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Meta issue #19

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nmeylan opened this issue Feb 24, 2023 · 2 comments
Open

Meta issue #19

nmeylan opened this issue Feb 24, 2023 · 2 comments

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@nmeylan
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nmeylan commented Feb 24, 2023

Basic game mechanic

This category includes features such as:

  • Character movement
  • Change map
  • Player attack monster
  • Monster attack player
  • Leveling/exp reward
  • Equip item
  • loot...

Issue tracking basic game mechanic

Skill and Consumable usage

This category is about skill implementation. Consumable can be integrated in this category because they trigger skills (e.g: fly wings, potion...)

Issue tracking skills and consumable

Multiplayer

This category is about player interaction, it includes:

  • chat
  • guild
  • party

Issue tracking multiplayer features

NPC

This category is about NPC implementation

Issues tracking NPC implementation

@nmeylan nmeylan pinned this issue Feb 24, 2023
@Cyanide0210
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Quite an amazing project you got around here, It is actually really hard to find, why didn't you publish it anywhere?

You got a discord or something? Also do you know about the project called: Korangar
It is also a client made in Rust and it has some actual progress right now

Also I wonder if in the future you would consider to make this like the definitive version of the Emulators that are around..
We all got ideas but a nice one would be, Plugins and be able to use new official systems on PRE-RE

Like separating the need to be on RENEWAL to be able to use 4th Jobs

I do actually know that its not intended. But rAthena is very strict about those things and it limits the userbase creativity, I wish there was more extendable options like Hercules and I must say Hercules is the perfect option for what im asking for.

But it lags behind the new content, effects, items, all those "new" implementations.

Would love to see a rustified rAthena with Plugin functionality or something like that, but Im watching your project closely, I do not have experience in Rust but I do see the potential

I like a lot the way you implemented skills for example each file having their own "skill" even though it means that we are going to have a lot of files on this project it just helps a lot for people that are just starting to learn programming

@nmeylan
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nmeylan commented Nov 2, 2023

Hello,

You got a discord or something?
Not yet, someone already asked me but for now i don't have any. I will wait until i make progress on skill implementation before opening a discord
Also do you know about the project called: Korangar
Yes i am on the discord of Korangar, i am waiting to see when they will start implementing effects.
I am also contributing to robrowser, i find the project easy to contribute as the code base is more mature (even if far from perfect)

Also I wonder if in the future you would consider to make this like the definitive version of the Emulators that are around.
I have not such ambition for this project. This is a project i make for fun, i like to have a long running side project i can work on and see how far i can push it

Also I wonder if in the future you would consider to make this like the definitive version of the Emulators that are around..
We all got ideas but a nice one would be, Plugins and be able to use new official systems on PRE-RE

Like separating the need to be on RENEWAL to be able to use 4th Jobs

I do actually know that its not intended. But rAthena is very strict about those things and it limits the userbase creativity, I wish there was more extendable options like Hercules and I must say Hercules is the perfect option for what im asking for.

But it lags behind the new content, effects, items, all those "new" implementations.

For plugin system i am not sure yet, and not think about it, but i try to design this implementation extensible and not try to decorelate feature from packetver

I like a lot the way you implemented skills for example each file having their own "skill" even though it means that we are going to have a lot of files on this project it just helps a lot for people that are just starting to learn programming
My main language is java and have the habit of multiple small files versus big one 😄

For skills indeed the idea is to generate 1 struct per skill with all "static" data (sp cost, base cooldown, item requirement, etc..) in which we could inject a "delegate" implementation which would contains code specific to the skill (e.g: Soul linked mage using stone cursed does not consume red gemstone).
Skills implementation is very work in progress and i will probably make some change

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