years! Will be Working on Swimming, Fire Making and Hunting tonight/tomorrow. Had to add new icons to the Flower Items, may code/icon pore things for that as i code Alchemy
1/8/2016 6:00 PM EST-Swimming finished, with some minor changes that will probably be temporary.
1/16/2016 4:32 PM EST-Fire Making Fully Tested and Operational, Exceed coded in(don't remember If I mentioned it)
1/21/2016 7:10 PM EST-Taming Animals coded and tested. Exceeds are Tamable via Fish. Added Sheep, they're tamable with Veggies. working on NPC Commands for 'team members' tomorrow.
1/22/2016 5:37 PM EST-Added verbs to Summon and Recall Npcs in your Team. Also iconned slash and dead states for the base, only need to do kicks and I can work on humanoid npcs. Also Coded in some new spells and some minor code for an idea I had so you all can see for yourselves how ive progressed on the game.
1/23/2016 1:33 PM EST-Added Item Stacking(by Evi of au), and worked in my Shopping System(TailszPowered Engines/Myself).
1/24/2016 3:02 PM EST-Added Mutton Chop, Wool, Sheep Skin, Cloth, and Exceed Fur into the items, also coded the items for the implementation of mob Drops later.
1/25/2016 12:34 PM EST-Iconned/Coded the following spells: Fire Dragon Slayer: Roar, Rain of Fire, Spitfire. Flame Devil Slayer: Rage, First Dagger Barrage, First Dagger Rain. Also Iconned Kick and Rotation Kick States. taking break
1/25/2016 3:07 PM EST-More Stuff, including: Bronze, Steel, and Gold Weapons, Flame God spells: Bellow, Fire Rain, and Billowing Flames. Throw and Flight states added to the male base
1/25/2016 8:39 PM EST-more spells. Airspace: Paamu, Furaito. Darkness: Demon Blast, Darkness Flare Bomb, Evil Explosion. too tired to work more today
1/26/2016 10:39 AM EST-added Platinum and Adamantine Weapons as ell as the Kunai and Shuriken. added Admin Commands: Teleport, Summon, Boot, Ban, Unban, Go to Staff room, Mute, UnMute, Kill, Jail, UnJail, Promote Guild Master.
1/26/2016 12:08 PM EST-Guild stuff including Laws are coded in.
1/27/2016 2:32 PM EST- Charge Spell Types coded and fixed now. Also Coded WalkerPlus, my new 'current' npc movement proc. Also coded in Eat verb and Double clicking people as targets.
1/27/2016 3:28 PM EST-Added New verbs for Team NPCs, including: Attack Target, Follow Me, Follow Target, Guard Target, and Protect Me. Currently only Follow Me and Follow Target currently work.
1/28/2016 4:18 PM EST-added eyes overlay and proc. also iconned for the 4 eye passives. working on some of the code.
1/31/2016 4:50 PM EST-NPCs now have the ability to Attack, this will be classified as a Scratch from the Exceeds, and a Slam by the Sheep. Added Bone, Fish Bones, Animal Skull, Bone Plate, Mysterious Package, Old Sword, and Jewell Piles to Item List. Coded in Mob Drops.
1/31/2016 5:22 PM EST-Added Quest Board. Gather and Kill Quests are currently in. These are randomized and increase in amount with number of completions. You can also abandon your quest here. Can now complete quests here as well
2/1/2016 1:26 PM EST-Iconned Mark for Figure Eyes. Iconned and Coded Spells: Fire: Flame Punch. Rainbow Fire: (all colors) Beam, Barrage, Punch. Fire Dragon Slayer: Iron Fist. Flame God Slayer: Punch. Flame Devil Slayer: First Claw.
2/2/2016 12:03 PM EST-Iconned and Coded Potions: Health, Stamina, Magicka, Luck, XP, Hunger, Speed. Also dropped Water Bottle and Empty Bottle for good measure. also coded Drink verb for Health, Magicka, Stamina, and Experience Potions.
2/9/2016 9:50 AM EST- More spells. Airspace: Ookina Oobu, Jirai. Card: Toxin Card, Stars Chariot, Suns Strength. Darkness: Dark Barrier, Dark Gravity, Dark Mass, Dark Pulse, Dark Vanish, Darkness Cage, Darkness Spread. also coded in Big Projectile and Landmine spell types.
2/16/2016 9:01 AM EST- Procrastination levels peaking. Added more Spells. Darkness: Shade, Dark Palm
2/16/2016 11:02 AM EST- More Spells. Card: Magicians Blade, Hermits Justice, & Trap Card.
2/16/2016 4:32 PM EST- More Spells. Great Tree Arc: Bleve(Melee),Fruit Mine(Landmine), Mini Explosions(Proj AoE), Storm of Leaves(AoE), Terra Clamare(Big Projectile), Tree Shield(Shield).
2/17/2016 2:33 PM EST- More Spells. Hair: Hair Whip(Beam), Crimson Hair(Multi-Beam), Hair Shield(Shield), Hair Shower Firefly Flame(Proj AoE), Hair Shower Thousand Birds(Mass Proj), Hair Shower Wolf Fang(Projectile)
2/17/2016 8:09 PM EST- More Spells(gah, so many icons @.@) Hair: Hair Whip Slash(Melee), Hair Whip Whirlwind(AoE Melee), Hair Shower Rain of Ages(AoE)
2/18/2016 2:34 PM EST- More Spells(and more to come) Human Possession: Line Formation(Projectile), Three Line Formation(Multi-proj), Barrage Formation(Mass proj), Point Blank Baryon Formation(Target)
2/19/2016 2:33 PM EST- More Spells(keep rolling :O) Human Possession: X Formation(Shield), Victory Formation(Projectile), Ray Formation(Beam)
2/22/2016 4:30 PM EST- More Spells(Tired of me saying this yet?) Ice-Make: Lance(Proj), Hammer(Proj), Arrow(Proj), Battle Axe(Melee), Frozen Forest(AoE). Fire: Secret of Flames(Target Burn), Fire Mine(Landmine), Fire Wave(Proj AoE). Great Tree Arc: Dryad(MobSummon). gah, gotta remember to code some of these spells into magic/spell gains for the demo crap when im done ,_,
2/24/2016 3:35 PM EST- MORE SPELLS(Capitals could mean its a big update, but its not) Hair: Hair Tangle(Target Bind), Tangle Bomb(Landmine). Darkness: Darkness Bomb Trap(Landmine). Great Tree Arc: Tower Burst(AoE Melee), Giant Burst(MultiBeam)
2/24/2016 4:07 PM EST- Couple more spells. Great Tree Arc: Leaf Dash(Charge), Lotus Sica(Multi-Proj).
2/25/2016 9:30 PM EST- More Spells. Human Possession: Flight Formation(Self Buff), Wave Formation(AoE Proj), Rain Formation(AoE), Slow Formation(Target Debuff), Trap Formation(Landmine)
2/28/2016 5:24 PM EST- Some More Spells(Here he goes again). Fire: Great Fireball(Big Projectile), Fire Blade(Multi-Projectile). Card: Sexy Lady Card(Mob Summon).
3/6/2016 2:43 PM EST- Couple More spells to report upon. Human Possession: Bash Formation(Melee), Embodied Soul(Mob Summon). Hair: Hair Whip Blade(Multi-Proj). Airspace: Seishin Foomu(although not finished being iconned). Trans Spells being worked on.
3/9/2016 6:18 PM EST- More Spells(Hey look I haven't died from an aneurism yet!). Fire: Flame Dash(Charge), Flame Roundhouse(AoE Melee). Darkness: Dark Dash(Charge). Human Possession: Baryon Formation(Multi-Beam), Rush Formation(Charge). Hair: Hair Shower Dashing Sands(Charge).
3/9/2016 8:45 PM EST- Its not much worth Mentioning, since it was only one spell. However, it will help in some coding for 'stacking' later. Spell added. Great Tree Arc: Tree Form(Trans)
3/10/2016 1:35 PM EST- Some More of those spells are done. Great Tree Arc: Tree Bind(Target Debuff), Treeskin(Self Buff). Hair: Living Tangle(Mob Summon). I also recoded so if you have a hair color, it will appropriately change the color of your hair magic spells(hopefully including the New mob summon). have to add hair stuff to test it tho.
3/11/2016 4:17 PM EST- Some More Spells done. Human Possession: Blast Formation(Big Projectile). Card: Thunderbolts Fate(Big Projectile). That means were down to 9.
3/11/2016 4:40 PM EST- *The Final Countdown starts playing in the background* more Spells. Darkness: Dark Typhoon(Big Projectile). Fire: Prominence Typhoon(Multi-Beam). Hair: Hair Armor(Self Buff), Hair Shower Wild Winds(Big Projectile). down to 5.
3/17/2016 4:21 PM EDT- Spells done:: Human Possession: Armor Formation. Darkness: Dark Body. Fire: Flame Body. Card: Devils Moon. Hair: Explosive Hair Growth. Demo Version 1.0 released.
---Demo v1---
3/18/2016 7:14 PM EDT- Fix with Melee Spells. Working on WalkerPlus for the NPCs. Added 3-slot Saving/Loading from Jose SN
3/19/2016 4:17 PM EDT- WalkerPlus now working for mobs...mostly, Saving/Loading being worked on to fully operate.
3/19/2016 8:00 PM EDT- 'SpellRetention' added, doing some tests against saving, then im going to add some hairstyles in before I update the files
---Demo v2---
3/26/2016 4:54 PM EDT- Added Dark Ecriture Magic. Spells Added: Pain Beam(Beam), Pain Slash(Melee), Destruction(Projectile), Destruction Slash(Melee AoE), Trap(Landmine), Reflect(Shield), Fear(Target Bind), and Circle Destruction(AoE Projectile).
3/28/2016 12:21 PM EDT- Cooking fully integrated into game. There may be a bug when you don't light a fire, but ill look into it. Fixed a Big Bug in The loading of characters that no one told me about. Spells Added. Dark Ecriture: Arena(AoE), Wide Destruction(Multi-Projectile)
4/2/2016 6:22 PM EDT-Fixed icon overlays for big projectiles, fixed melee spell icons staying, re-rehauled swimming(verb use, ugh), fix with taming and the item stacking, and fixes gam-wide on some color generation.
4/5/2016 6:41 PM EDT-More spells. Dark Ecriture: Annihilate(Multi-Beam), Disarray(Mass Projectile). Anvil, Furnace, and Lacrima Table now all part of the new 'Workshop', more details about that later...
4/6/2016 10:10 AM EDT-More stuff added in. Dark Ecriture: Boost(Self Buff), Dark Rule(Mob Summon), Slaughter(Big Projectile). Added Short Hair to the game, its a Male Hairstyle, and you can change the color, and it does change the color of hair magic spells, I didn't get to checking them all, but it looks good.
---Demo v3---
4/13/2016 11:34 AM EDT- good amount of stuff added in fixed up(for instance, forgot to add Dark Ecriture to spell restore), also coded Fire Dragon Slayer into magic gain. Spells Added. Fire Dragon Slayer: Brilliant Flame(Big Projectile), Claw(AoE Melee), Wing Attack(Charge). Lightning Dragon Slayer: Raging Bolt(Projectile), Strike(Target Paralyze), Roar(Beam). Iron Dragon Slayer: Kunai(Projectile)
4/13/2016 3:58 PM EDT- Welcome Cheaty the Debugger Chest to the map, he provides some neat debugging options, incase you lazy, also started on Crafting System, so far can basically make some One Handed Swords, noting in another post.
4/20/2016 4:19 PM EDT-Some more spells dropped in. Iron Dragon Slayer: Roar(beam), Lance Demon Logs(Mass Proj). Sky Dragon Slayer: Roar(Beam)
4/21/2016 4:12 PM EDT-Handful of Spells. Fire Dragon Slayer: Scales(Proj AoE), Fiery Bomb(Landmine). Sky Dragon Slayer: Heal(Target Buff)
4/22/2016 4:25 PM EDT-DRAGONS! Spells Added. Fire Dragon Slayer: Spirit(Mob Summon). Iron Dragon Slayer: Spirit(Mob Summon). Sky Dragon Slayer(Mob Summon). Lightning Dragon Slayer: Spirit(Mob Summon). White Dragon Slayer: Roar(Beam), Spirit(Mob Summon). Shadow Dragon Slayer: Roar(Beam), Spirit(Mob Summon). Poison Dragon Slayer: Roar(Beam), Spirit(Mob Summon). Wood Dragon Slayer: Roar(Beam), Spirit(Mob Summon). Ice Dragon Slayer: Roar(Beam), Frozen Forest(AoE), Spirit(Mob Summon).
4/25/2016 5:16 PM EDT-More Spells. Fire Dragon Slayer: Flame Wave(Multi Projectile). Crimson Lotus Exploding Flame Blade(Multi Beam). Sky Dragon Slayer: Shattering Light Sky Drill(Target), Shattering Light Air Needles(Mass Projectile)
4/25/2016 7:46 PM EDT- More Spells(wooo). Sky Dragon Slayer: Claw(AoE Melee). Poison Dragon Slayer: Fang Thrust(Projectile), Toxic Typhoon(Target). White Dragon Slayer: Holy Ray(Mass Projectile)
4/26/2016 5:19 PM EDT- More Spells(testing my metal). Iron Dragon Slayer: Bullet Rain(AoE), Hard Fist(Melee), Sickles(AoE Projectile), Spike Trap(Landmine), Spikes(Target)
4/26/2016 6:50 PM EDT- More Dragon Slayer Spells(Punch to the face). Sky Dragon Slayer: Crushing Fang(Melee). Poison Dragon Slayer: Crushing Fang(Melee). Lightning Dragon Slayer: Iron Fist(Melee). Shadow Dragon Slayer: Slash(Melee). White Dragon Slayer: Claw(Melee)
4/28/2016 6:15 PM EDT- Minor Update of Spells. Sky Dragon Slayer: Wing Attack(Charge). Shadow Dragon Slayer: Waxwing Flash(Charge). Lightning Dragon Slayer: Roaring Thunder(Charge).
5/3/2016 5:11 PM EDT- More Spells(Scaly). Iron Dragon Slayer: Scales(Self Buff), Shield(Shield), Karma Demon Iron God Sword(Multi Beam), Battle Axe(Multi Projectile). White Dragon Slayer: Scales(Projectile AoE). Shadow Dragon Slayer: Scales(Projectile AoE). Poison Dragon Slayer: Scales(Projectile AoE).

See you on the server : O


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PostSubject: Re: Update Log   Wed Oct 28, 2015 2:03 am

two 'days' of work and its all laying crap out for massive coding later .-.ohwell, i have the next to days off, so *puts on code hat* i guess Illjust have to code in a buttload of stuff then!
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PostSubject: Re: Update Log   Thu Oct 29, 2015 2:25 pm

So, remember how Sidhe had sent me Card & Arc of Time Spells? Well those help enormously before i get full throttle into icon-hell with all the spells i DONT have.

In the niceness includes the following spells
Card: Card Dimension(Target), Explosion Card(Projectile w/ Explosive), Jolt of Fate(Lightning Projectile w/ Paralyze), Projectile Card(Projectile), Sleep Card(Mob AoE w/ Sleep), Prayers Fountain(Water Beam AoE), Wind Edge(Wind Multi-Proj w/ Pushback), Deaths Lover(Projectile w/ Slow), 'Personal Dimension'*note*(Self Buff), Fools Wheel(Mass Projectile barrage 3-tile)
Arc of Time: Flash Forward, Infinite Orbs, Last Ages, Parallel Worlds, Luminous Minutes, Restore, Second Origin Release

*note* - Personal Dimension is the name Sidhe gave it, I plan on renaming it to something like Magicians World, or something, Im not sure as of yet.

there are also several Card spells not iconned, including Summoned Lightning, Fools Temperance, Thunderbolts Fate, Sexy Lady Card, Suns Strength, Icicle, and Emperors Chariot
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PostSubject: Re: Update Log   Thu Oct 29, 2015 11:26 pm

is it sad that i have to look on some of my older code files to find why my brain is being dumb about projectiles? oh well, I was meaning to give HM a good bitchslapping.

oh, and i went through most of the suggestions and stuff that were on this forum, as a 'recalling'

realized the following:
I mentioned I may be adding 'Full Magic Release' in game
I mentioned my single stat-dependant stat leveling system(which i already knew i did)
I mentioned my suggestion for the weapon rankings, and some other stuff about equipment.
I mentioned many passive upgrades to Beast Take Over Magic.
some other stuff im sure.

EDIT: oh god, im a dumbass, i forgot to call the proc xD
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PostSubject: Re: Update Log   Sat Oct 31, 2015 1:25 am

woot, multiple and mass barrage of projectiles finished.

i also have the code set up so i can make single tile masses and 3 tile masses, should be lots of fun when i get into more of the code.

the only things left i can code for card include Personal Dimension, Card Dimension, Sleep Card, and Prayers Fountain.

That basically leaves me with Target spell(bind specifically), Self Buff Spell, All Mob AoE spell, and a Projectile AoE, with conversions for a Beam spell.

since i dont want to code another aoe, im going to work on self spells, which will work fairly fast, and Target spells, which are going to have some rule changes to them.

First off, I dont want to hear any griping about target binds, they are there for a reason. However, they are getting nerfed. Now of course if the person who is a bindwhore no-lifes for hours and gets an insane amount of stats, hell probably not care that you think you can outrun his op binds.

exactly how im nerfing the thing is between me and my code block, but you can rest assured knowing they should be dodgeable.

However, all positive target spells will not, this will only effect spells that bind, damage or cause ill effect. wouldnt want you to miss your ally healing you.
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PostSubject: Re: Update Log   Sun Nov 01, 2015 6:34 pm

so, I want to talk a second about the two spell types I just coded in, and some other things I'd like to mention.

So, first off, everyone who hates target binds shut up, right now. I dont want to hear how they should be removed/nerfed or anything else, there are, in the anime and manga, specifically described spells that are supposed to basically directly effect only an intended target, many of these either resrict movement, or cause damage in some way.

Now, I know people use these things to their united advantage to basically bind-whore out people, but there is a catch to these new Target spells

ANY, and yes I do mean ANY Spells that are Targeted that either:
A. Damage the Target directly
B. Bind the Target
C. Cause an Ill effect on the Target(Poison, Slow, Burn, Paralyze, Freeze, Sleep, Charm, or Debuffed)
Then they will have to go through what I like to call the 'speed filter'. This is basically the following equation(in Example, the Targeted person is referred to as M and the user of the spell is referred to as usr): ((M.speed+M.int-src.int+src.speed)+1)*10
now, this means that you take your targets speed(movement speed, not agility, theres a note in that), and their intelligence together minus your own speed and intelligence together, plus 1(so it at least should always one second delay), then multiply all this by ten, and you can get an idea of how long the target has to move before the spell lands on them, now this will probably be only a couple seconds, but trust me, every second counts to someone fast.

this basically favors fast/smart characters.

However, since youll always have at least a second between when you cast this spell, and when it lands, they could still dodge it. this may get modified as i go.

*just modified the code so that, no matter what(like if for instance the code generates a number like -100 from calculations) that it will always be at least 1 second of delay. again, this may change, depending on my mood with how things end up working later.*

anyway, so yeah, I also coded in at least one type of Positive Buff, Ill code in more effects as I get to it, and probably will even code in a little thing for your hud, so you can see your status effects, so yeah, fun for all.

Mech out for the day though.
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PostSubject: Re: Update Log   Tue Nov 03, 2015 6:09 pm

whew, so my internet went down for a minute which is why the forum says it was updated later then when i say i 'posted' it, thats simply because of when i finished it.

Anyway, yeah, Melee should be all nice and coded together, and hopefully all the code works out, Im beginning to code in Gains(Level, stats, passives, skills, spells) and Drops, along with re-inserting the basics of an Item Stacking code brought to us by Evi of au. I also am working on some of the code to make the damagey numbers to appear above you(like how ryan had it...) using the code by Flick, although probably modified heavily so i can understand it. And if all goes well, Ill probably get back to the HUD in no time, along with some skin stuff.

Oh, and quick reminder, Im still running those polls, and haven't REALLY looked at the results yet, but Im routing for the branching system(even though its more coding for me)

Which brings me to why Im bringing it up:
for those who dont understand what I mean, or the differences between the two, allow me to explain.
The Manifesting System I talked about would basically be a way to screw you on your first spell, allow less coding & iconning of new spells, and stil;l allow for quite a bit of flexibility in spell gains.

The Other System, The Branching System, is something Ive brought up now twice, it was the idea I was having before, about gaining spells based on how you use them, this would mean more coding, and more iconning, but would vastly increase the amount of potential spells learned, and focus more on how you want to use the spells.
--------------------------------------------

Now, I dont have a problem doing either system, really I dont, and Im sure Ill have majority of the ideas figured out within a day or so.
But heres the thing.
The Option I choose will Decide the Fate of Fairy Tail itself.

yeah, woah.

Now, You remember that I mentioned a Mastery for spells right? Well, this was leaning towards the Manifesting area, and has no real place in the Branching system, due to the amount of crap that calls for.
And of course, many of the Names, macro usage, romaji text, & English Text will change with the branching system as well.
Not to mention the spell usage with Lacrimas.

------------------------------------------------------
Now, anyway, getting off that subject for a second. I'd actually like to talk about the Lacrimas and the Weapons. Last round, I spent a good while just trying to icon a bunch of overlays for the weapons in equipped state because of these. This is mostly because I'm dumb.

Now that its round 3, and I don't feel like making a bunch of those icons, many of them may not exactly exist like they did before. There will most likely still be lacrimas, and enchantments towards weapons and gear, but I think that these enchantments may not have as big of an effect on the LOOK of the gear(although Rings and Amulets will still bear this, as will the Inventory version of most items) but I simply cant be bothered creating a bunch of elemental overlays for everything.

That being said, I mentioned Changing the Smithing Skill, and if I didn't, well Now I am.
For a while, I've had my interests in Skyrim(and the other Elder Scrolls), Monster Hunter, Rune Factory/Harvest Moon, and other various games that allow for crafting of items. This is because many games have fairly different weapons, but roughly similar ideas about how to make them. This causes a bit of customization, but lacks in the fact that not everything is customizable. This is usually due to the lack of interest in this sort of thing.

Of course, this is me we are talking about here, and I like to have so many options that I wont live to all of them in assortment. *course now that i think about that, thats probably impossible as Im making these systems...*

anyway, and I did mention that I was working a new Crafting System that would allow for all sorts of goodies. The unfortunate thing is, no one else has come up with the exact system I plan to use, therefore, I have to make one, using a couple others as base idea.

Currently I'm using two general Ideas, Craft Pro by Red Hall Dev and On-Screen Inventory & Interface Commands by Kidpaddle45. of course, as I expand this idea to need more stuff, Ill probably find more code, and if i could locate something more like what i need, then ill probably use that.

This will, however, not be included in the first update back on server, as it would take too long, this will be something that Ill be working on bit by bit as I work on everything else. But, Dont worry, Im sure it will be great.
----------------------------------

anyway, Lastly I'd Like to talk for a second about the code I recently added.

Melee: This so far comes in two forms, first is the single target directly in front of you, and then second is the all-around melee. this allows me to code three-four main melee skills(which are already in), but also lays groundwork for ALL Melee Spells.
Damage: Since I added melee, i needed spells to do Damage, so I pulled up Damage together, its quite simply really, if the attack is not magical, you will only use your defense and defense buff, if its solely magic(like a projectile) then only your magic resistance and MR buff, if its a magical melee attack then it will use both. Any damage that is 0 or less will say that it dealt no damage. I will code in effects later
Death: quite simple really, if you can get damaged, gotta die. Ive already laid out the work for xp gains, drops, and respawning.
Bump: in order for projectiles to do damage, they gotta hit you, so i decided to call it through Bump. If the spell doesnt Shred, Multihit or Pierce, it will disintegrate after it Damages you.

*wipes brow* whew, ok, rant done, code done, jellybeans eaten, and meatballs calling me.
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PostSubject: Re: Update Log   Wed Nov 04, 2015 8:25 pm

Woooh! *swings sledgehammer around*

Im on semi-fire today.

Kicked out Level gains, stat level gains, and Starting Passive Gains including The Naturals/Experts, Sniper/Sniper Elite, The Eye Passives, and the Guardian Stars.

last thing on gains before i work on spells is skill gains, and i need some skill use for that to even be needed. Think that means a break for my brain today Surprised
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PostSubject: Re: Update Log   Sat Nov 07, 2015 12:18 am

so, yeah. Beams. wooh, two more down...5 or so more left to code.

So, originally, the procs called walk, much like ryan's version, this didnt work as well when i tried to re-add Beam Trails(tbh, i dont know i got that crap working in the first place...), so I tried to work around it, didnt work, ended up slicing the 'smooth tile movement' stuff off of all 'moveable atoms'(which includes objects that move) to just mobs(which doesnt include objects), then I added Move in to try the trails and range stuff again, didnt work, broke. Then I grabbed code(that i modified) from an Old Project of mine(Halo, if your Wondering), this spun it into an infinite loop(Bad Mech Idea), so I removed walk, and forgot then that Move() wasnt being called by shit, so i turned Move() into a new proc(WAKA WAKA WAKA) and put that in place of where the walk proc originally was. Works.
I still have to mod the range for spells so their a tad bit less 'far' but it was for mostly demo purposes.
It also means I can code in Sniper/Sniper Elites effects now Very Happy(remember this will only effect single projectiles, this will not effect the Multi Projectiles, Mass Projectiles, or Projectile AoE, only the Single Tile Projectile, and the Large Multi-tiled Projectiles(including the single 3x1 projectiles, not the 3 1x1 multiple projectiles)
--------------------------------

Anyway, other then that, I didnt get much work done, pretty much consumed 6 hours of my time trying to fix Beams...

Tomorrow I may re-add the HUD if I don't end up coding Projectile AoEs or Debuff Spell Types(although Debuff is pretty easy...)

Im also thinking for Demo purposes(until i decide on a spell gain system) all magics should have at least one spell of each type.

This Includes: Melee(Punch+rotatekick if possible), Projectile, Beam, Multi-tiled Beam, Multi-tiled Projectile, Mass Projectile(Although debatable, single and multi-tiled would be good), Target, Projectile Area-of-Effect, Area-of Effect(Screen/All Mob, not much difference really), Shield, Charge, Big Projectile, Self, Buff, and Debuff(although Im sure theres a couple Self Buff and Target Debuffs easily codeable, its the principle to include this thought.)

Currently Card has the following coded in: Multi Tiled Beam, Multi Tiled Projectile, Projectile, Target(Effect), Self(Buff), Mass Projectile(3 Tile)
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PostSubject: Re: Update Log   Fri Nov 13, 2015 1:05 am

Ok, most of the HUD is working now, I say most.

I'm slowly walking into the section where i have to code/icon more spells and magics.

Should be fun...not Mad
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PostSubject: Re: Update Log   Sun Nov 15, 2015 5:37 pm

ok, so as noted above i added Airspace in, although only Five Spells.

Although, Technichally Speaking, I have six in, One requires another amount of code to be busted out for Projectile AoEs.

Was thinking about making the spell 'Aisu' a Magic-Specific-Passive that could increase wind damage or something, dont know yet. Also have to code in the Invisibility into Buff Code, but other then that...

for those keeping track of my previous statement, wanting, for demo purposes, each magic to have one spell of each type, here is the list of the current magics coded in, and what i need to finish coding for them:

Card: Melee(Punch & rotatekick), Beam, Mass Projectile(Single Maybe), Projectile Area-of-Effect, Area-of Effect(Screen/All Mob), Shield, Charge, Big Projectile, Mob Summon, and Debuff
Airspace: Melee(Punch & rotatekick), Multi-tiled Beam, Mass Projectile(Single & Multi-Tiled), Projectile Area-of-Effect, Area-of Effect(Screen/All Mob, not much difference really), Shield, Charge, Big Projectile, Mob Summon, and Debuff

the spells i havent gotten in for Card & Airspace(of the ones i have left in my list) could give me the following:
Card: Mob Summon(Sexy Lady Card), Proj AoE(Although in the form of a beam, still counting Prayers Fountain), and maybe Big Projectile(Thunderbolts Fate)
Airspace: Melee(Punch: Paamu), Projectile AoE(Zetsu), and Mass Projectile(Multi-Tiled: Ransu)

lemme know in the discussion if you guys have any NORMAL (ET >.>) ideas for the spell types not so far codeable for these, or if you have any questions of what the spells should do, how each type works, or just have no idea the general basis of how the magics work.

---------------------------------------------
Anyway, off that, nothing was done yesterday, except some genuine aging(25th year of it exactly).

Im a little stuck on Fallout 4 today, but Ill probably work on....something if i get the chance, either the Projectile AoE or another Magic.
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PostSubject: Re: Update Log   Thu Nov 19, 2015 2:35 am

Ok, lets be honest with myself, the last four days I basically turned 25, played fallout 4, and decided i didnt want to work on FT, but while I was looking for something in my emails, I found the Fire Dragon Slayer spells someone sent me(only one of which i actually ended up using for anything...), and Great Tree Arc Spells(which i used...most of) So, I re-included Great Tree Arc, this so far only includes Folium Sica(Coded as a Multi-Tile Mass Projectile), Ramus Sica(Projectile), and Tree Fist(Beam, however description of it from wiki has this: They can also create multiple, smaller tree fists to pummel their target as well, this may have given me the idea for another spell i havent decided on.)

anyway, I didnt actually have a good icon for Tree Fist, So I made it again, using a sprite I gathered

While I was looking, Because the word Fist, Hand, or Punch had anything useful(thanks internet, thanks), My Search decided to lend me to where the fist was eventually going to 'lead' to anyway-ish, which was Luffy(One Piece), This Also gave me an interesting sight to ideas for Titan Magic(Including a 'Balloon' like defense, a 'Balloon Tornado' Defense/offense move, Barrage(Gatling), and some other ideas as well.

anyway, I suppose if i get around to it, that Projectile AoE will finally get coded for Zetsu and Prayers Fountain, I'll Probably also Code/Icon a 'Tree Fist Barrage/Pummel' which....I Might be a 3 Tile Beam or...Idk, maybe a single tile mass proj? something...

meanwhile, Ive been thinking on a 'Melee' for Card Magic(not joking), thinking of keeping with this 'Tarot' Theme i have been running with the names called 'Magicians Blade' or something similiar(It will basically be described as blasting energy from the cards in the users hand or, hell idk, im fucking insane.)

otherwise.........yeah, my insanity starts to spin more when you talk about spell types that might not make sense when you talk about a certain magic...
like melee and Gun/Staff/Card Magic
or Mob Summon and Airspace, Wind, pretty much every Slayer, and...pretty much every elemental magic, elementalless, utility, or any other magic that doesnt already have Mob Summons...

*brain explosions*
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PostSubject: Re: Update Log   Thu Nov 19, 2015 9:12 pm

random spells and spell-types being added today as i get bored. Also added Projectile AoE spell types for some of these

Spells include:

Airspace- Zetsu
Card- Prayers Fountain
Great Tree Arc- Tree Fist Barrage

Im going to start deciding on the 'break down' of the branching system, which seems to be clearly ahead in the polls(has 20 votes versus the Manifesting systems 10)

this will basically decide where the current idea of spells will go, what spells will be learnable, and what else all i have to code/icon.
so.....yeah, good luck with that for me.
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PostSubject: Re: Update Log   Sat Nov 21, 2015 8:53 pm

new spells, yay (now if only i didnt have to tear most of this crap down for a spell gain system .-. ohwell)

Fire: Fireball(Projectile), Fire Dragon Blast(Beam)
Water: Water Lock(Target, not AllMobAoE. Still Binds)
Lightning: Lightning Shock(1 Pulse Projectile AoE), Lightning Spear(Projectile)

probably going to rename shock, maybe into like just shockwave, or something? idk, brain is out for the moment.

Anyway, that starts me on 3 of the elemental magics that were in. I can pump out a few spells for Rainbow Fire while Im here(like...6? maybe 7 if i decide to code a Big Projectile).

anyway, I've been messing with Fallout 4's Weapon Mod System, and I love it, you know, as far as i can(Legendary Pipe Sniper Rifle, Tactical Automatic Assault Rifle, Ported High Capacity Automatic 10mm Pistol.....)and, well its getting me thinking about the weapon crafting that i want to include....

now, obviously, this doesnt change, but may actually give me some minor ideas for 'materials' and what-not add-ons.

----------------------------

anyway, off of that, back to totally not stealing sprites from naruto games and such >.> <.<
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PostSubject: Re: Update Log   Sun Nov 22, 2015 10:38 pm

working on coding up some new spells today, One for Lightning Dragon Slayer(Raging Bolt is getting put back there I guess...) and One for Ice Devil Slayer(A secret Art tech i think youll like Wink), I've got a couple spell icons I don't know what to do with yet, Including: A Large(1-tile) Boulder that seems to be a blaze, having the looks of a meteor, may be used for Heavenly Body: Sema Later. A Slightly Larger(1-tile) Boulder, may end up in Earth Magic after some recoloring. A Giant Spike of Ice.

If you have a suggestion as to what to do with these/what video game series i could pretend im not stealing from that is not Pokemon or Naruto put that in the log discussion please.
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PostSubject: Re: Update Log   Sat Nov 28, 2015 9:12 pm

didnt do anything the last couple days due to Thanksgiving and what-nots. However, I was thinking today on the coding for Mob Summon Spells. So, I Pumped something out for it. Its probably a bit Broken, and I'm not even sure it can be fixed(im toying around with it)

I also, Instead of adding Sexy Lady Card to the list of spells coded in(because i have no sexy bitches). I Made a new Spell for Airspace called Sutookaa(Stalker in Romaji. Sounds kind of badass).

anyway, more work ahead as i fix my brain.
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PostSubject: Re: Update Log   Wed Dec 02, 2015 1:13 am

Flaming Balls, Flaming Balls EVERYWHERE!

...

So, Yeah, Coded/'Iconned' buttload of spells including:

Rainbow Fire: Red, Blue, Yellow, Green, Orange, and Purple Fireball
Fire Dragon Slayer: Flame Bullet
Flame God Slayer: Flame Bullet
Flame Devil Slayer: Flame Bullet

I'm also working on...8 or so more spells for Airspace including the following concepts:
Parusu(Pulse, An AoE Melee attack)
Ransu(Lance, Multi-Tile Mass Projectile Barrage)
Paamu(Palm, A Single Target Melee Attack)
Veovu(Wave, A Multi-Tile Beam)
Baria(Barrier, A Shield)
Furaito(Flight, A Charging Spell)
Atsuryoku(Pressure, An AoE effect, possibly Debuff or just Damage)
Osoi(Slow, A Target Slowing Debuff)
--------------------------------------
and, obviously there are also a couple Card Spells still in work, including:
Toxin Card(Beam w/ Poison)
Thunderbolts Fate(Big Projectile, not sure how yet)
Magicians Blade(Single Melee)
Sexy Lady Card(Mob Summon)
Hermits Justice(AoE Debuff, not sure what yet)
Stars Chariot(Charge)
--------------------------

Im going to start most of my working on the elemental magics like:
Wood-Make, Fire, Wind, Lightning, Water, Earth, Ice-Make, Darkness, Light, Shadow, Sand, Rainbow Fire, All the Dragon, Devil, and God Slayers, and what-not.
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PostSubject: Re: Update Log   Sun Dec 13, 2015 5:03 pm

ugh, so Procrastination has my balls in a vice, sue me.

Ive also not been feeling very well lately.

Anyway, more windy spells got added, and im mapping out the basic techniques for each magic type, so i have an idea of what im adding.

Im going to be working more today/tomorrow probably, as ive forced myself from advancing in fallout 4 lately, and I basically have nothing else to do other then icon/code. Lets just hope i dont get horny.

also, if at all possible, if i get this next weekend off, Ill try to pound out a rough map, and start adding things, like buildings, towns, features, and.....features............and.....oh god so much work T.T
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PostSubject: Re: Update Log   Tue Dec 15, 2015 3:44 am

So, Every once in a blue moon, Im a good little idiot and hide a file somewhere deep in my subconciouness of storage.

This is one of the times where I found one of those files.

Now, it isnt exactly the LAST updated file, and doesnt look like it has a whole lot of icons, but it does have a bunch of the fish, wood logs, rings, lacrimas, some overworld stuff, the base for the exceed, the hud, all the Law spells,and so much more including:
Dark Ecriture: Pain(Slash, Beam, Target), Destruction(projectile, slash), Fear, Venom, reflect, suffering, and trap.
Darkness: Beam, Breath, Capriccio, Dead Wave, Delete, Demon Blast, Evil Explosion, Flare Bomb, Ghost Fireworks, Spread, Rondo, Pulse, Stream, Ray, Barrier, Deflect, Shield, Mass, Cage, Gravity, and Evil Push.
Earth: Rock Avalanche, Dwelling Rock Rotation, Rock Fist, Rock Spikes, King Supreme Crush, Rock Wall, Continuous Rock Wall, Liquid Ground, Liquid Ground Explosion, & Pillars
Fairy: Orb, Leprechaun, Ray, Gremlin
Fire: Hell Prominence, Prominence Whip, Red Shower, Red Skull, Slash, & Beam.
Rainbow Fire: Blue Beam, Blue Barrage, Blue Wave, Red Beam, Red Barrage, Red Wave, Yellow Beam, Yellow Barrage, Yellow Wave, Orange Beam, Orange Wave, Orange Barrage, Green Beam, Green Wave, Green Barrage, Purple Beam, Purple Wave, & Purple Barrage.
Hair: Firefly Flame, Thousand Birds, Whip, Crimson Hair, Wolf Fang, Shield
Human Possession: Line Formation(1-5), Baryon Formation
Ice-Make: Hammer, Lance, Battle Axe, Shield, Crescent Blades, Arrow, & Super Freeze Arrow
Light: Beam, Shield, Rain, & Blinding
Solid Script: Fire, Storm, Stone, Iron, & Ice
Card: Suns Strength
Great Tree Arc: Shield, Linear Explosions
Memory-Make: Falling Stars, & Attack Flames

also, just to say, the files also have a mass of code, including:
Rest, Meditate, Admin Features, Toggle Battle Text, Minor Party Features, Skills, NPC Random Names, and base work on some events and stuff...

I wish i could rewind the last 22 hours or so so I could get all that stuff in, but itll have to wait till sometime between 1pm est tomorrow, or saturday, at the latest.

anyway, thought id tell you all what happened.
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PostSubject: Re: Update Log   Sun Dec 20, 2015 6:33 pm

Havent really done much the last couple days, have mostly been sorting out some irl stuff, as well as some mental stuff. However, I did get to Coding in a bunch of the items. I think Ive also got my Random Name Generator from one of the older versions over(yeah, it's japanese names, idc anymore)

Looking back now it also looks like I got around to adding in many of the old commands, like Rest, Meditate, Create Party, Ask to Join Party, Leave Party, View Guild Masters, View Magic Council, View Wizard Saints, OOC, Say, Party Say, Tell, Guild Say, and Toggle Battle Text

so, Ive worked out in my head the stuff ive decided for the New Fishing Skill.

So, before, Ryan had it where, at a certain skill Level, you caught a certain Fish, or atleast had the chance to.
This lead to a game with 4-5 Fish(if you count the Flying Fish), this was Salmon, Pike, Cod, and Trout.
Now, Since then, I decided to go all Nutter Butter last round, and I made a bunch more fish(with more still on the way) including a handful of options for SALT water fish, not just Fresh Water.
So, I designed a sort of 'you have a 50/50 chance of getting a fish, but what type depends on the water' kind of deal, and that was really a waste of time.

Now, Ive decided to split the Fish into three MAIN Catagories:
Small
Medium
Large
Now, as far as how these catagories go, idk, I do know though that The Mpsquitofish and Shad will be in Small, Big Mouth Bass will Land in Medium, and The Squid and Great White Shark will Land in Large.

this will also require 3-4 Fishing Rods(counting a special 'Super' Rod), one for each size, When you go fishing, it will roll up whether you caught something or not, it may stay 1/2 chance, but may go down to 1/4 at beginning. Once you have something on the line, it generates a number, and finds whats at that position on a list and that will be the fish you landed. Simple....

Well, sort of, at least its better, ok? some of the other skills may incorporate similar features of insanity.

anyway, thats all for now.
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PostSubject: Re: Update Log   Wed Dec 23, 2015 12:00 am

Trees Coded in, including Pine(Small and Normal), Palm, Ash, and Oak.
Also added Boulders and Ice Spikes.

None of these have purpose as of yet. Of course, the Trees will be coded for Wood Cutting, as the Ore Vein will be coded for Mining, and the Plants will be coded for Farming, and so on.

The Boulder is, well the Boulder, and will be used for some Stamina/Endurance Training(Speed/Agility and Strength Probably as well) This is only one of many items to come into coding.

As far as the Ice Spike....Im not sure, I may code up something for Mining, leave it as Scenery or make it a training object, not sure what just yet.

Id also like to note that i did mention a Pine and a Palm Tree, which yes, means more Types of Wood, I want a wide Variety of stuff so you guys dont get bored.

Tree Icons courtesy of Phyromatical
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PostSubject: Re: Update Log   Thu Dec 31, 2015 6:06 pm

Things have been updated, as i work on the remainder of the skills, im going to try and map out some world-ness, and get around to putting the server back up so you guys can run my work through its metaphorical paces.
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PostSubject: Re: Update Log   Wed Jan 27, 2016 8:38 pm

so, earlier today I thought to myself 'Im going to make 30 spells fly out of my ass in the form of fire stuff', and then I got home, got on, and thought 'I don't really wanna do that today'. And that's how I got to working on NPC stuff.

pretty good work, they might be a tad bit more intelligent(like walking around obstacles) than ryans version, but that also means the followers are more intelligent.

Speaking of, im currently working on allowing them to attack.

Not sure on the Exceed, but the Sheep will have 2-3 main 'attacks': Slam, Body Tackle, Wool Magic.

Im looking into npcs using verbs like people, of course if I have to, Ill just call the procs from raw, and codein particular 'abilities'. about 1/10 sheep will have wool magic once I code that in(round celestial spirit time).

also, im working on stat training. I might mess with luck a bit >)
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PostSubject: Re: Update Log   Wed Apr 13, 2016 8:31 pm

keep forgetting to update this, just incase there are some of you that prefer to keep in touch on the forum.

Lot of work keeps getting done .-.
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