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dg-ts's Issues

Potion Sickness Debuff

The potion sickness debuff reduction by Charm of Myths and Philosopher's Stone is not accounted for.

Brain Sucklers go invisible when the victim dies

Brain Sucklers will go invisible when the victim it is latched onto dies, causing the round to be impossible to complete.

Current workaround: use "/ability telekinesis" to force server mob update to make it visible again

Silent Command Specifier bypasses restrictions (.)

The plugin(?) written to restrict permissions in specific dimensions/conditions only has its effect on commands started with /. If started with a period (.), it will be ignored and the command can be done regardless of restrictions, as long as one has the appropriate permissions applied in their user group. Only tshock servers with the silent command initiator enabled are "vulnerable" to this. Hence build and survival are subject to this. All .Commands are executable whilst bypassing /commands restrictions.

This makes the following available on survival;
.buff
.item
.prefix
.heal without a cooldown (and also build)

As an immediate fix upon restart I believe "CommandSilentSpecifier": ".", in tshock config for survival could just be disabled/deleted.

Silent Command Bug

Silent command initiator on build does the command but also appears in public cha

Damage testing

One of the most inconvenient parts of DG pvp is that since the damage shown is not the damage delt you have to test damage against other players; So if no one is on, or you are fighting a good person, or if you can't aim you are going to have a hard time. it isn't too bad but what would make testing damage a lot easier is if you had a warp in the pvp dimention that was just a small room with 2 or 3 bot's. They don't need any ai or anything just the hitboxes. I say 2 or 3 because it would be nice to have one with a "tanky" loadout (like solar 3 stones and worm scarf) one with glass cannon armor (like nebula leggings dark artist's robe and chlorophyte headgear) and then a meta kit. That way you can see how you will fair against other builds. Overall it isn't "needed" it would just make things more convenient for everyone.

Hide and Seek

General Idea

There are two teams of people: Hiders and Seekers. The Hiders are given a certain amount of time to hide, when the time is up all Seekers are released and must seek out and kill the Hiders. There is a time limit which once up, if there are any members of the Hiders left, causes the Hiders to win and the Seekers to lose.

Specifications

General

Health: 400
Mana: 100
Respawn Time: none
Expert?: yes

Player Limits

Min: 3 (1 Seeker, 2 Hiders)
Max: 9 (3 Seekers, 6 Hiders)

Loadout

Hiders

  • Vortex Armor
  • Shadow Dye
  • Light emitting item

Seekers

  • Weapon
  • Light emitting item

Lobby dmgmulti bug

Receiving damage whilst in a lobby with a dmgmulti 1< flings you as far right as possible until you collide with other tiles. This is a modification of knock-back hence it is negated by shields.

My thoughts and ideas for the ability Contractor

My Thoughts

Currently, the ability is very unbalanced as using it allows you to scale into the game
at a very fast rate. I also think that the ability is bland when compared to the other abilities as its' only use is for quick points. Considering how Zombies is mainly a Co-op gamemode, completing contracts may not be that challenging when compared to clearing waves. Nonetheless, I do think it is a powerful ability to have. It is comparable to the Bank Sentry, but more suited for players who prefer combat or is not used to sentries.

My Ideas

Instead of having contracts costing based on the player's current points, I think that the contracts should have fixed costs that pay for double the cost and generally useful consumables. The fixed costs will be based around 4 difficulties which you can select from: Easy, Normal, Hard, Insane.

Here are the suggested costs and payment(could be increased) for each difficulty:
Easy- Costing 750, with a payment of 1500 and a Lesser Healing Potion
Normal- Costing 4500, with a payment of 9000 and an Inferno Potion
Hard- Costing 21500, with a payment of 43000 and a Titan Potion+Healing Potion
Insane- Costing 100000, with a payment of 200000 and a Flask of Nanites/Mana Regeneration Potion/Ammo Reservation Potion+3 Healing Potions
Only the contract buyer will receive the full payment.
Partial payment will also include the consumable(s).

The considerable gap between the prices is so that the player is forced to purchase a contract of the same difficulty at least 2-3 times before being able to purchase the next difficulty contract.

The contractor will now only spawn when the player purchases a contract and will despawn after the contract is completed. If a player completes a contract, there will be a 15-30s cooldown. If the contract is failed, the player will be able to purchase a contract right away as the player would have lost points by then.

The contracts will vary from killing: High HP mobs, Multiple mobs, or a Boss.

Dimensional Transition Mount Bug

How to recreate

  1. Create a tall enough hoik loop in the Build Dimension
  2. Enter the hoik loop and go to any dimension. You'll take fall damage and die.
  3. Because of the short respawn time caused by the server, you'll respawn and do whatever you want in the short time frame you have

Utilizations

Grab a mount you want to have but you don't have in Survival, put it in your equipments. Do steps 1 and 2. The moment you die, quickly spawn the Quick Mount hotkey.
Success rate : 50%-60%(Dependant on Hoik Loop)

Finish prototype for True SSC

Checklist for a completed prototype:

  • Basic Inventory Management
  • Trash slot
  • Crafting items
  • Buying items from NPCs
  • Selling items to NPCs
  • Putting items into a chest
  • Taking items from a chest
  • Opening Crates, Boss Bags and related

(Zombies)Random Box

A chest similar to the magic box except this allows the map creator or whom have permission to edit the map add items to the chest and if possible, allow the editing of chances, some items will be favored over others. Useful for in situations like, chests that give you 2-4 potions.

Dark Shadows armor piece

Dark Shadows map in zombies gives hallowed headgear for the ventured miner class (melee)at third armor upgrade, which is the magic variant of hallowed headpieces rather than the mask, which is the melee variant.

Zombies World Loading

The zombies world chunks eventually stop loading properly and the player count is set at 0 on the window title.

Spectating in Duels

With duels in pvp being reopened (or soon to be reopened, if they aren't already)
Some people like to spectate them, I'm stupid and know nothing about programming, but a join command of /spectate and /warp to the arena could maybe be done, I think being able to spectate a duel would be incredibly cool to do, especially when you are able to use hooks in spectate mode.

Special Item Joining

Sometimes when joining special item the loading of world chunks hits a problem causing no other packets to be read and forcing the client to rejoin the server.

/lobbychat command

Command Suggestion : /lobbychat to toggle between lobby chat and normal chat, so that phase is no longer required to talk outside the lobby chat

Mobs not spawning

Probably related to
RoundManager: ERROR: Index was outside the bounds of the array.
Seems to max out the npcs causing mobs to be unspawnable in all other lobbies.

Spectate Issue

Active item slot # for your hotbar stays the same one spectate mode is entered. For example I go into spectate while I am on slot 3. Then I can somewhat use a portal gun in slot 1, 2, 4-0. But then i get disabled once the portal gun is put into slot 3

Lobby HP bug

Creating and setting lobby hp at positive 16 bit integer max then using a lifeforce potion puts you, in the perspective of other players, in a state of false death (i think overflow to -26214.6 hp as hp packet is 16bit int), and thus you cannot be hit, however you can do damage to anyone with pvp on.

More Abilities In Zombies

Ability Reminder Message

There should be a message that appears when a round starts that says something like: ("don't forget to select an ability!"[insert list of abilities here])

Ability Suggestions

The abilities I think should be added are below this section. Each ability should only be activated on round 10 and should require 10000 points to upgrade. They should be upgraded via /upgrade and players should be reminded, on round 10, i.e. "say /upgrade to upgrade ability to ", [insert upgraded ability name here], " buy for 10000 points, lasts for only this round").

Health Insurance

S S

Summons the nurse who instead of money uses points and has an inventory button that opens her inventory to give her things bought from the nurse's boyfriend. Requires points to summon, can revive the player for points by double pressing s.

W W

Summons the nurse's boyfriend who is a merchant who sells armor and weapons that only the nurse can use in trade for points, can be summoned free of cost, upgrade of self repair.

Soul Stealer

Soul stealer (when pressing s twice deals 100 damage to the nearest player with the most health/defense and scatters 20 ectoplasm around the map that increase max health by 10 when picked up, upgrade of shaman)

Turret

Turret (summons ballistas, tier 1-3 = tier 1 ballista, tier 4-5 = tier 2 ballista, tier 6+ tier 3 ballista, does insane damage, needs to recharge overtime, has the same type options sentries have, upgrade of sentry)

Atomic Bomb

Tiny atomic bomb (acts like a grenade, looks like a red grenade, does 1000 damage, takes 2 minutes to recharge, upgrade of barrage)

Point Warp

Point warp (does the same thing as time warp but pressing p twice makes coins fall out of the sky, copper = 10, silver = 100, gold = 1000, platinum = 10000, takes 2 minutes to recharge coin rain, upgrade of time warp)

Gun Game

General Idea

Everyone starts out with the same weapon, most likely a low-tier like a pistol. After each kill the player is given a new weapon, replacing their old one, the general progression of weapons goes from bad to good and then finally very bad.

The static part of the loadout will be around 1.1 standards (basic wings and basic hook).

Specifications

General

Health: 400
Mana: 100
Respawn Time: 4 seconds
Expert?: yes

Player Limits

Min: 3
Max: 8

Based on: Call of Duty - Gun Game

/where command

A command to find what dimension or gamemode lobby a user is in. Useful for if you have a friend on the server and want to find out where they are so you can go to them.

Lobby HP bug

Creating and setting lobby hp at positive 16 bit integer max then using a lifeforce potion puts you in the perspective of other players in a state of false death and thus you cannot be hit. However you can still damage others.

Duel improvements (Queue, Elo, Autobroadcast, etc)

Is your feature request related to a problem? Please describe.
The current duel command is incredibly lackluster and is very VERY underutilized.
Additionally, during active hours (1 pm ~ 5 pm MTN Time) there is typically upwards of a dozen players online all in FFA at a single time. This makes practice incredibly difficult, as FFA is incredibly chaotic, but being on any earlier or later than this vastly increases the likelihood of encountering players with significantly higher ping than you, which hurts the ability for players to improve.

Describe the solution you'd like
The simple explanation is a waiting line for you to enter when you join PvP.
When you join PvP, you can type /duel, or /join or something alike in order to but put in a queue to duel other players. While in this queue, all of your functions remain the same, you are able to PvP in FFA, accept duel invitations, and leave the dimension. In the event a player leaves the dimension, the easiest solution is just to cancel the duel, HOWEVER, I think it would be a lovely addition if you could go play zombies, or survival, or utilize the other DG services while you are in a ranked queue, and should a duel be accepted, you will be given a short 5-second warning, and will be automatically moved to the PvP dimension. I do not know how possible it is, but this system allows much more player freedom, so I think it is preferable over just canceling the system. If this is a technical difficulty, it should be abandoned, as there are vastly more important things to funnel time and energy into than a small detail like this.

Ideally, there would be 3 factors that dictate when you're put into a duel with another player.

  1. Whether or not you just dueled them,
  2. Their Elo/Points/Rating,
  3. Ping.
    In an ideal world, if you duel someone, the system will not put you up against that person again unless there is nobody else in the queue within 10 ~ 30 seconds, to prevent players from boosting each other up in elo drastically. Players of similar elo would be more likely to get matched together, and if someone has significantly higher ping, they should be less likely to get into a match with someone with lower ping, although neither ping nor elo should be a deciding factor, as this would likely entirely kill enjoyment.

Describe alternatives you've considered
The middle ground is to abandon the elo/points/rating system, and just give us the duel queue. I feel that this alone would help increase the number of players dueling, as you don't have to go out of your way to request individual players to duel or advertise that you're looking to duel other players, but the inclusion of the elo/point system is a good way to incentivize player activity and player growth and also doubles as a way to help refine the duel queue in the event that PvP activity continues to grow.

Additional context
Here are some other small things that would be nice. Many of these Avery and I can do on our own, albeit it's a bit finicky, and there doesn't seem to be anywhere noteworthy with commands written down.
Keeping the current ability to duel players manually would be nice. If an elo system is present, I believe you shouldn't be able to duel players of your choice, as this would allow boosting other players up or down in the rankings manually, but practice duels, and other things alike should not be forcefully removed.
When a duel is over, the results of the duel should be broadcasted to the PvP Dimension (and ONLY the PvP Dimension). Something small to indicate the duel is done, and show the score for others to see. This is another way to incentivize players to duel, but also helps players gauge who's doing well and who isn't. Something simple like "The duel between Rofle (5 - 3) Blanc has ended!"
Auto broadcasting when you join PvP who is in the duel queue, and how to join the duel queue.
Bright red sign at spawn showing commands for dueling.
And finally, please somewhere write down the commands for editing arenas because Avery and I can never remember :(

Zombies Magic Box Overhaul

Introduction

As it stands the Magic Box in Zombies is a legacy feature. All of the items are based on the old mob spawns and progression. In this proposal I suggest an upgrade that will make the Magic Box more interesting and become a proper feature for maps. Like other features, this will be tailored for specific maps only. Not all maps or many will use it.

The Idea

Item Overhaul

The first thing to do is add to and redo the current item list that it gives out. It should have four tiers of rarity, 1 being the most common and 4 being the least common. The item pool should also include custom weapons that are tailored to their specific tier.

Overcharge Chest

As rounds go on, the Magic Box will be unable to provide better weapons without either locking them off until later or enabling too powerful weapons early on. The way to combat this is have an overcharge chest that enables the player to upgrade their existing weapon. This means that if a player obtains a weapon from the Magic Box that they want to use but it is not powerful enough, they can overcharge it. This chest may not be limited to maps with a Magic Box.

This chest will only upgrade a weapon once.

Challenge Items

The other new part is the ability for the Magic Box to issue a challenge to all players. An example goes like so:

Come grab a copper shortsword from me for 500. Kill the next 5 mobs with it and I'll give you a Tactical Shotgun

or, probably issued at round start and round-aware (so it doesn't issue challenges for mobs that are not around):

Stop! If the next 4 mobs you kill are only Wandering Eyes and Shellys, I'll give you 100 exploding bullets for free!

Zombies Deadlock

The zombies server keeps deadlocking at least once per week. The Zombies plugin has already been checked for deadlocks so the problem must be elsewhere.

Item Frames

Item Frames don't reset when the world resets. Their data is still there, so when a item frame is put where one was before a reset, and then it is broken, the item frame will drop that contained item.

Time flow in PvP

After doing a poll on the PvP Discord, it's generally accepted that the playerbase wishes to see what PvP is like with time unfrozen to experience night time more often, however it's also been brought up that dayregion, a command which permanently sets time to day only while you're in a specified region, should be implimented for the duel arenas to keep it fair, as night time pvp brings a boost to invisbility from vortex, and a significant stealth boost to anyone with a dark vanity, like shadow dye.
image

2nd Form enemies being ignored by mob counter

When fighting the Lihzahrd in Zombies Round 7, after the Lihzahrd drops below a certain health, it will turn into it's second form and run, the "Lihzahrd" now is no longer considered an entity by the mobs counter, so if no other mobs are alive, the round will end even though it's still alive.

With the addition Slimer(Flying Corruption Slime) to Zombies, this bug extends further to any enemies that have a second form.

/= Command bypasses restrictions

The "/=" command allows using other commands under which restrictions would normally prevent them. Examples are:

  • /heal - cooldown
  • /heal - in pvp

Vanilla PvP

I believe it would be in DG's best interest to start a vanilla pvp arena. it could piggyback on an existing dimension or you could make a new one. The idea is that the newer players will go to the vanilla or "normal pvp" to just have fun or get a hang of the game while the experienced players would go to modded or "hardcore pvp" to enjoy a balanced and skill based experience. that way both sides are happy and the tryhards don't have to worry about meowmere noobs or influx spam. and There won't be dozens of people everyday spawning in and shouting "Help me I cant leave spawn!"which is annoying as fuck. Also when I first joined I was confused by bans balances and dmg caps because no one told me but now that wont be a problem because the simple fact there are 2 servers and one is "normal" implies it is modified in some way. I think it is a fun and easy was to bring more players to DG and keep your current playerbase happy.

Zombies Crash

System.NullReferenceException: Object reference not set to an instance of an object.
at GameModes.GameLobby.d__90.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.b__5(Object state)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()

Dressers Bugged

All dressers placed in build give the error that no data is stored when attempting to open any.

Unaccounted damage mitigation

Right now, server-sided, the following are ignored (or more appropriately, not accounted for):

  • Ninja Dodge
  • Shadow Dodge
  • Solar Flare Buff
  • Beetle Orbs
  • Paladin's Shield Buff

The game defines them as:

  • Solar Flare: 30% reduction
  • Beetle: 15% / 30% / 45% reduction
  • Shadow Dodge: 100% reduction
  • Paladin's Shield Buff: 25% reduction

These numbers are easily changeable, therefore, the council will discuss how this will be re-implemented going forward.

Winter's scream warrior class shine potion bug

In the winter's scream zombies map, the buffs chest to the right of the igloo for the warrior class gives a quantity of (0) Shine potions. So no potions are given, but the lobby class permissions for buff id 11 (shine buff) is applied so /buff is capable of using the buff. Either remove the shine potions or add them.

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