Version 2.0

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    What was added:

    • The augment system has been added. Use the !augment command by itself to list your augments.
      To tie an augment to a weapon use the !augment add (weapon) (rune) command to remove one Enhancement
      use the !augment remove (weapon) command. To see the current strength of the effective augmentations use !augment strength.
      Strength is only displayed based on current armor & weapon.
    • Added "Runes" to the item list. Runes are used to enhance weapons with special effects. Use !runes to see what runes you have.
    • Added boss drops to evil doppelgangers and war machines. The drops will be random based on different items
    • Added Silver Chests and Silver Keys.
    • Added purple chests and purple keys.
    • Added Renkei (Skillchains). Using two qualifying (non-magical) techniques on a target activates a Renkei, dealing additional damage to a target.
    • Added new attribute: Ignitios Gauge. You can display the current ignition gauge by typing !myig'. You can buy this attribute in the shop using the command !ishop buy stats ig . Unlike hp/tp, the display doesn't fill up when you buy it. The Ignitios Gauge fills up by +1 when you are in a victorious battle or are killed by a monster.
    • Added ignitions! Ignitions are stronger boosts that can be bought in the shop via BlackOrbs. They consume IgnitionGauge to use and hold them in battle. Each Ignition has its own special effect and boost bonus that occurs when you activate the Ignition.
    • Added the command/me reverts from (ignitionname). Use it to turn off the ignition manually before the IG runs out.
    • Added passive skill: TreasureHunter. This skill increases the chance of chests being colored better when a chest is generated and the chance of getting a random item at the end of battle if the monsters have one. This skill stacks with anyone who possesses it, but players must be alive at the end of the fight to take effect.
    • Added passive skill: BackGuard. This skill reduces the chance that monsters will start the fight first. It stacks with everyone who owns it and is in combat.
    • Added active skill: Konzen-Ittai. When this skill is activated, you can perform a self-disk with a non-magical, non-AOE technique
    • Added active skill: Sealbreak. Using this skill consumes Hankai, thereby attempting to break the ancient seal that prevents players and monsters from using combat techniques.
    • Added active skill: MagicMirror. This skill, when used, consumes a MirrorShard and gives the user Reflect status.
    • Added active skill: Gamble. This skill, when used, consumes 1000 RedOrbs to summon a slot machine that randomly does something.
    • Added Active Skill: ThirdEye. When this skill is used, the user can dodge 1-2 attacks.
    • Added active skill: Scavenge. When using this skill, a player can attempt to dig up something from the bottom of the battlefield. The items possible on the battlefields are determined by the game admin in the Battlefields database. Players can use this skill once per battle, successfully or not. Each level of this skill increases the chance of finding an item.
    • Added active skill: JustRelease. This skill converts the damage blocked when using Royal Guard into a single target attack. Damage dealt is (skill level)% * blocked damage. After use, the counter is reset to 0.You can see how much damage you have saved in !mystats. This value is at RoyalGuard Meter
    • Added the monster skill: Magic Shift. When this skill is used, it will randomly choose which element a monster is strong/weak against and from which it will be healed.
    • Added the monster skill: DemonPortal'. When this skill is used, a monster can create a Demon Portal monster. When it is the portal's turn, it will put another monster into play, provided there are fewer than 5 monsters on the field. It won't stop until the portal is dead. Monsters with the DemonPortal skill can also heal the portal.
    • Added the monster skill: MonsterConsume. When a monster uses this, it eats/kills another monster and gains 40% of its stats.
    • Added the monster skill: MonsterSummon. When set correctly, a monster with this skill can summon a monster into battle. Unlike BloodPact, it can be done multiple times. Once you've fought Legion, you'll see this effect.
    • Added a new command to clear set descriptions: !clear mydesc (name)
    • Added new achievements
    • Added a new item type: IgnitionGauge. This type restores part of a player's IgnitionGauge. The "IgnitionStar" is an example item, but it can only be found in chests.
    • Added new item: DunceCap. This item can only be crafted. When used, it attempts to add IntDown to a target.
    • Added a new item type: Snatch. This item type allows the user to attempt to grab a monster and use it as a shield (the monster will cover the user). The probability of it working depends on the level and speed of the user and the target.
    • Added a new item: Grappling_Hook, of type Snatch
    • Added status "bored". When inflicted on a target, the target will skip a few turns.
    • Added "confused" status. When inflicted on a target, the target will randomly attack enemies, including their own allies.
    • Added status "reflect". When someone casts a spell on someone with this status, the spell rebounds and hits the caster. However, healing spells ignore the reflect status.
    • Added "protect" status. When activated, melee attacks are reduced by half.
    • Added status "Shell". When this feature is activated, magic damage is reduced by half.
    • Added the "resist-" element states. When they are activated, the ability for magic effects (like burning, shocked, frozen) will be disabled. If the resistances are applied with a buff technique like BarFire, the element will also be given +30% resistance.
    • Added a new special boss fight: DemonWhale. In this type, the system generates a demon wall based on the current battle series. This boss fight is timed; Darkness occurs in 5 minutes and instant death occurs if Darkness triggers.
    • Added a new special boss fight: Elder Dragons. In this type, the system randomly generates a powerful Elder Dragon for the heroes to fight with. The dragon's name is entirely random, as are its elemental weaknesses/resistances.
    • Added an IgnoreDmgCap flag in System. When set to true, damage is no longer capped in any formula.
    • Added the ability for monsters to be immune to WeaponLock. Under [Skills] add Resist-Weaponlock=100 Unlike other resists, this one is either all or none. If it's not 100, the weapon lock always works.
    • Added ability for monsters and NPCs (not shadow clones) to use Ignitions. For a monster/NPC to use an Ignition, it must have over 100+ IgnitionGauge in the [Battle] section AND a valid Ignition [Ignitions] (ignitionName=1).
    • Added the ability for players to surprise the monsters and be the first to fight at random.
    • Added Battlefield Events! Randomly, various things can now happen at the end of a turn, including healing, damaging, or inflicting a status on everyone, all players, all monsters, or just a random person.
    • Armor added! Basic armor can be found in chests, medium armor can be crafted, and higher tier armor can be found through bosses. To wear armor use !carry armor name to unequip !remove armor name
    • Added portal items. These items, when used, will wipe out the current battle and teleport all players to a special battlefield to face a difficult boss. Winning or losing these battles does not affect the current battle series.
    • Added portal items to the shop. Use !ishop list portals to see a list. These portals are paid with seals instead of orbs.
      To buy, use !ishop buy portal name
    • Added the ability for normal monsters to drop items from the most stylish person. There is a 30% chance
    • Added a random chance for a double round without Sugitekai . takes place
    • Added Allied Notes. You can see your own Allied Notes with:!myalliednotes. Allied Notes can be used to buy things in the shop (use the !iShop list alliednotes command)
    • Added the possibility for fights to end in a draw if all monsters and players are dead at the same time.
    • Added the ability for game admins to enable a dual currency event. During this event, RedOrbs will be doubled.
    • Added the ability for monsters and NPCs to use BloodPact. However, your summon needs to be set manually and it's a good idea to set a description (otherwise it will show up incorrectly). To set the summon in [Skills] set Summon=name The name must be a summon that exists in the Summons database. To set the description: [descriptions] bloodpact=desc.
    • Added a new style: CounterStance. This style increases the chances of countering melee attacks against you. Of course, higher levels increase the chances. This style also provides access to the !perfectCounter command, which can be used once per battle to ensure a 100% melee counter.
    • Added the ability to neutralize melee attacks. In this case, the attacking person takes damage.
    • Added !Achievements' command to see what achievements you have unlocked. You can also use it to check other people:  !achievements person
    • Added a new command: !total deaths person This command shows how many times a monster/boss/player has been defeated in battle. Unfortunately, bosses and monsters are only counted after applying this update, so you can't see how many times they were beaten before this update.
    • Added a new command: !deathboard <monster/boss> It basically generates a scoreboard based on the total of the monster or boss and their deaths.
    • Added the ability for Techniques and Weapons to assign a status type to their user. Right now it's a 100 percent chance.
    • Added the ability for monsters to try to grab players and use them as shields if they have set snatch=1 in [Skills].
    • Added the ability for monsters to have "natural armor" - think of it as a shield that needs to be broken before the monsters do damage. take.
    • Added the ability for Weapons and Techniques to partially or fully ignore a target's defenses.
    • Added IgnoreDrain=true/false flag for monsters, bosses and NPCs. When set to true, things like drain samba and techniques cannot be used
    • Added the possibility for techniques to have multiple hits.
    • The biome option has been added to monsters. If set, the monster only has one chance to spawn when the battlefield matches one of the biomes.
    • Protect and Shell spells have been added to almost every wand/wand. These spells grant the target the Protect or Shell buff.
    • Added the ability for monsters to drop green, white, and orange orbs when dying. These small temporary orbs will restore some HP, TP, or IG to the person who kills the monster. Note that using AOEs to kill the monsters will result in bullets not dropping. They only fall on melee and single target techniques.
    • Added healing caps for healing spells.
    • Added the ability for monsters, NPCs and bosses to "learn" immunities for tech names. If someone uses a tech on the target with this value set to true, it will count as immunity/zero damage the next time the same tech is used on the target (essentially the tech can only work against the target once.)
    • Added a simplified capture system. As players and monsters battle, the system keeps track of scores. At the end of 5 days, the system will add up and show who has the majority of control over the world. If players have Majority Control, they will receive an OrbBonus based on the number of points they have earned during that Conquest Period (up to 1000 Orbs per battle). Players can use !conquest Info to see how the conquest is going and how many hours are left before it's summed up.

    Changes:

    • Zombie regeneration was scaled slightly better so that lower streaks didn't regenerate more than 100 HP.
    • Changed the way redorbs are rewarded so that lower streaks have a much lower max orbs and higher streaks can actually give more than 100%.
    • Changed key and chest drop rates
    • Changed the shop to limit the old style boosts. Players can now only own 500 levels.
    • Changed the "First Round Protection" code to also protect players from being shot at monsters from a new wave..
    • Changed the way the system performs the status effects to try to better display them in the room and prevent players from controlling their actions until all status effects have been displayed (to avoid various bugs).
    • Changed the damage that magic special effects (burning, drowing, shocked, etc.) do to targets. It is now increased to 5% of the target's maximum HP.
    • Changed the "Melee Only" type fights so that they no longer appear in boss fights.
    • Changed the way status effects work so that multiple status effects can be applied to techs/weapons/items at once. Make sure you add them like this: status.status.status (note the . between the status effects)
    • Changed AOEs so that if the person who initiated the AOE dies at any point during the AOE, the AOE will stop itself.
    • The system has been changed so that seasonal monsters do not need to be copied manually. To have the system generate them during
      the correct month, set: Streak=-1000 and Month=01 or Month=02 or Month=03 etc under [info]. See Robot_Santa or Gobbles as an example.
    • Quicksilver has been changed so that it cannot be used multiple times in a row. There must be at least 1 round between the applications.
    • Changed the way the system gets the items in the chests. Now game admins have more control over it. Type !show chestcontent chestcolor to show the contents and!change chestcontent chestcolor item to add something
    • !myitems changed so that the keys are no longer listed there. Use !keys to show the existing keys.
    • Changed the Final Getsuga type boost so that EVERY AUGMENT activates at the same time.
    • Changed the !myitems code to delete items that the player has 0 of in their files.
    • Changed the Orb Reward Code so that players who flee from combat will not receive OrbHunter or Accessory Orb bonuses.
    • Changed the clear_battle alias code a bit to try to make it a bit faster and better at deleting monsters/NPCs and corrupted files.
    • Changed !scoreboard' command to show different number of top players,
    • Changed the !mystatus and turn message to show some of the abilities that are active on the person.
    • Many of the basic player commands (like !myhp, !mytp, !myitems, !myskills, etc.) have been changed so that they work both in private messages and in the room. Now when you use these commands in a private message, the message will be shown privately. If you use them in the room it will be like before and display the message in the room.
    • Changed the Steal skill to now load the Steal pools from the database. It is now possible for individual monsters/bosses to drop different items instead of sharing every monster or boss from a global pool.
    • Changed how resistances/weaknesses/immunities/heals work against elements, weapons, and technologies in the files
    • Items have been changed so that they now damage targets that are in Ethereal status.
    • The code for the shop has been slightly changed to allow the creation and use of other VIP Membership Card-like accessories (instead of just mine).

    Fixed:

    • Fixed a bug where selling a technique could return 0 orbs.
    • Fixed a bug where cover would activate when a monster taunted a face-down target
    • Fixed an issue where setting the difficulty to high still resulted in low level monsters on lower streaks. Now it will summon the correct level monsters.
    • Fixed an issue with magic effect deaths not checking for revive status or spawn after death feature.
    • Fixed a bug with chests giving orbs. It wrote a red=orbs orbs orbs line or black=orbs orbs orbs line in the player's item_amount section. That should now be fixed.
    • Fixed a bug with the THROW command where a misspelled name caused an error that halted the system.
    • Fixed a bug with the THROW command where turning in more than one item would result in the recipient only receiving 1 of the item and losing the rest.
    • Fixed a bug with the THROW command where an error message was not displayed correctly when using fractions of an item.
    • Fixed a bug where players could exploit the system using descriptions.
    • Fixed a bug where the healing items weren't correctly checking for max HP, allowing you to heal someone who didn't need them.
    • Fixed a bug with the Mugger's Belt where damage was not calculated correctly.
    • Fixed the !info command display for weapons when the weapon has multiple hits.
    • Fixed an issue where using a Tonic would remove a Weapon Tech Boost if someone had it on.