Difference between revisions of "User:Asbrandt Resident"
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*: All weapons by all creators are equal. There will not be any form of 'enhancement' model. [Commercial Fairness] | *: All weapons by all creators are equal. There will not be any form of 'enhancement' model. [Commercial Fairness] | ||
====Release==== | ====Release==== | ||
* Current Version: Beta 0.7. | * Current Version: Beta 0.7.10; updated 19.Jun.2012 | ||
* Free on the [https://marketplace.secondlife.com/p/A-Nexus-Combat-System/3625334 SL Marketplace] | * Free on the [https://marketplace.secondlife.com/p/A-Nexus-Combat-System/3625334 SL Marketplace] | ||
====Outstanding Issues==== | ====Outstanding Issues==== |
Revision as of 22:13, 18 June 2012
About
AKA: Faust Vollmar
An LSL Scripter with a particular interest in SLRPG frameworks and Weaponry.
Projects
I should probably create sub-pages for my projects with a bit more comprehensive information and less rambling, but that can come later.
The project sections sound like advertising; I didn't mean it that way but that's kinda how my attempts to jot down what I do turned out.
[ NexusCS ]
- ProjectID A00
- This is my pet project, an SLRPG framework, it taught me LSL as I've gone along since '08,
and will teach me C# when we can use it in SL.
Design Basis
- Non-profit System with no operating costs, all items related to the System are entirely Free and Copy+Transfer. (The System will remain available if I leave SL.)
- Funding for content (Sounds, Particle Effects, etc.) would be on a Donation basis.
- Due to Copy+Transfer, Animations will not be part of the System. The Weapon API will include Trigger and State information, allowing them to play Animations.
- Dealing with people -selling- the System will be a community effort. (The items are No Modify, making it difficult to disguise as something else.)
- Funding for content (Sounds, Particle Effects, etc.) would be on a Donation basis.
- No off-world Server. Sims use an in-world prim Region Server for Configuration storage. (The System will remain functional if I leave SL.)
- Due to the volatility and Memory limitations of SL Scripts, there is no Stats Tracking; Experience/Levels, Kill/Death counts, etc.
- Configurable Character Types with Stats and Powers, allowing for a variety of Types with their own abilities, advantages and disadvantages.
- Weapon system designed to meet the needs of Free Use, Cheat Proofing, Versatility and Fairness.
- An open Weapon API for weapons to register their statistics with the CS Unit, which controls attacks internally. [Free Use, Cheat Proofing]
- Some statistics are weapon-defined (within reasonable values), the CS Unit calculates others to create a balanced result. [Versatility, Fairness]
- All weapons by all creators are equal. There will not be any form of 'enhancement' model. [Commercial Fairness]
Release
- Current Version: Beta 0.7.10; updated 19.Jun.2012
- Free on the SL Marketplace
Outstanding Issues
- Due to the purely in-world design, some aspects require more effort, by both Region Owners and Players, than other similar Systems.
Design Feedback
- Suggestions for new Power casting Modes or Types. If you need the current list, IM me in-world.
- Should World Owners have direct access to the Comms Protocol for Attacks/Powers etc, such as being able to set their HMAC key?
* Comm Protocol Info *
- [ User Input Channel ] : 9
- [ Internal Channel Range ] : -1192,000,xxx
- [ Public Protocol ] : Weapon API and Status HUD input/output. Usage will be documented.
- Channel; Weapon API = -1192000000
- Channel; Status HUD = -1192000001
- Method; = llRegionSayTo()
- Header; = "A00"
- Payload; = Single-Pipe ("|") delimited.
- [ Semi-Private Protocol ] : Internal System stacking detection.
- Channel; Detect API = -1192000002
- Method; = llRegionSayTo()
- Header; = "A00"
- Payload; = Single-Pipe ("|") delimited.
- [ Private Protocol ] : Region Server API input/output. HMAC-Signed Data.
- Channel; Loadup API = -1192000003
- Method; Ping = llRegionSay()
- Method; Comms = llRegionSayTo()
- Header; = "A00"
- Payload; = Single-Pipe ("|") delimited.
- [ Private Protocol ] : System API input/output. HMAC-Signed Data.
- Channel; System API = -1192000004
- Method; Targeted = llRegionSayTo()
- Method; Area = llSay()
- Header; = "A00"
- Payload; = Double-Pipe ("||") delimited, with Single-Pipe ("|") delimited sub-sets.
[ OpenSource Weapons Systems ]
- ProjectID A01
- This project was originally born of wanting my own take on the well-known LCK Weapon Scripts, but has since evolved over time into it's current state.
Design Basis
- Two sets of Scripts (One for Melee, one for Range) that can be used for SLRPG Weapons.
- Scripts designed for a few of the popular Combat Systems (that do not require proprietary Scripts) that may be compatible with other similar Systems.
- Plugin API allows for some new (non-Combat System) features to be added, possibly created by third parties, without needing to edit the Core Scripts.
Melee Weapon Scriptset
Release
- Current Version: 2.5.2; Updated 17.Jun.2012
- Free on the SL Marketplace
Outstanding Issues
- No coordination between multiple MainHand weapons.
- Lesser issue for Melee, but needs to be resolved for the Range version.
- Menu System complicated to setup. Not useful for the Color plugin at all.
Range Weapon Scriptset
Release
- No Release: Working out issues with the Melee version, not well-versed in bullet rezzer design.
* Comm Protocol Info *
- [ User Input Channel ] : 4 (Default, configurable to use any Channel > 0)
- [ Dialog Menu Channel ] : -99 (Default, configurable to use any Channel)
- [ Internal Channel Range ] : -1192,001,xxx
- [ Public Protocol ] : Protocol not likely to be used, however messages are documented in the Project's packages.
- Channel; = -1192001000
- Method; = llRegionSayTo()
- Header; = "A01"
- Payload; = Single-Pipe ("|") delimited.