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dns_server

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Everything posted by dns_server

  1. Raffle bot

    There are already several gambleing bots around the place, I'm not shure if you are able to bennefit from useing it though, You may be able to benefit from it if it is a paid bot but i don't know myself so i would contact a developer to see what is allowed. Overall it seems like a resonable idea (and something i might do when i get around to it). The way that i would use it would to allow people to buy tickets (100gc seems resonable), have it last a week (draw it on sunday or whenever there are the most people online) and pay out most of the money you collected. If you wanted to (and had the time) you could implement a system where people could choose thair numbers (Say 4-5 numbers from 1-40?) and have a proper draw. remember to get it tested and aproved before useing it on the test server with the link below: goodluck
  2. announcing elm2blend

    This was made before the transision to CAL for the model format so i think the model format and the map format have changed quite a bit.
  3. Message Bags

    What we need is someone to extend the encyclopedia code and turn it into a web browser so it can download pages. The server would send a urlv, the client then downloads the xml file and pops up a new xml to view these messages.
  4. TinkerBelle

    good to have her back
  5. autoupdate working?

    This is an update to some of the data files NOT an encyclopedia update. Read the Client updates, 2006-03-20 thread fully.
  6. New feature coming soon

    Do these bags exist in normal space ie. if i drop a bag in the same location as a hyperspace bag what would happen if: would my droped bag dissapear? would the hyperspace dissapear? would the droped items go to the hyperspace bag? would the hyperspace items go into a new normal bag? or to put it another way to they both stored in the same layer, they really should be seperate or we could just bag spam to find the location of these new bags.
  7. what are bots?

    Bots are applications which act somewhat like the el client with most of the code removed. They generally are applications that process messages from the server they generally process pm messages and some process local messages, channel messages and #gm messages, they process these and return messages to the client. There are some trade bots which you can buy from and sell stuff to. but there are quite a fiew bots that will chat with you and you can ask some questions. I run 'iknow' he is a bot that processes the pages like http://eternal-lands.solexine.fr/~radu/online_players.htm which say what people are logged in and http://eternal-lands.solexine.fr/~radu/vie...er.php?user=dns which shows players stats in a more convenient way than going to the web site. Torg runs 'trinitybot' which contains a database of prices of items, pm him 'pc efe' she would look in the database and return an aproximate price like 'The price for Enriched Fire Essences is 3-4k gc each.' some bots like 'UobeyUok' just sit on a channel (12345) and send messages.
  8. Karma

    I would love a karma system to be implemented even if there is no initial good or bad effects to it it would be a good addition to the game. It needs to be something that can be positive negetive and neutral, I would have a scale from -100 to +100 (or chose a scale you like) both +ve and -ve where 100 is the maximum and 30 and below fits inside the nutral level. There are a veriety of ways that you could use this system. MAGIC: Starwars knights of the old republic (seing it is a star wars game) has a karma system where you can choose what side of the force you are going to be on (and you can even be completely nutral if you are crazy. There are both good spells (like healing) and bad spells (like life drain) and there are some nutral spells too, You still have the freedom to use ALL spells both good and bad but there are different costs. If you are good and cast a healing spell you use verry little mana, but if you are bad you use up most of your mana. likewise if you are bad and cast life drain you use little manner but if you are good and cast it you use little mana. Something like this could be used to some extent, there could be spells that are good, bad or nutral, they could have different mana costs asociated with them so remote heal would be a good spell and mana drain would be a bad spell. Gods: As you know there is already a system of gods that are both good and bad, karma could be used to restrict access to the gods based on the allignmentent ie Aluwen = good, Mortos = bad. One thing that Fable (another favorite rpg) used is the idea of 2 aposeing gods and that if you wanted to change your alignment you could do so by donateing gold to that god, so with these alignments of gods (and include allied gods) all people could donate money towards a side to ajust thair karma even if they did not follow a particular god. ITEMS: It would be good to have some items that are restricted to a particular side. One idea would be to restrict a new stronger wepon to people with bad karma and restrict armor (or maybe new crowns etc) to people with good karma. NPC's: There could also be a karma element to trade, most npc's will trade with everyone at the same price but some would favor people with good and some favor people with bad karma it should not totally restrict people with bad karma but tweak the prices a little makeing some items cheaper or more expensive. SkILLS: While most skills would not be changed you could use karma to change the balance of skills a little. One possibility would be to slightly increase the attack power that someone who is bad while reduceing the defence that they have ie +1 attack -1 defence if you are bad, -1 attack, +1 defence if you are good. it might work or may completely fail, it's just an idea.
  9. Chat interface modifications

    Would it be possible for the options and history buttons to be swapped? From a useability perspective the most commonly used functions should be placed in the corners as this is the easyest for the user to move thair mouse to. Moveing your mouse to the corners of the window does not take any visual feedback but moveing it to the next one in involves you moveing the mouse and checking it's location visually. As access to the chat history is most likely going to be the more commonly used function i think it should be given the higher priority location in the corner.
  10. Bot testing.. some questions

    sometimes if you ask reall nicely it is possible for your account from the real server to be transfered to the test server and it is possible for them to give you some extra gc too.
  11. New Sourceforge Project for ELBot-DotNet!

    the code is there, now to find a vb.net compiler for linux. there is A compiler in mono but no packages of it that i can see. Are you planning to have a c# version of the code? How do you expect other people to extend your work, one thing that i'm trying to do with my rewrite of my bot code is completely seperateing the implementation of the protacol as a seperate library instead of haveing everything in one place. i'm haveing a design with many listener interfaces which are used as callbacks for events ie there is a chat interface that your class can implement that when it is registered it will recieve all messages.
  12. New Sourceforge Project for ELBot-DotNet!

    no code in the cvs/svn repository yet.
  13. Guild merchant NPC testing

    (TC) has controll of both npc's, is there a way of resetting the server or createing a lot more npc's for us to test it? If possible would it be possible to give some more gold to all people with accounts there a fiew thousand gold. i have 50k there but would that be enough for createing a guild (seing our guild doesn't have a leader there) and purchaseing the npc's?
  14. Official EL Lottery!

    it is something that has been done before, there used to be quite a fiew gambleing bots around the place but they have not returned after the change in chat and tradeing protacol in the middle of last year. I'm not shure wether this would require to be a paid bot, it would if you where going to benefit at all from it but might be ok if you never have any interactions with the bot. If you want to do something like this i would like to provide all the help that i can.
  15. Some tough questions, maybe you can help?

    First thing i would do is recomend that you download Ethereal It is a network packet analyser and allows you to capture all the packets. First you should capture an output of you connecting to the server with the official client as a reference of what the data should. Next capture your bot connecting to the server, compare the data they sends and try and hack your code to get it to outputs to match. I run a bot written in java so the syntaxes are resonably simular to what you have and i have had simular problems to you. One problem that i have had is that java was sending all data imediately, it would send a packet specifying the type, then a packet with the data length then a packet with the data. the server doesn't like this as this should be sent as a single packet. Java has a "BufferedOutputStream" which is a wrapper around the imput stream that puts the data into a buffer, when all the data has been put in you call flush which will send the full buffer. You also need a default case for packets that it does not understand where it should just read and ignore those packets (or print them out for debugging ). it would get confused if it finds something that it doesn't know. If you need any help ask me, though i have not used .net but .net is soo close to java as they copied lots of the design ideas that my code is really simular to your code. so you could send it to me if you get stuck.
  16. Bonus exp areas, no item made

    It is a resonable compromise for those that need to get thair level up and don't care about the cost and will reduce the mass production for some skills mainly manufacturing but it will probly not effect crafting. When you start off with crafting you are working in createing the base items (rings and medalions) that you will use in later levels so if you are smart you mass produce base rings to get your level up to make the higher levels easyer when you have the skills. For something like this to work it needs to be reletively easy to do the mass production in this area and this requires ether being close to storage such as a building in a town with a storage ether portland or tarsengard or haveing a storage npc in the area. It is something that belongs in a seperate area so it must be located in an enclosed space this could be ether a house or possibly a fenced off place possibly with a npc at the entrance. The avantage of haveing a npc is it is there to tell you about it and it could also act as a storage bot or sales bot ether general store or one that sells everything. I woud prefer if there was no food requirement at all in these zones and there was some other cost associated with them say 100gc each visit? Another way would be to still be allowed to keep your items but you pay half the npc sell price (so you make a 50% loss on the item) when you make it.
  17. PocketPC port

    i'm working on porting the network code fully j2me (limited java for mobile devices). this is part of the JELC project where i'm trying to create a full port of el. i've had some problems with endian as java uses the opisite to intel cpu's so i need to work out the best way to do this with j2me (it has a limited api). Once i've got the networking done i will probly implement some basic 2d over head graphics but that is a fair way off.
  18. iknow features

    As you probly know i'm the creator of the bot iknow. I would like to ask you what features you like, what features you don't like and what features you want me to implement. I've been buissy rewriteing the internals of my bot. i'm moveing from a system where information is stored in various places to a more structured system where there is an account object to centeralise all account settings. This will allow some customisation of my bot, where the user will be able to disable the mail system and add people to the list of blacklisted people to reduce possible abuse of the email system. The other significant change is i have made changes to allow for session-less communication. This has allowed for the implementation of multiple line messages to be sent as a sequence of messages and i plan to implement a proper email application where you can open a message then you can ether reply, delete etc based on that message. I also plan to implement a fiew more features such as games, i might add blackjack. If someone is willing to help me i might implement a quiz, i need someone to write a set of questions and answers. What features do you think that i should implement i would like features that should be reletively easy to implement and take a fiew hours to a week to implement. Remember to think inside the contstraints of the game, input is restricted to just text in the form of pm messages. Now back to what you can do. I need your feedback and how you can help. First tell me what features you like? what you don't? What features do you think it is missing? do you think it is easy to use? what is hard to use?
  19. iknow features

    well online points to a pre defined list of players this used to point to moderators online but i was asked to remove it because it meant that too many people where contacting moderators with general questions that are better answered on channel 1 or with #help_me. i just deleted the list and forgot to update the help message. If there is a list of people (not guilds) that you would like added to the bot just send me a list. I'm in the middle of updateing the bot to store account information in a database instead of 8000 flat files There are that many files as it is now storeing information about when they where last online (it checks the who's online page every 15 minutes) and they where last seen by the bot (by going past the lakeside docks), i will add a whois command to show the guild when they where last online (or seen) and any other information. Once i have the account managment information is in the database i will start implementing some of your ideas includeing the modifications ready for translations so if anyone wants to volunteer for this contact me and i'll give you the strings that i want translated. i will also have a command to cache stats pages for people that have privacy on and still want a combat level shown.
  20. The cooldowns decision

    with summoning stones there will be one stone for each creature?? ie a summoning stone of polar bears? Will they fail like everything else or will they always work. I think they should always work every time as long as you have the minimum level and required nexis but there is a chance of failing to make them and that is where the failing will ocur.
  21. What Do You Mine The Most?

    Ti ore for money.
  22. Ok, should the cooldowns stay or not?

    voted YES. It is a sound idea and defenately needs tweeking with the countdown times and tweeking the experience gained to reduce the need to mass produce as much.
  23. Today is a special day also for the bots

    Bots should be protected from just about all effects, they will not be attacked in invasions (i think they need MM perk though) so it might just be a small oversight of the developer where they forgot to stop the effect for bots.
  24. Mixing delays are an effective way of controlling mass production but with food countdown it is no longer the main cause of delays. Mixing delays have a major advantage over food countdown as they are based on your SKILL level where countdowns are based on the item you are useing, this has the effect of makeing things much easyer for people that have worked on thair levels. Overall a good ballence between both would be a good solution, a much reduced item countown to set an absolute minimum time for production and a level based mixing delay to specify the maximum time for production would have a fairer result.
  25. Cool Down - how to improve it

    I think the best way to stop the mass production is to remove a lot of the need for the mass production in the first place. To gain experience and therfore levels is to produce items and with the current experience level requirements this involves createing a mass ammount of items wich is the problem that the countdown is trying to fix. The way that i would fix this would be to ajust all the experience curves for all skills. I think that the experience curves should be different for each skill instead of haveing them useing the same equation. By giveing them all different curves this should be used to make skills more even. Other skills are perhaps to easy to start off with. It is possible for you to gain a resonable level in a fiew days in the case of alchemy it was possible to get to level 20 alchemy after playing for around 4-5 hours by makeing fire essences. It is a simular story with other base skills like harvestring and fighting where if you commit to it it is possible to gain levels quite fast. I feel that skills that produce items especially Manufacturing and Crafting should be made a little easyer to advance to a resonable level in a much shorter time. As these skills require reading a lot of expensive books and require the production of bars which require ether alchemy or lots and lots of money it makes them harder to start and gain levels. My suggestion is to therfore change the equations that are used to calculate when you gain levels to a per skill level and make some skills harder and some much easyer. Implementing this kind of changes will also need a huge amount of tweeking to get it right and will have some negetive side effects what we want is it possible to gain skills in a resonable time period but we don't want it too easy and we don't want mass production of the higher level items to flood the market too easily. This higher level mass production would be counteracted by the facts that higher level items require expensive and rare items like efe's which would slow this over production, also haveing a long countdown would also help to reduce this bad effect.
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