Introducing: Mantis for Lusternia - Beta Release 5.0.1
Re: Introducing: Mantis for Lusternia
Alright, time to start playing lusternia again.. I'll see what I can't do about learning a thing or two about all this and helping debug/expand/etc. Mantis.
Re: Introducing: Mantis for Lusternia
For illusion protection you have to set some checks before allowing certain afflictions to be flagged as true.
For instance, you can easily keep up with your elevation (whether you're in trees or on the ground) and so you would have a variable to track whether you're in trees or not. If you're not in trees, any sap triggers you have shouldn't set off any of your values. Some illusions are a lot more difficult to check, or at least not nearly as easy to track, but that's the fun of system making, eh?
For instance, you can easily keep up with your elevation (whether you're in trees or on the ground) and so you would have a variable to track whether you're in trees or not. If you're not in trees, any sap triggers you have shouldn't set off any of your values. Some illusions are a lot more difficult to check, or at least not nearly as easy to track, but that's the fun of system making, eh?
Re: Introducing: Mantis for Lusternia
Well, it's more than that... a line saying you fell from the trees doesn't necessarily mean you actually did.
But that's for later stages
Oh btw, is there an autosipper?
But that's for later stages
Oh btw, is there an autosipper?
Re: Introducing: Mantis for Lusternia
Ohh lovely... Okay, it's been added to a Launchpad Blueprint, so it will be released! When I finish it, though, is still up in the air!
EDIT: Oh! Autosipper's been added to a Blueprint also! That one will DEFINITELY emerge in one of the Beta Releases. Perhaps 2 or 3!
EDIT2: I know for a fact that I will need some help with the illusion control, if anyone wants to contribute to that! Anything will due, simply an example or a list of conditions to check will be amazing!
EDIT: Oh! Autosipper's been added to a Blueprint also! That one will DEFINITELY emerge in one of the Beta Releases. Perhaps 2 or 3!
EDIT2: I know for a fact that I will need some help with the illusion control, if anyone wants to contribute to that! Anything will due, simply an example or a list of conditions to check will be amazing!
Re: Introducing: Mantis for Lusternia
I was actually going to start making a system for Lusternia on Mudlet. If I get some free time, I'll just try helping you with Mantis now, cheers!
Also, with anti-illusion, I believe it's best to start with setting up class specific afflictions. For instance, have afflictions that only a Nihilist can give activate when fighting a Nihilist, and shut off all other affliction checks. Do the same for all classes. That way, for example, when you're fighting a Mage, and he casts a stun illusion that only a Guardian can do, your system won't register it, because it was not something that the Mage could have possibly done to you.
Also, with anti-illusion, I believe it's best to start with setting up class specific afflictions. For instance, have afflictions that only a Nihilist can give activate when fighting a Nihilist, and shut off all other affliction checks. Do the same for all classes. That way, for example, when you're fighting a Mage, and he casts a stun illusion that only a Guardian can do, your system won't register it, because it was not something that the Mage could have possibly done to you.
Re: Introducing: Mantis for Lusternia
Hmm... That's a really good idea, and one that I actually thought about implementing for Beta.
Re: Introducing: Mantis for Lusternia
You can also make buttons in Mudlet to turn classes on/off
If classes in Lusternia share the same skillsets like they do in Achaea, then internally you want to split things up by skillsets, not classes. Keep a counter for each skillset and deactivate when it's zero (ie class A and class B have skillset C, when both are on - count is 2. Deactivate a class, remove one, check if it's zero - if it is, deactivate).
If classes in Lusternia share the same skillsets like they do in Achaea, then internally you want to split things up by skillsets, not classes. Keep a counter for each skillset and deactivate when it's zero (ie class A and class B have skillset C, when both are on - count is 2. Deactivate a class, remove one, check if it's zero - if it is, deactivate).
Re: Introducing: Mantis for Lusternia
Oooohhhhh!! I get it! Check if the two are of the same Archetype, if they are, set the "battling against X Archetype" to 2, if one goes away, decrement by one. That makes total sense! And, it just so happens, I have a list of triggers that are based off classes in general, so I will be able to use them! SWEET!
Re: Introducing: Mantis for Lusternia
Beta Release 2 has been released. Now with an Autosipper!
EDIT: Fixed a bug with the Autosipper. Should be working now.
EDIT: Fixed a bug with the Autosipper. Should be working now.
Last edited by Jules on Sat Dec 12, 2009 9:43 pm, edited 1 time in total.
Re: Introducing: Mantis for Lusternia
http://www.screentoaster.com/watch/stUk ... hdXFpfVFFW
made you a short vid on how to make it all be 1 xml
made you a short vid on how to make it all be 1 xml