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joedobo last won the day on February 19 2015

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  1. [WIP] Ghost Tower Guard Mod

    This server mod (for use with Ago's server modlauncher) will add custom guard towers designed for PvE and especially folks who would like the option to not fight . The primary goal with these is to have simple towers not subjected to vanilla WU tower mechanics. My goal is to have few restriction over them. The server owner will be able to configure guard strength. This customed strength could be anything between not being able to kill a rat all the way to one hit killing a venerable red dragon. After asking for help within the tower's range a guard will be created right on top of the mob and immediately start attacking it. It's a ghost so they can just appear wherever, right? Source on GitHub: No releases at the moment as it's not ready. Although, the code is on github if you wanted to clone it and mess around. Requires I could use some help at this point (1/28/2019). #1) The onPlayerMessage() modloader hook so I can trigger events when players ask for help is loading WU bases classes too early and causing an error: java.lang.RuntimeException: com.wurmonline.server.players.Player class is frozen There is a bunch of these too: [07:25:23 AM] WARNING org.gotti.wurmunlimited.modloader.EarlyLoadingChecker: Mod GhostTowerGuardMod loaded server class com.wurmonline.server.creatures.Creature during phase load When I remove the PlayerMessageListener interface and its required methods the error goes away. #2) Also, I"m not sure if creature AI can be setup to destroy itself if its target no longer exists. I want to create a ghost, have it target and attack the mob. Once the target is dead have the ghost disappear and delete itself. I'm not asking you to do this. I just want to know how difficult it is before I start digging into it. I've never done anything with creature AI.
  2. Since when did we decided it was okay to make games less fun? If no one wants to use it, it should speak volumes as to how good the addition actually is. It's worth noting that I'm going to do exactly what the OP wants in WU with a mod.
  3. Do you like the new fishing system?

    -1 on the system. I was going to commend why until I saw Retrograde going on and on. Rolf your making a mistake letting that person to do what he does.
  4. I keep seeing people mention fishing afk and I'd like to point out that is a terrible idea to do. I was fishing semi-afk once. I saw the macro question popup. I didn't answer it right away but did answer it about 15 minutes later. I got the question right. low and behold my priest Tarq was banned the next day for Macro. So be it, I don't like talking to GM's so I just moved on. But I'd like to point out its a terrable idea to think you can fish afk. You need to be able to respond the question right away or the GM's will ban you. btw, I'm not at all excited for this convoluted fishing system but lucky I'll just mod it out (or mod the old system back in) in WU.
  5. [RELEASED] Simple Paving Mod

    It works for me so it should as far as I know. I decided to switch to using a common library mod. Delete the "SimplePavingMod" folder inside the "mods" folder. Get the latest release and unpack it into the same folder as server.jar. Get jdbCommon and do the same thing.
  6. [ABANDONED] Fishing Ignores Range mod, [SERVER MOD]

    I got a tool now that might solve my old problem of bytecode breaking when WU updates. I hate updating lots of stuff. If it works I'll make this work again. But also want to wait until the new fishing thing is out. It might be okay, but generally I disagree with Tich's game design choices (she did the core of the fishing update) and want to change them so I'm guessing something will need to be changed with it.
  7. What do you look for in a map?

    Keep in mind the maximums slope mounts and vehicles can pass. I've always treated this as a single slope must be less then 40 or the sum of a compound slope must be less then 40. There is an actual formula I believe. The optimal map would be where a significant portion of the map is pretty flat, next largest would be hilly where those hills don't prevent mounted/vehicle movement, and the last and smallest portion are supper steep mountains. Some water is good but water is pretty much wasted space in Wurm and I think it should be kept to a minimum. But if you like the look of that and are playing with few people space is very much a surplus.
  8. Better measuring jug

    Anyone know if the the action method in ItemBehaviour would let use make this? With jug active, drag some water over to cooking container and the game would automatically move however much water is needed for the recipe. This would likely only work if you did water as the last step to eliminate possible alternative recipes.
  9. Priest overhaul testing

    Before I only needed one priest, Paaweeler and now I will need three. All I care about is item enchanting. In my opnion, these changes completely fail at creating a reason to play a priest as a main for PvE.
  10. Priest overhaul testing

    It's possible Wurm could let us convert without premium assuming our toon was a priest before premium time ran out. A toon in this state is a quasi priest. And many of the missing abilities are gone only because the code has special conditional logic to remove them if the toon isn't premium. If I was a business and I actually cared about my customers I'd let toons who where priest before but currently don't have premium be able to use the transfer.
  11. Mod conflicts mod

    In some cases listing modified methods may not help that much. This is because WU likes to use huge catchall-all complex methods. We do some some simple or single purpose methods (like we would expect in Java OOP). But there are also methods that are thousands of lines long with 10 levels deep of if-else logic. It's better then nothing if folks where to list modification. Where would we put such notes? and is there a better way then the author writing notes after every change?
  12. Priest overhaul testing

    Will the faith transfer work for toons who don't currently have premium? I'm likely going to abandon all player gods and go back to the old way of having 3 alt priests, one for each WL god. Will there be a limited window on the free faith swap? Will we be able to transfer to lib freely from any other priest?
  13. Changing max cast power

    Normal player enchanting uses the standard skill roll or power roll. We commonly hear about it when talking about mining. This code hardcaps the output roll at 100. The extra 3 or 4 points we see sometimes comes from SpellEffect.improvePower(). I wonder if I'm reading this right because it seems if you have say a 95 power it's impossible to make that be a 104 cast. To get the 103-ish casts you need to have a low power cast, say 10, and then get a 100 power on an improve cast. 5 * ( 1 - current power / 100), at 20 current that is 4 and at 95 current that is 0.25. meh but that isn't what where doing here. To make higher power casts possible for player's you'd want to make code for determining what enchant power to use. Leave the skill roll code alone and use your new enchant power number instead of the skill roll one WU tallies. At a brief glance it might work out well to use Javassist expression editor on the methods (there are multiple) and the target method should be doEffect() where you substitute the new power.
  14. stop uniques from bashing walls

    Hopefully someone can confirm this. looking in Creature.breakout() it seems uniques always bash fences if one obstructs where it wants to go. I was hoping we could just toggle the isBreakFence field but I don't that is enough. Bytecode hacking that breakout method would likely work (I'm not volunteering to do any bytecode hackery). Oh, and don't read into the method's name too much. A better name might be bashObstrctingFence(). The current name implies it's used so uniques can escape something when it fact it just serves as a way for fence bashers to smash fences between them and a target.
  15. Load altars & sleep in beds on ships, carts & wagons

    I'd strongly recommend for this if anyone tries that you don't use WU's base items like bed, altar, ovens ... whatever. Make new items, use the graphics and some of the item template info from the old for the new. Add new behaviour control code to add the effects to the gypsy wagon. It will likely make you cry if you try to alter WU base code to allow all that stuff to work inside a vehicle.