JourneyDEV v83+
Hello Ragezoners,
Intro and goals
I decided it's time for me to finally post something here. I've been working on a server for over a month using MoopleDev 120 as basis. I don't have much time but I'll try to update frequently.
My goal is to eventually revamp every file in the source and make it more to my liking. I also want to add alot of custom features.
My reason for making this thread is to learn from criticism, and to share my files with anyone who finds them useful.
Files
Github only contains files made by myself. Therefore all files available are originally part of Journey and not redundant. Everything else is not very interesting, other files just contain minor references to the objects I've made.
Critisicm is appreciated, for style too since there's alot of things I'm not sure about.
The files are hosted on github. If you find anything useful, feel free to use it. However be aware that you will be missing all references and edits in other files neccessary for everything to work. Many files are based around WZ edits and will not work without them.
(I'd appreciate if you'd try to remake my files for yourself.)
Custom Features:
Some features like potentials would require client edits to be properly displayed. I will do this whenever I learn how.
I have a basic idea for it, what I'd want to do is making the client display custom item descriptions (which I can send as packet from the source). I have no idea how hard to do that is tough.
Changelog: (from 16.05.2015)
Now some will probably think: Another v83 thread? Here is my response as to why v83:
Screenshots:
Journey Information:
Github link:
Hello Ragezoners,
Intro and goals
I decided it's time for me to finally post something here. I've been working on a server for over a month using MoopleDev 120 as basis. I don't have much time but I'll try to update frequently.
My goal is to eventually revamp every file in the source and make it more to my liking. I also want to add alot of custom features.
My reason for making this thread is to learn from criticism, and to share my files with anyone who finds them useful.
Files
Github only contains files made by myself. Therefore all files available are originally part of Journey and not redundant. Everything else is not very interesting, other files just contain minor references to the objects I've made.
Critisicm is appreciated, for style too since there's alot of things I'm not sure about.
The files are hosted on github. If you find anything useful, feel free to use it. However be aware that you will be missing all references and edits in other files neccessary for everything to work. Many files are based around WZ edits and will not work without them.
(I'd appreciate if you'd try to remake my files for yourself.)
Custom Features:
Code:
- Custom Potential/Inner Ability
- Boss PQ, with bosses/maps/music from newer versions
- Records system for events like boss pq
- Fishing System
- Main Npc with Achievement System, Guide
- Ardentmill and profession system
Work in progress:
- Crafting professions, custom scroll crafting system
I have a basic idea for it, what I'd want to do is making the client display custom item descriptions (which I can send as packet from the source). I have no idea how hard to do that is tough.
Changelog: (from 16.05.2015)
Code:
[SPOILER][B]Rev 0: [/B]
- Uploaded source here with all changes so far
[B]Rev 1: [/B]
- Added the basis for a custom scroll system
[B]Rev 2:[/B]
- Added a playerstats object to (hopefully) simplify MapleCharacter.java
- Uploaded equip.java with first version of equip potentials
- Some files had bugs because I didn't have time to test, files should always work from now on
[B]Rev 3:[/B]
- Revised playersats.java to manage stats better
- Simplified equip.java, removed alot of boring get/set functions
[B]Rev 4:[/B] (29.05.2015)
- Added new class RewardsManager to load gachapon and similiar rewards from database
- Added the very raw basis for a profession system similiar to new maplestory
- Revised the way equip potential works
- Revised playerstats again, also some ocd fixes concerning the data type of some stats (for ex., changed gender to enum, stats to short), migrated schedule functions from MapleCharacter.java into ScheduleManager.java
- Uploaded NPCConversationManager.java for gachapon code
[COLOR=#000000][B]Rev 5: [/B][/COLOR](02.06.2015)
- Added magnifying glass to equip potential system
- new feature for supreme world: chaos channels (ik, name sounds like it's coming from a 13 year old)
[B]Rev 6[/B][COLOR=#0000ff][B]: [/B][/COLOR](04.06.2015)
- Added Ardentmill maps/npcs/music
- Implemented a custom formula for damage reflect: -20% hp x skillLevel (1~5) per attack reflected[/SPOILER]
[COLOR=#000000][B]Rev 7: [/B][/COLOR](11.06.2015)
- Added harvesting for Profession System
- Added some new classes in context of harvesting (see post)
- Changed some database saving/loading stuff. Removed everything that won't be in my server (gachaexp, vanquisher dojo stuff for example)
[COLOR=#000000][B]Rev 8: [/B][/COLOR](12.06.2015)
- (Finally) updated github again. most new files should be on there
- made some more changes to how saving chars is approached. the source now checks which information has changed and what queries it can skip. (for maplecharacter.java)
[COLOR=#000000][B]Rev 9: [/B][/COLOR][COLOR=#000000](14.06.2015)[/COLOR][COLOR=#0000cd][B]
- [/B][/COLOR][COLOR=#000000]Revamped Inner Ability System. Stats are now shown on a "inner ability ring" that is permanently in your inventory.[/COLOR]
[COLOR=#0000ff][B]Rev 10: [/B][/COLOR][COLOR=#000000](23.06.2015)
[/COLOR]- Added basics of new AutobanManager
- Revamped map loading system
- Added mining reactors, drops and items
- Changed github to only contain files made by me. Upgraded files with license header.
Now some will probably think: Another v83 thread? Here is my response as to why v83:
It is the version I grew up with so it's nostalgic for me. I'm also allergic to the map/quest changes nexon did after big bang. From browsing through this forum I can tell that some people think working on older versions isn't worth it, but I think the amount of nostalgic players is quite good.
I also have the impression that things like updating packets is quite tedious and mundane. I'd rather have fun and code custom systems similiar to what new versions have.
I also have the impression that things like updating packets is quite tedious and mundane. I'd rather have fun and code custom systems similiar to what new versions have.
Screenshots:
BossPQ: (hell)
Boss PQ: (easy)
Cubing something:
Magnifying Glass.
Item has to be cubed before using mag.
No potential yet.
Got +2 avoid! ...
Maple Coin Shop.
Ardentmill.
Harvesting:
Inner Ability:
Boss PQ: (easy)
Cubing something:
Magnifying Glass.
Item has to be cubed before using mag.
No potential yet.
Got +2 avoid! ...
Maple Coin Shop.
Ardentmill.
Harvesting:
Inner Ability:
Journey Information:
Code:
Rates: Dynamic Exp / 1x Drop / 2x Meso
Exp Rate: Lv.1-29: 1x, Lv.30-69: 2x, Lv.70-119: 3x, Lv.120-200: 4x
Version: v83+, the '+' stands for all the stuff from newer version
Donation Info: NoPay2Win.
Gameplay Info: Improved v83 gameplay:
- No freely available sok
- 5 original jobs, no aran or cygnus
- Daily entrance limit to PQs
- Rides between towns, no spoiling of players
- Nostalgic gameplay with custom features to 'spice it up', but which don't get in the way of nostalgia
Github link:
You must be registered to see links
Last edited: