Page 1 of 1

Project Group Content

Posted: Sat Mar 17, 2018 10:39 pm
by perpetualgamer
This is a place for me to dump all my thoughts on how you could make aranock for group friendly.

Let's start with FK.

When you are in a group with others when something is killed, FK should be checked for everyone in the group.

Posted: Sat Mar 17, 2018 10:41 pm
by perpetualgamer
Perception/Stealth, Party members.

When you are in a party with people they shouldn't be able to hide from you. Stealth/Perception should have no effect on rather you can see them or not.

Posted: Mon Apr 02, 2018 7:23 am
by Asmodeus
2 solid suggestions for quality of life.

Posted: Mon Apr 02, 2018 12:17 pm
by Lordlava
I suspect the FK one is relatively easy to implement.

I would need to look a bit deeper on how stealth/perception work to see how difficult that would be.

Posted: Mon Apr 02, 2018 9:47 pm
by perpetualgamer
I have implemented the first kill check for both group members and when a GC gets a kill. You can see the code below in the following gist. Feel free to use or not as you see fit. (The GC giving first kills to caster was a big deal for me, so i implemented it but I can see arguments for why it would not make sense)

First Kill for Group Members Implementation

Assuming the code hasn't changed that much in

Code: Select all

int do_char_can_see(int cn,int co)
in svr_do.c just add

Code: Select all

if (isgroup(cn, co) && isgroup(co, cn)) return 1;
This validates that both characters have indeed grouped each other and if they have it just shows them if they are within render distance. This is essentially the same thing the game does when checking if a player can see themselves.