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Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Fri Jun 27, 2014 10:20 pm
by Magiknight
Hard mode server sounds alright. I'd play it if it doesn't have content past COP.

Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Sun Jun 29, 2014 8:32 pm
by icebus
It'd be nice if there was a way to easily see how many people are online or to find people to play with (through the "/sea all" command).

It is currently limited to the zones that you have been to so it is really difficult to even see if the server is populated >.>

Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Mon Jun 30, 2014 4:19 am
by masterurat
as far as I am aware, /sea all is working fine.

I haven't had any issues seeing people in zones my character hasn't been too.

Looking at the server data you were online when no one else was so Id imagine your /sea alls were coming up with nothing :x

But I will eventually work on putting up a map that shows players online in the future. Once I figure out how on earth I get my website working (this is something very out of the range of my skills, I know basic HTML but this DNS stuff is not doing shit for me :x)

Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Mon Jun 30, 2014 6:19 am
by masterurat
Website up at http://www.ffeden.com/ now.

Im trying to figure out where this particular website lets me upload php files and whatnot so I can have a roster for us :x

Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Tue Jul 01, 2014 8:22 am
by masterurat
==Update==

Working on adding a new custom quest system to the server, Ebon-Furia-Ebur gear!

Once I get this fully working, through the npc Harith in Ru'lude gardens, you can upgrade any base piece of Ebon gear all the way up to the top tier Ebur gear to your job.

Once fully upgrade to Ebur custom Tier (6 steps), you can then add custom augments to the piece of armor.

In total, there are 5 slots of gear, 3 base sets, 9 custom sets. All standard ebon-ebur-furia gear from vanilla game.

All trades require 1 sparkling stone.

Upgrading Ebon->furia requires 1 wootz ore.
Furia -> Ebur requires one griffon hide.
And finally Ebur(base set) -> Ebon(custom set) requires 1 relic iron.

Each upgrade also requires 1 item based on the set.
MNK/THF/RNG/SAM/NIN/COR/PUP/DNC/RUN (base) (Slime Juice)
Upgrades to:
RNG/COR set (Frozen Head)
MNK/SAM/PUP (Lancewood Log)
THF/NIN/DNC/RUN (Colossal Skull)

WAR/PLD/DRK/BST/DRG (base) (Slime Juice)
Upgrades to:
War/Drk set (Frozen Head)
Pld set (Lancewood Log)
Bst/Drg set (Colossal Skull)

WHM/BLM/RDM/BRD/SMN/BLU/SCH/GEO Set (base) (Slime Juice)
Upgrades to:
RDM/BRD/BLU set (Frozen Head)
BLM/SCH/GEO set (Lancewood Log)
WHM/SMN set (Colossal Skull)


So, in closing, each upgrade requires 4 items to be traded.

The piece of armor
1 sparkling stone as a fee
1 of Slime Juice/ Frozen Head/Lancewood Log/Colossal Skull
1 of Wootz ore/Griffon Hide/Relic Iron

Total 4 items.

Note: The third trade, relic iron, will use Frozen Head/Lancewood Log/Colossal Skull to determine what the custom set is. Once this trade is done you cannot undo the trade.

For example, WHM/SMN path.

Start with base Ebon piece.
Trade Ebon Piece + Sparkling Stone + Wootz Ore + Slime Juice -> Get Furia piece.
Trade Furia piece + Sparkling Stone + Griffon Hide + Slime Juice -> get Ebur Piece
Trade Ebur Piece + Sparkling Stone + Relic Iron + Colossal Skull -> get Ebon WHM/SMN piece

Trade WHM/SMN Ebon piece + Sparkling Stone + Wootz Ore + Colossal Skull -> Get furia WHM/SMN
Trade WHM/SMN Furia + Sparkling Stone + Griffon Hide + Colossal Skull -> Final Ebur WHM/SMN piece.




I have several more things to do now to fully impliment the system.

Add the mats to craft Ebon sets to KSNM 30 fights (so crafters can actually make the ebon gear)

Add the ability to custom augment the ebur gear with another NPC.

Check it out, it doesnt do much yet but the trading upgrades are 100% working right now, enjoy :D

Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Sun Jul 06, 2014 7:13 pm
by myteethareshiny
I just have a quick question: how did you uncap the crafting levels? I've been searching in synthutils.cpp, but maybe I'm just not seeing it. I'm still new to this code. I'd be grateful for any tips you might have. Thanks! :D

Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Sun Jul 06, 2014 11:55 pm
by masterurat
Sorry, Im not sure what do you mean by uncapping the crafting levels?

Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Mon Jul 07, 2014 1:17 am
by myteethareshiny
I mean how did you allow all crafting skills to go up to 100?

Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Mon Jul 07, 2014 1:39 pm
by masterurat
Is that normally disabled? I havent touched anything regarding skill caps O_o

Re: The Garden of Eden - HCore, Mods [Testing phase, GM for

Posted: Mon Jul 07, 2014 3:32 pm
by myteethareshiny
Never mind. I'm an idiot. LOL