Construction development (14 October 2013)
- Pikachu
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- Maurits
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Re: Construction development (6 October 2013)
Minor addition, if it isn't too much of a hassle, or doesn't seem pointless to you.
Make "::idtoggle" permanent please, so when you log-out + back in you don't have to type the command again.
If you want to turn it off, simply type the command again.
Easier for Honor+ to spawn the stuff they need in construction.
They won't have to type the command everytime they log back in.
Make "::idtoggle" permanent please, so when you log-out + back in you don't have to type the command again.
If you want to turn it off, simply type the command again.
Easier for Honor+ to spawn the stuff they need in construction.
They won't have to type the command everytime they log back in.
- Pls senpai
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Re: Construction development (6 October 2013)
that command is client sided, and if you do it on an honor and log onto a normal account you can see id's. Pls make perm.Maurits wrote:Minor addition, if it isn't too much of a hassle, or doesn't seem pointless to you.
Make "::idtoggle" permanent please, so when you log-out + back in you don't have to type the command again.
If you want to turn it off, simply type the command again.
Easier for Honor+ to spawn the stuff they need in construction.
They won't have to type the command everytime they log back in.
- Mike
- Programmer
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Re: Construction development (6 October 2013)
Isn't too much work, I'll make it happen.Maurits wrote:Minor addition, if it isn't too much of a hassle, or doesn't seem pointless to you.
Make "::idtoggle" permanent please, so when you log-out + back in you don't have to type the command again.
If you want to turn it off, simply type the command again.
Easier for Honor+ to spawn the stuff they need in construction.
They won't have to type the command everytime they log back in.
- Ziaw
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Re: Construction development (6 October 2013)
for bork, you say it's going to be 2,000 slayer experience per kill but will that mean it's extremely easy? because most slayer monsters give much more slayer xp each and would make killing bork near pointless. just wondering if you're going to adjust the amount of slayer xp bork gives? thanks.
- B0rnt0b3pk
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Re: Construction development (6 October 2013)
Read what he said again. IT WILL GIVE 2k XP if it's NOT your slayer task. IF IT IS, it will give you MORE xp.Mims7099 wrote:for bork, you say it's going to be 2,000 slayer experience per kill but will that mean it's extremely easy? because most slayer monsters give much more slayer xp each and would make killing bork near pointless. just wondering if you're going to adjust the amount of slayer xp bork gives? thanks.
- Mike
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Re: Construction development (6 October 2013)
Actually, bork will not be assigned as a slayer monster.Sick ownage wrote:Read what he said again. IT WILL GIVE 2k XP if it's NOT your slayer task. IF IT IS, it will give you MORE xp.Mims7099 wrote:for bork, you say it's going to be 2,000 slayer experience per kill but will that mean it's extremely easy? because most slayer monsters give much more slayer xp each and would make killing bork near pointless. just wondering if you're going to adjust the amount of slayer xp bork gives? thanks.
The reason he gives less slayer XP than on a slayer task is because you can keep doing him indefinitely, if he'd give more xp than slayer tasks then people would be camping him 24/7 for free xp. We don't want that.
I will however make sure to add a nice 'first bork kill of the day' bonus.
- Ziaw
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Re: Construction development (6 October 2013)
Mike wrote:Actually, bork will not be assigned as a slayer monster.Sick ownage wrote:Read what he said again. IT WILL GIVE 2k XP if it's NOT your slayer task. IF IT IS, it will give you MORE xp.Mims7099 wrote:for bork, you say it's going to be 2,000 slayer experience per kill but will that mean it's extremely easy? because most slayer monsters give much more slayer xp each and would make killing bork near pointless. just wondering if you're going to adjust the amount of slayer xp bork gives? thanks.
The reason he gives less slayer XP than on a slayer task is because you can keep doing him indefinitely, if he'd give more xp than slayer tasks then people would be camping him 24/7 for free xp. We don't want that.
I will however make sure to add a nice 'first bork kill of the day' bonus.
that sounds awesome!! i can't wait thanks
- Mike
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Re: Construction development (10 October 2013)
10 October update
The player-owned house dungeon has been finished:
-> Players can get caught in the oubliette if standing on a trapdoor in the throne room above it and the house's owner activates the trap (can only be done if the house is in pvp mode [safe])
-> Anyone standing in the oubliette will continuously take damage (if there are spikes/tentacles/flames/rocnar) until they die or have managed to pick the lock on they cage door. A higher level cage is harder to escape from, higher thieving level increases your chances of being able to pick the lock. The house owner can freely enter and leave the cage and won't take damage from traps.
-> Traps have been added: they are invisible to anyone (except the owner). When caught, you will take damage. Unless it's a teleport trap, in which case you get teleported to the oubliette (or a stair room if there is no oubliette). You cannot get caught by the same trap twice unless you log out in the meantime. A higher thieving and agility level helps to evade them.
-> Dungeon doors have been added: they will always be open since they serve no actual purpose and might cause bugs if closed. As of now they are purely decorative.
The player-owned house dungeon has been finished:
-> Players can get caught in the oubliette if standing on a trapdoor in the throne room above it and the house's owner activates the trap (can only be done if the house is in pvp mode [safe])
-> Anyone standing in the oubliette will continuously take damage (if there are spikes/tentacles/flames/rocnar) until they die or have managed to pick the lock on they cage door. A higher level cage is harder to escape from, higher thieving level increases your chances of being able to pick the lock. The house owner can freely enter and leave the cage and won't take damage from traps.
-> Traps have been added: they are invisible to anyone (except the owner). When caught, you will take damage. Unless it's a teleport trap, in which case you get teleported to the oubliette (or a stair room if there is no oubliette). You cannot get caught by the same trap twice unless you log out in the meantime. A higher thieving and agility level helps to evade them.
-> Dungeon doors have been added: they will always be open since they serve no actual purpose and might cause bugs if closed. As of now they are purely decorative.
- Azu rite
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