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From: Zach . <zac...@ya...> - 2011-04-06 23:14:02
|
I hope i'm using the mailing list correctly, if im not just bare with me... but I'm running under MySQL 5.5.9 and When I try to install phpRPG i get a couple of errors saying "You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'TYPE= MyISAM' at line X" Line X being one of the lines (15, 9, 18, 22, 11 ect) Please Help =( (If its any use... MySQL charset: UTF-8 Unicode (utf8) ) |
From: Michael <ha...@ho...> - 2006-07-15 17:09:55
|
There are a number of errors that you might receive from PHP due to the dif= ference in version that any of you might have vs. the one I have been using= to develop with. The current code base was written using PHP 4.4.0 which = has become pretty antiquated.=20 =20 For the next release I will be upgrading to whatever the most recent copy o= f PHP is and will debug it from that point, which should eliminate the erro= r prints. Expect to see this in the CVS soon and then an updated release t= here after. =20 If anyone has any questions about the project please send them here or come= and visit me in IRC at: server: irc.freenode.net:6667 room: #phpRPG =20 =20 _________________________________________________________________ Try Live.com: where your online world comes together - with news, sports, w= eather, and much more. http://www.live.com/getstarted= |
From: Tim C. <ti...@gm...> - 2005-07-16 16:21:04
|
Greetings Mr Keck, You will find a screenshot of the project on http://freshmeat.net/projects/phprpg/ The site used to have screenshots but I am in the process of redesigning it at the moment. Tim On 7/17/05, Joseph Keck <who...@ch...> wrote: > =20 > =20 >=20 > Greetings,=20 >=20 > I am new to phprpg and I'd like to say as much as I got working so far is > great,=20 >=20 > If I may be so bold, I notice there hasn't been much going on with this > project as of late, I'm a web developer and I may be able to help out in > some areas, for starts, I own www.kecksolutions.com which is my company > page, but I also provide public services, my website is under constant > updating as I am doing all the work myself and I have much to do, but I'd= be > willing to provide links to you on my site and include rss feeds pertaini= ng > to your project on my website to drive some traffic your way, and maybe > breathe some new life into phprpg, it would also prove most beneficial if > you were to provide screenshots on your project, when I review projects o= n > source forge I base a large portion of involvement decision on the > availability of screenshots because it answers my questions about the > project's abilities and focus before I dive in, this project isn't quite > what I thought it would be due to lack of screenshots, but it is quite > interesting none the less and is an innovative approach at this style of > gaming which I find would be entertaining to at least an acquired crowd, > after I have the basic framework functional I was wondering what it would > take to get more images into the system, for characters and enemies, plea= se > let me know,=20 >=20 > Mr. Keck=20 >=20 > Keck Political & Technological Solutions |
From: Joseph K. <who...@ch...> - 2005-07-16 15:31:10
|
Greetings, I am new to phprpg and I'd like to say as much as I got working so far is great, If I may be so bold, I notice there hasn't been much going on with this project as of late, I'm a web developer and I may be able to help out in some areas, for starts, I own www.kecksolutions.com <http://www.kecksolutions.com/> which is my company page, but I also provide public services, my website is under constant updating as I am doing all the work myself and I have much to do, but I'd be willing to provide links to you on my site and include rss feeds pertaining to your project on my website to drive some traffic your way, and maybe breathe some new life into phprpg, it would also prove most beneficial if you were to provide screenshots on your project, when I review projects on source forge I base a large portion of involvement decision on the availability of screenshots because it answers my questions about the project's abilities and focus before I dive in, this project isn't quite what I thought it would be due to lack of screenshots, but it is quite interesting none the less and is an innovative approach at this style of gaming which I find would be entertaining to at least an acquired crowd, after I have the basic framework functional I was wondering what it would take to get more images into the system, for characters and enemies, please let me know, Mr. Keck Keck Political & Technological Solutions |
From: Michael W. <ha...@ho...> - 2005-01-11 00:06:54
|
The much anticipated phantom code base has been added to the phpRPG's SF CVS repository! The code is a complete rewrite of the phantasy code base and now uses DOM/JS extensively to dynamically update the pages content to give the game a feel of an application and not so much a webpage. Some of the features are listed below: - OO structure - Structured Error Reporting - Complete Layout Templating - Database Handling - GetText Support - Dynamic Image Manipulation - Dynamic Sprite Creation - Power and User-friendly Tools - And much more ... But even with these new additions there is still much to be done for the project. If you are a programmer or if you know of any who are looking to created a production quality, web based, strategy / role playing game, send them to us. The power of OpenSource is you! |
From: Michael W. <ha...@ho...> - 2004-03-15 22:14:44
|
I suggest we create an archive forum and move many of the irrelevant/non topical posts to it. Our forum is a land mine of useless info and "Leet Scripters" offing coding help that never ever materialized outside of their grandiose posts. Those things making the forum not very friendly to those who are looking for real information about/concerning the project. mike (haeric) _________________________________________________________________ Frustrated with dial-up? Lightning-fast Internet access for as low as $29.95/month. http://click.atdmt.com/AVE/go/onm00200360ave/direct/01/ |
From: Michael W. <ha...@ho...> - 2004-03-09 13:17:26
|
As foreshadowed, here is the comprehensive TODO. If all the items in this TODO are finished we should have a fully working, playable game engine that a person could use to build a complete (though limited) MMORPG. As we will soon see, it's not *that* much stuff!! :S If anything was left out replay to the list with your additions. TODO :: SF web space: Create news blurb for new release rewrite web site to use images from a static image repository Code Base: Coding Standards - Expand to include object standards - Bring code into alignment All Components - Ensure they use GetText "_()" - Ensure they are using full templating - Ensure they are using error reporting Setup - Add Mass Email - Further define update methodology Map Editor - rem struct support (=> plug in) - rem session variables/dependence - complete link editor - complete attribute editor - complete event editor - add location/tile info overlib Create Editors - Character/User/NPC - NPC Conversation/Merchant - Skill/Spell/Talent - Encounter/Treasure Define Game Interface - Define container interaction - Define Session variable structure - Generic * Character/NPC area * Item pickupable/usable area * Inventory/Equipped Items * Simple Chat/Server Messages (non-real time) + Global (to all users) + Local (to users at location) + Party (to users in party) + Tell (to specific user) * Environment config (preferences) * Expanded area overview - Admin * Admin Tools + Add/Edit in game items + Add/Edit in game NPC + Ban user * Server Info - User * Expanded Stat/Skill/Talent/Spell Info * Battle Mode To Consider: The only thing we should be creating are core (read essential) game functionality. In all of these core components hooks can be added and the game expanded through those means. If NPCs are the same as PCs and stored in the same database then we should add an Encounter/Treasure tool so that NPCs in the database could be used as templates that the encounter engine then could use to generate the correct number of actual combatants/assistants. This would be good incase someone comes in and kills a merchant they would have the ability to have them respawn automatically as it would be the same mechanism for spawning monsters (enemy npcs). We might want to keep battle to "dueling". This is not to say that no more than two people can fight at one time but that those people should party in to two different groups. This then, if we contain parties to having 6 members or less, we can create an exact replica of FF style combat that will not only be impressive but also fully realized using the JS/DOM already found in the project. Another issue with combat was how to handle outside parties entering into already started combat, and that is, they just shouldn't be able to do it. Once a battle has started, with NPCs or PCs, no one should be able to engage them in combat until that initial combat has concluded. The game at the moment can be broken down into two segments. There is the user editor segment containing the core editors and admin tools along with the client interface (though I guess they are all editors in one form or another). At the moment both of which, as long as the database is defined, can be worked on asynchronously. Though I recommend removing the session variables from the map editor doesn't mean that I don't realize that there will be times that it will be advantageous, in creating a map, to have such a thing saved. Instead, I would suggest that we create the editor in such a fashion where they have full editing functionality without having to leave the map editor. _________________________________________________________________ Fast. Reliable. Get MSN 9 Dial-up - 3 months for the price of 1! (Limited-time Offer) http://click.atdmt.com/AVE/go/onm00200361ave/direct/01/ |
From: Timothy C. <ax...@zi...> - 2004-03-04 21:37:42
|
Sorry I haven't been checking my e-mail. And thanks for flooding my mail box with sf trackers. :) I noticed you've unsubscribed many people off the discussion list. Fine with me, but why? The notorious Axolotl was indeed - me... I'm not sure what I was thinking! I have gotten my nick and our channel back, ready to use. Tim |
From: Michael W. <ha...@ho...> - 2004-03-03 12:01:01
|
A few questions that need to be addressed as they directly effect the completion of the editors that exist at the moment. Any feed back would be greatly appreciated. - Should map locations (as opposed to tiles themselves) have event or should those custom events be implemented with attributes saying: if a value is set with an internally recognizable key, such as PHPRPG_ONENTER, then spawn the script at the value with that key? Because attributes have to have unique keys per object they are attached to no more than one, PHPRPG_ONENTER for instance, would be allowed per game object. This of course would still not allow you to do other events than the ones that the game object would normally have because it would actually be the event itself that would look for the added attribs on the object instance. - Should the above be extended to all game objects on all events? - Are vehicles items? If vehicles are items then it would be possible to set a game objects location to that of an item. This can be implemented pretty simply by putting a type on the characters location or we could say, because no map can have a value of zero (because of the auto incrementing) that if the MapId is zero then the location is actually to be associated to an item. These vehicles (as well as items in containers) would still be governed by the MaxCC and MaxSlots fields on the item info table. This might be an issue with items, because if an item (vehicle) is located on a user then there would need to be a type unless they can't be put into a users inventory. - Should an immovable flag tell the onPickup event to not allow the user to add the item to their inventory or should it check for an attribute with a certain value such as PHPRPG_IMMOVABLE? This would be helpful for items to share the same area as all other items on a tile location but that were meant to be static such as forges or other such furniture; whichever format is used. (Removing those items from the possible alt tile solution and freeing that field for other game systems) - Should an owner field be added to the $prefix_items table? Could be helpful for items that are owned by a PC but can't become equipped for whatever reason or another. This could then be used to assign who had control over the movement of a vehicle while the others are just along for the ride. - Are NPCs just characters without user ids or are they separate requiring their own tables and object? If they are the same thing, what defines an NPC? mike (haeric) _________________________________________________________________ Get business advice and resources to improve your work life, from bCentral. http://special.msn.com/bcentral/loudclear.armx |
From: Rob N. <rob...@ho...> - 2004-03-01 22:35:06
|
Stinx is now registered on freenode. Been thinking about phantom, and I've come round to the idea that we should release what we have as open source. It's shit not being able to show what we've been doing since v0.5, plus if we were to start taking donations, it'd feel wrong to keep the code under wraps. Also, with the new coders hanging round the forums, we shouldn't be stopping them from helping out. We don't have to give out cvs access, but we should be able to accept patches from anyone who wants to have a go. With the map editor out in the wild, we're also more likely to get some decent artwork available to the project. Rob. _________________________________________________________________ Use MSN Messenger to send music and pics to your friends http://www.msn.co.uk/messenger |
From: Micheal W. <ha...@ho...> - 2004-02-29 10:42:19
|
I am down with freenode as wel. Seems to be the exact place we would want to be and phpRPG is already registered by a notorious Axolotl :). I am not too particular... if we don't use freenode perhaps we can use nitrousnet.net (this is where spacespider went to). With that said, was the registerer of the phpRPG someone pretending to be you, Tim? Here's their info lines: -NickServ- Nickname: Axolotl -NickServ- Registered: 2 years 8 weeks 5 days (13h 12m 56s) ago -NickServ- Last Seen: 6 weeks 1 day (17h 15m 25s) ago -NickServ- Last Seen Address: ~ax...@m0... -NickServ- Last Seen Quit Msg: Client Quit -NickServ- Nickname Options: Secure, AllowMemos, MemoNotify, MemoSignon If everyone is ok with that, there's not much to do other than start logging on as the room is up and ready. Here are the info lines on the chan: -ChanServ- Channel: #phprpg -ChanServ- Contact: Axolotl, last seen: 6 weeks 1 day (17h 18m 39s) ago -ChanServ- Registered: 1 year 24 weeks 4 days (21h 17m 25s) ago -ChanServ- Topic: [ phpRPG.org ] :: http://ph'@ntasy.net :: server is at irc.mircx.com :: See you there! -ChanServ- Options: ChanGuard mike(haeric) ----Original Message Follows---- From: Timothy Chung <ax...@zi...> Reply-To: Timothy Chung <ax...@zi...> To: Micheal Wigley <ha...@ho...>,<php...@li...> Subject: Re: [phpRPG-discussion] mIRCx Down and Out Date: Tue, 24 Feb 2004 04:24:35 -0800 (PST) Darn it's a pain to move. Will have to update site and all that. I have checked out the opensource one (freenode.net) but I don't like it as my nick was already taken. If you guys prefer that however, I can bear with a different alias! In terms of the future of the project, what do you feel? I have not been active for many months so I don't think I have the right to decide on the project's opensource movement. I will remain firm in keeping this project and domain alive however. I will find my time eventually to get back in building my virtual world. Tim _________________________________________________________________ Store more e-mails with MSN Hotmail Extra Storage 4 plans to choose from! http://click.atdmt.com/AVE/go/onm00200362ave/direct/01/ |
From: Micheal W. <ha...@ho...> - 2004-02-29 09:44:59
|
There is a donation system for SF that we can use on your project. It seems that it uses pay pal as the intermediary. If we want to use it for phpRPG all of the admins will need to "opt in" and then setup an account. I understand that Rob has an account, if he wouldn't mind using it we could just use that. http://sourceforge.net/project/admin/donations.php?group_id=29487 There are a few charges that apply on the donations that are sent. They never are charged to us but rather to the donation. SF charges 5% @ a min of $1 plus whatever pay pal charges. Because we are not going to get hit with this charge I think it would be a good idea. What do we think? mike (haeric) _________________________________________________________________ Dream of owning a home? Find out how in the First-time Home Buying Guide. http://special.msn.com/home/firsthome.armx |
From: Micheal W. <ha...@ho...> - 2004-02-25 19:45:08
|
Here in the next few days I am going to be putting together a comprehensive TODO. In addition to this, Rob is right, we need to put bounds on the project. Rob and I have a lovely habit of knowing we can do all of this greatness but when we go to actually do it, the implementation time gets so elongated, because of the inherent complication in the desired outcome, that it seems that the project is a never ending ball of headache. To overcome this I would like to strictly set the bounds for the game, what its expected and what it's *not* expected to do. One thing that I think that I might have been getting off course with is the fact that become DOM is so powerful that I was turning php into a traditional GUI program. This is not inherently bad, BUT, php doesn't lend itself (nor does DOM for that matter) to full on gui applications as does C/C++. If this is so, then we may wish to try to keep much of the interface in a traditional web style. This is not to say that the functionality that the pages (editors) already have shouldn't use DOM such as they do now, but when we start writing the actual GUI for the main game interface, we may not wish to go overboard (or at the very least, we can implement all that once a base has been laid). Another issue that has been showing its head is that because someone is not technically talented as others (not even going to say this is accurate, just mouthing what I am hearing ;) doesn't mean that they can't contribute. Right now we are in the time where the biggest thing we need done is for some people to tackle the "Look and Feel" aspects to how you interact with the game and what the game consists of. Other style questions, game play, content, balance, documentation, etc... the list goes on and on for non technical yet principally vital tasks that need accomplished. Not to call anyone out, just saying that there is so much to do that if we could even get totally non-technically proficient people we could still find use for them, so anyone of us who is not that... they are even more helpful and a vital member of our team. Another thing to think about, concerning the code, is the two code bases that are currently being talked about on the forum and even to some extent in the chartroom. Its very hard to talk about the 2 versions of the game when nothing else, webpage or otherwise, really even talks about any other version than version 0.5. I was even up for the idea of keeping both versions and leaving the 0.5 as a legacy or intro version but the more that this idea has started to take shape the more confusing and challenging it has become. On the webpage I get no helpful information because all of the commentary is focused on the 0.5 and not what is actually being worked on. I propose that we take some drastic steps to either a) let go of version 0.5 as a start but no obsolete version or b) scrap what we have been working on and stick to modifying 0.5. As we can all tell I vote for the former but this is a question that needs answering non the less. Which ever idea is the one for us, we should then revamp the webpage (content not look) and gear it all toward the one version and it's promotion. With all that being said, if we can, try to spend some time thinking about what would make phpRPG the best *web* game out there and what would detract from it. We can either continue to use the mail list or we can use the webpage for actual the finalized outline like you will find in the documentation section of the current CVS. But I will then be able to use this data to write the aforementioned TODO and then I will be in a better position to be able to delegate work to all those devs who are beating down our door to code for phpRPG =P. mike (haeric) _________________________________________________________________ Find and compare great deals on Broadband access at the MSN High-Speed Marketplace. http://click.atdmt.com/AVE/go/onm00200360ave/direct/01/ |
From: Timothy C. <ax...@zi...> - 2004-02-24 12:26:30
|
Darn it's a pain to move. Will have to update site and all that. I have checked out the opensource one (freenode.net) but I don't like it as my nick was already taken. If you guys prefer that however, I can bear with a different alias! In terms of the future of the project, what do you feel? I have not been active for many months so I don't think I have the right to decide on the project's opensource movement. I will remain firm in keeping this project and domain alive however. I will find my time eventually to get back in building my virtual world. Tim |
From: Micheal W. <ha...@ho...> - 2004-02-23 08:55:18
|
Looks like we need a new server to host our irc... http://www.mircx.com/irc.html in the mean time we will need to talk also about the future of the project and what needs to happen. Is everyone truly burned out on this little idea or is there hope left? What is everyone's outlook? mike (haeric) _________________________________________________________________ Dream of owning a home? Find out how in the First-time Home Buying Guide. http://special.msn.com/home/firsthome.armx |
From: Micheal W. <ha...@ho...> - 2003-01-22 06:20:19
|
This is a test of the emergancy broadcast system, this is only a test. _________________________________________________________________ Help STOP SPAM with the new MSN 8 and get 2 months FREE* http://join.msn.com/?page=features/junkmail |
From: Timothy C. <ax...@zi...> - 2002-07-08 15:11:11
|
Dear subscribers, There has been a lot of changes with phpRPG. We are now using the irc (http://phprpg.org/irc/) and forums (http://phprpg.org/forums/) on the website as our main means of communications. It is much easier to review document on the forums than searching through mailing list archives. I strongly suggest registering your account at the forums to keep up with the changes. This mailing list will soon be closed to eliminate confusions. If you have any enquiries please let me know. If you didn't already know, phpRPG 0.5 has been released. Enjoy and see ya around! ;) Regards, Timothy Chung http://phprpg.org/ |
From: Timothy C. <ax...@zi...> - 2002-07-02 13:57:17
|
Great! That seems to be a good start for our character creation process. I guess you understand what I mean about using GD to help us to change the players' avatar in the future. We can simply save the players avatar in the db BLOB and change it when player arm / disarm weapon, etc. Quite fun. :) But I can see what you mean by transparency. Few things to note: [1] Do you have Paint Shop Pro or Photoshop? I actually create the character avatar using different layers so you can easily change different hairstyle and weapons, etc. [2] Your naked avatar is cute :) Should put it as your avatar on the forums hehe... I might catch you when you get online. But I have been sleeping normally lately because of work. So you may, or may not see me.... :/ Tim |
From: Timothy C. <ax...@zi...> - 2002-06-07 13:54:23
|
Bonjour Sebastien! I do see you around some time. How are you? Welcome. :) If you're interested in joining our discussion, you can participate in your forum discussions and talk to us directly on #phprpg IRC channel. More info can be found on the website. Look forward talking to you soon. ;) Regards, Timothy Chung |
From: <sbr...@ya...> - 2002-06-07 08:42:18
|
Hello, You need help, and I wanna help you ! Presentation : M. Sébastien B. 24 year old Male French What I can do : PHP / MYSQL / Web Designer / Graphics Artists / and superman to ;) I am very motivated tu help you ;)) Regards, Cba (my surname) ___________________________________________________________ Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en français ! Yahoo! Mail : http://fr.mail.yahoo.com |
From: Timothy C. <ax...@zi...> - 2002-05-22 09:12:10
|
ph'@ntasy (phpRPG 0.5) I have temporarily added some code to make the game playable for now. A lot of things to fix still. Please report bugs if you can find any. More information can be found on the website. Regards, Timothy Chung |
From: Timothy C. <ax...@zi...> - 2002-05-07 02:17:01
|
Hi Katran, Thanks for the input on the battle system. Because phpRPG is web-based, a player's real-time status could only be shown after a refresh (either just reloading, or any other links/actions). To be able to scale the battle system into a multiplayer context (eg a party vs another party), I would like the maths and design to be combat-based rather than round-based. That is, ROUND-BASED > Player A initiated a battle with Player B! > Player B first attacks with his dagger, inflicting 10 HP damage to player A. > Player A attacks with 2H sword, inflicting 15 units of damage! > Player B attacks with dagger, inflicing 4 units of damage! > Player B attacks with dagger, missed!! > Player B attacks with dagger, missed!! > Player A attacks with 2H sword, CRITICAL!, inflicting 30 units of damage! > Player B is dead. Player B will not necessarily be dead in one round (if the number of attacks have been set limited), but by using ticks, influenced by the player's attributes (ie speed, weapon, etc), this situation would be out of control when the combat involves Player C. COMBAT-BASED What I propose at this stage is to have all the maths worked out on a combat-based context. Attacks are still in real time and player attributes are still influencial. What is used is a delay factor. Similar to maths involving movements I presented earlier, a player is responsible for each click they make. When a player attacks or counterattacks, a delay is calculated depending on the character attributes, weight or class of the weapon. That number of seconds of delay is added to the current timestamp. Until the character is recovered from the delay, he or she cannot do most of the things, including moving around. 1. When Player A engages on a combat with Player B, depending on Player B's personal setup, B can opt-in to counterattack A. 2. If that's the case, then depending on the speed and weight of the weapon, we work out who hits who first. (This would be critical for the final hit to death.) 3. Then the Katran formulae may apply on the faster and slower attacks. 4. Delay of each player is worked out and applied. This is a rough sketch of the idea, a lot more details can be involved here but framework is the best I can think of so far. Does this make sense to you at all? Regards, Tim |
From: Katran <Ka...@zi...> - 2002-05-04 13:20:17
|
Hello Everyone, My suggestions on formulas: Initiative formula: $initiative = //is calculated for every person engaged in combat _ //on the start of the combat and after _ //every attack he made (is expressed in ticks) $last_attack_tick + //for the start of the combat it is 0 random(1,20) + //random factor $attacker_weapon_factor - //2H sword is much slower then dagger $attacker_bonuses; //for deterity, speed spell, etc. To hit formula (every bonus could by penalty if negative): $ishit = //this is calulated when tick _ //counter is equal to someone's initiative random(0,$attacker_skill) + //success in using fighting skill $attacker_skill / 10 + //minimal use of skill $attacker_weapon_bonus + //bonuses for magical or well-crafted weapon (not %) $attacker_bonuses - //like blessing, berserk, etc. $defender_evasion - //defender dexterity+armor evasion bonus $defender_bonses; //like blessing, berserk, etc. Damage formula: $damage = random( $weapon_min_damage , $weapon_max damage ) + $attacker_bonuses - //for strength, etc. $defender_protection - //usualy armor $defender_protection_bonuses; //stoneskin spell, etc. Example: Torak the Berserk is strong and very skilled with his enchanted 2H sword (skill=100). He is fighting with Boneater the Goblin, who wears leather armor and was recently blessed by the tribe's shaman. He fights with short sword (skill=30). At the start of the combat iniative is rolled: Torak has 18 ((random) 10 + (enchanted 2H sword) 12 - (berserk state) 4) (2H sword, even enchanted, is slow, but Torak is in berserk state, which gives him higher strength, thus resulting in 4 bonus) Boneater has 6 ((random) 6 + (dagger) 4 - (blessed) 4) (dagger is quick, bless gives better initiative) When tick counter is 6, Boneater attacks. To hit is rolled, and results in -9 ((random) 20 + 3 + (weapon) 0 + (blessing) 8 - (evasion 10) - (berserk state) 30). Since the number is negative, Boneater misses (but he was close). His next attack will be on tick 15. ((current) 6 + (random) 9 + (dagger) 4 - (blessed) 4) On tick 15 he strickes again and misses (he isn't very skilled with his dagger). Next attack on 27. On tick 18 Torak rolls to hit. He has 38. ((random) 50 + 10 + (enchanted weapon) 10 + (berserk state) -4 - (evesion) 20 - (blessing) 8). (Torak is less accurate when in berserk state, and Boneater is fast (evasive)). Torak scores a hit, since the result is more the 0. He rolles for damage and gets 14. ((weapon) 12 + (berserk) 6 - (protection) 2 - (blessing) 2). (Torak has bonuses due to berserk state, Boneater's leather armor and blessing absorbs some damage). 14 little more then a simple goblin (even blessed) can suffer, so Boneater dies. Best regards, Katran mailto:Ka...@zi... |
From: Michael Y. <gt...@pr...> - 2002-04-26 16:30:46
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> I think he already knows and have given up on it. Writing all > from scratch again? Are you sure? Have fun doing so. :) > > Tim It's kinda lazyness on my part and a little need for redemption. If I remember correctly I hacked the holy hell out of it and want to do it _right_. ope |
From: Timothy C. <ax...@zi...> - 2002-04-26 16:05:38
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I think he already knows and have given up on it. Writing all from scratch again? Are you sure? Have fun doing so. :) Tim |