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Toms Other Games => SpellMaster III => SM General Discussion => Topic started by: Tom on September 20, 2011, 07:46:11 PM

Title: Dev News
Post by: Tom on September 20, 2011, 07:46:11 PM
I'll post about changes you should know here, and continue posting, so you can subscribe to this thread or whatever.


Anyways, I have reworked the parser a little. It will now link to the spells that you use, in a way that lets other players check what exactly the spell does, but without telling them the code, so they can not learn the spell from that.

Title: Re: Dev News
Post by: Zakilevo on September 21, 2011, 03:26:15 AM
Ahh.. So that is what people were kept on posting on their RPs. Cool. When are we going to get the council page?
Title: Re: Dev News
Post by: Tom on September 21, 2011, 09:08:47 AM
Ahh.. So that is what people were kept on posting on their RPs. Cool. When are we going to get the council page?

Councils are still a bit away, sorry.
Title: Re: Dev News
Post by: Zakilevo on September 21, 2011, 05:51:05 PM
Tom, can you make the spells in the parser be in the alphabetical order?
Title: Re: Dev News
Post by: Tom on September 21, 2011, 06:53:16 PM
Tom, can you make the spells in the parser be in the alphabetical order?

done
Title: Re: Dev News
Post by: Tom on September 21, 2011, 06:54:32 PM
I've reworked the parser interface and a few other interface parts a little. I've added tooltips, though I'm not sure if they work everywhere. I know they don't work properly for Safari at this time.

Title: Re: Dev News
Post by: Anaris on September 21, 2011, 07:00:59 PM
I've reworked the parser interface and a few other interface parts a little. I've added tooltips, though I'm not sure if they work everywhere. I know they don't work properly for Safari at this time.

Tried to register a new account (since I haven't had one yet) to see if fixing that would be simple (and to maybe try playing a little!  ;D ), and got this error:

Code: [Select]
BadMethodCallException [ 0 ]: Data item "free_" does not exist
APPPATH/models/Entities/GameObject.php [ 32 ]
27 return $this->$key;
28 }
29
30 protected function _set($key, $value) {
31 if (!property_exists($this, $key)) {
32 throw new \BadMethodCallException('Data item "' . $key . '" does not exist');
33 }
34 $this->$key = $value;
35 return $this; // to allow for chaining
36 }
37
APPPATH/models/Entities/GameObject.php [ 14 ] » Entities\GameObject->_set(arguments)
APPPATH/controllers/welcome.php [ 92 ] » Entities\GameObject->__call(arguments)
APPPATH/controllers/welcome.php [ 92 ] » Entities\Character->setFree_XP(arguments)
{PHP internal call} » Welcome->register()
SYSDIR/core/CodeIgniter.php [ 339 ] » call_user_func_array(arguments)
FCPATH/index.php [ 201 ] » require_once(arguments)
Title: Re: Dev News
Post by: Tom on September 21, 2011, 07:45:46 PM
thanks ,should be fixed now

Title: Re: Dev News
Post by: Anaris on September 21, 2011, 07:52:20 PM
thanks ,should be fixed now

Excellent, worked this time.  Thanks.
Title: Re: Dev News
Post by: Anaris on September 21, 2011, 08:26:15 PM
I've reworked the parser interface and a few other interface parts a little. I've added tooltips, though I'm not sure if they work everywhere. I know they don't work properly for Safari at this time.

They seem to work correctly—and, indeed, identically—in Safari 5.1 and Firefox 6.0.2 for Mac.
Title: Re: Dev News
Post by: Tom on September 21, 2011, 09:34:00 PM
They seem to work correctly—and, indeed, identically—in Safari 5.1 and Firefox 6.0.2 for Mac.

uh, that is very strange. My Safari 5.1 puts them into the top-left corner, and I have no idea why.
Title: Re: Dev News
Post by: loren on September 21, 2011, 10:25:19 PM
Differences in linux distro versus windows?  You've no idea how annoying it is to switch from Firefox on fedora to firefox in windows and have the top option after right clicking to be open in new window on one and open in new tab on the other....

*grumble*
Title: Re: Dev News
Post by: Tom on September 22, 2011, 12:04:54 PM
as I understand it, both Tim and I are using the same Safari on OS X. :-)

Title: Re: Dev News
Post by: Zakilevo on September 25, 2011, 11:46:53 PM
How close are we from launching the game? Since my char is dead, I got nothing to do  :o
Title: Re: Dev News
Post by: Tom on September 26, 2011, 11:09:13 AM
Ah, just continue playing. This is a test-run. :-)

Title: Re: Dev News
Post by: loren on September 26, 2011, 03:38:28 PM
Just think of Monty Python, I'm not dead yet!
Title: Re: Dev News
Post by: Zane on September 26, 2011, 05:31:29 PM
How close are we from launching the game? Since my char is dead, I got nothing to do  :o

Cast a spontaneous body heal or something. We'll have some fun with the shifts and you'll have a character with more "character" to play with for a while. :-)
Title: Re: Dev News
Post by: Nathan on September 26, 2011, 06:54:07 PM
Cast a spontaneous body heal or something. We'll have some fun with the shifts and you'll have a character with more "character" to play with for a while. :-)

OR! Bring his body to the old fort. Kalan is going to head over there and he's got points in Death and most intents. He'll cast a spontaneous Death/Heal spell and you'll have more unlife than you can shake a stick at!
Title: Re: Dev News
Post by: loren on September 26, 2011, 07:10:02 PM
All the Templars are dead now ;-)
Title: Re: Dev News
Post by: Zakilevo on September 26, 2011, 07:41:35 PM
What the hell is this. Was Astalos nothing more than a good bait? rofl
Title: Re: Dev News
Post by: loren on September 26, 2011, 08:18:45 PM
If he hadn't of gotten caught on his own he would be alive.  Dynamis was ready to fry them all, but he wanted to see how stupid your character was.

If he'd have run any pursuers would've suffered from "There Can Be Only One (http://lemuria.org/SM3/info/view_spell/279)"
Title: Re: Dev News
Post by: Zakilevo on September 26, 2011, 09:41:09 PM
maybe I should have added some npcs to help me get away...
Title: Re: Dev News
Post by: Nathan on September 26, 2011, 09:44:00 PM
maybe I should have added some npcs to help me get away...

Well we are on an island where the peasants don't seem to mind magic too much... Still hope ;)
Title: Re: Dev News
Post by: loren on September 26, 2011, 09:45:50 PM
And you'll note that my last RP indicated that only those comfortable with magic are still around the Templars hving scared all the southerners off.
Title: Re: Dev News
Post by: Zakilevo on September 26, 2011, 10:13:25 PM
Well once the game launches, I am starting in the north. Already sick of templars. They are like a gum stuck in your hair. Well at least not gonna fight them until I get a spell to physically crush a person to a pulp.
Title: Re: Dev News
Post by: Nathan on September 26, 2011, 10:18:27 PM
Well once the game launches, I am starting in the north. Already sick of templars. They are like a gum stuck in your hair. Well at least not gonna fight them until I get a spell to physically crush a person to a pulp.

You could always RP a Templar. I think I read somewhere that Tom was going to let us play whoever we want, as long as they're not something silly (although thinking about it, Templar may be one of those) so you wouldn't be harmed by them, but instead commanding them :D