Thursday, May 8, 2025

Persistent Effects on Characters

One of the things I'd sort of half implemented so far, but not really fully gotten around to, was keeping the character state up to date on the server. I sort of just didn't really need it. I'd half implemented some aspects of it, much of the database was ready to handle it. But not quite there.

So over the last few evenings, I've made a point to tweak things, so that as characters stats are going up and down, the server is across it, so if you log out or need to come back in on a different device, it'll pick up where it left off. That means persistent buffs/defbuffs will be there. Characters that are dead will still be dead when you log back in and so on.

As I've been running about doing all this testing, my characters have been building up and up in terms of XP, and they've got decent gear as well, so I needed to head all the way up to Bridge's Tor where there's some rather nasty spawns - and sure enough, they picked on my party quick smart, knocking down Sparkie, my Mage, and shortly after I took the screenshot, Chester, my Cleric.

Luckily I have a few test items on vendors that can resurrect (or kill) characters so I used one of those for my Chester, and when he was a bit recovered, he brought Sparkie back to life as well - but it does remind me, that I probably need to code up an interface where Effects can be bought from a vendor - so if your healer dies, or doesn't have the skills to bring a party member back from the dead, there will be places to go to where a vendor can do it for a price. I'd need to do quite a bit of code and maybe some database stuff for that - so for now, it's going to be scrolls you can buy I think.

Oh, and in terms of bugs, I fixed up a few good ones - like letting "dead" characters take healing (not not resurrecting) spells, watching their stats rise, but still not being able to activate them etc. That's been fixed now. 

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Persistent Effects on Characters

One of the things I'd sort of half implemented so far, but not really fully gotten around to, was keeping the character state up to date...