Last post by MaxIsJoe - December 20, 2018, 04:14:36 PM
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I remember playing an old version of TWC that had this effect so a few months ago so i added a dawn/sunset time to my fork of the source code. this new effect starts before and after night time to give the illusion that time is moving a bit realistically inside the game instead of jumping from day to night immediately
Last post by Treach - December 12, 2018, 02:37:11 AM
Gryffindor - Lions Fire Passive effect: Being born brave, gryffindors have a passive effect to add a burning dmg over time to a target hit with any firespell. The damage is 1/3 of the users damage stat and calculated with their fire level. They have an increased chance and receiving slayer titles as well.| This gives them a passive for Fire Element, and tiles for being brave and taking on the mobs. Hufflepuff - Earth Garden Passive effect: Being born with a natural talent when it comes with potions, and gathering ingredients. When they use Tremorio, a single tile mud field is place under dazing and slowing the target. Has a 15% chance to activate and increases .5 each level. Max is 40%. | This give them a passive for Farming and Earth. Ravenclaw - The wise Raven Passive effect: Being natural at all traits, having the smarts compared to none. Ravenclaw find themself with a passive 10% exp boost when reading and studying together. They have a 15% chance to pull another houses passive effect, this increases by .2% up to year 5. So gaining 1% when year five. Increases 5% for each 100 levels over year 5. This caps at 40%. When using water spells they gain a 10% boost in damage. | This gives them a wisdom buff and a damage increase on water.
Slytherin- Like a snake Passive Effect: Being cunning and ambitious the slytherin house finds themself with the ability to command their pet snake(If they have one) to attack.(could work with a click of a mouse on someone, or just right clicking and setting and option under the snake to be set on aggressive or calm.) The snake has a 15% chance to poison the target. Snakes damage 5% x taming = ? . Having a higher taming level increases % by 5 capping at 40. Random pulled effects - So along with these houses, at sunday reset each house finds themself with a 25% chance to draw these passives.(ONE NOT ALL)
20% damage increase to monsters.(stacks with all other bonuses)
20% drop rate increase(stacks with all other bonuses)
additional 20% to cooldown reduction.(stacks with all other bonuses)
Once a day, when clicking on a chalkboard to initiate class a prompt will appear to let the student choose the spell.(As these are random, this gives the player 6 spells to choose throughout the week.
Last post by Alexander - August 13, 2018, 10:38:38 AM
Hello, whoever is currently spear-heading development
My name is Alex, although I was a player a very (VERY) long time ago. At the time, I was very ambitious in helping in any way I could, mostly in finding graphics.
However, nowadays I'm finishing school for programming, and really enjoying it. I am looking for some on-the-side work (for fun, to keep active), and I thought of TWC. I know in the past Murrawhip had made the game open-source, so that many people could contribute. I'd love to talk to whoever is leading this, go over what might need to be worked on. No GM or special privileges needed.
I see the game is down (which is rare to my understanding). If anyone has details about this, or who to contact, please let me know here.