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![]() ![]() « Citoyen » 1436102160000
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eventScriptStopped(reason) - activate this event when /module stop called or another Lua loaded Text on text area/popup can be marked, copied with special flag at end of function: ui.addTextArea(id, string, nick, x, y, width, height, color, frameColor, alfa, fixedPos, isTextCopyable) ui.addPopup(id, type, text, nick, x, y, width, fixedPos, isTextCopyable) P.S. Whoever follows this thread? I feel alone here |
![]() « Citoyen » 1437809820000
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Klipus a dit : Script will be already stopped when we call /module stop. So eventScriptStopped won't work. |
![]() ![]() « Citoyen » 1438036380000
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I would like to add a module where you can choose which animal you play as, for example:
etc. Thanks! |
![]() ![]() « Citoyen » 1439656620000
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Can you make a new module? Name: Shamkill People who already know it: yoshisrule, Skywarpmouse How to play: looks like simple rooms? WRONG! The shaman will try to kill you! Get in the hole ASAP!!!!! |
![]() ![]() « Citoyen » 1439934660000
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minigame: #firefighters Suggestion: New! Press down to breath a fireball if you got the most points, if your under the dragon's name, you are a firefighter. |
![]() ![]() « Citoyen » 1440004740000
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Minigame: Cat and Mouse Suggestion: Whoever is Shaman each turn is a cat and the mice have to hide or run from the cat, if the shaman/cat presses space near a mouse, the mouse is caught, at 30-50 seconds(you choose) the mice get cheese and have to get to the mouse hole |
![]() ![]() « Citoyen » 1440481920000
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idea. 1, survival games, everyone gets 3 hearts, and use throwables from "chests" to fight. the map should be a large map, with chests scattered. also when the round finishes the throwables you had, wont stay in you inventitory |
![]() ![]() « Citoyen » 1441276800000
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API suggestion: Disable shaman items bought in the shop There is no way to forbid using shaman objects bought in the shop. I want them to be disabled in my module because they often have larger anchor-attachable area than the default shaman objects. So I need an API to do so. |
![]() « Citoyen » 1441322340000
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Mini game: Battleships Two team are on battle ships, the other battleship is the enemy. The battleships are a WW1 esc design. So the mice have to load up the cannon and fire. Heavy Cannons take 10 seconds to reload, but deal bigger damage. The secondary Cannon takes 5 seconds to load, but deals less damage. A health bar appears over both battleships, when the health bar goes all the way down the battleship sinks, the mice aboard the still alive battleship get the cheese. the mice aboard the battleship that sinks will die. You can still die even though battleship you work on isn't sunk. you could die from the explosions from the enemy battleship. if both battleships are not sunk, in the last 10 seconds white flags will fly from both ships. also the time limit is 10 minutes. both teams ALSO get to chose a type of flag to put on the battleships between rounds, both battleships CAN'T have the same flag. I know there is a high chance this will never be real, BuT WeeEEEe MAaAYY NeEveR KnOOOOOooOooOw Dernière modification le 1446414240000 |
![]() ![]() « Citoyen » 1442584260000
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tfm.exec.setCheeseThief(name) Set a mouse/shaman to be a thief, like in vanilla maps. Dernière modification le 1443249240000 |
![]() ![]() « Citoyen » 1444466640000
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API Suggestion: Add "selectable" as a parameter of ui.addTextArea() Like this : ui.addTextArea(id, text, targetPlayer, xPosition, yPosition, width, height, backgroundColor, borderColor, backgroundAlpha, fixedPosition, selectable) Because now there is no method to give copyable texts to players in a tribe house. This must be possible because TextField in Flash has a valuable "selectable". Edit: I'm sorry that there was the same suggestion. Klipus a dit : Dernière modification le 1444467660000 |
![]() ![]() « Citoyen » 1444513920000
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My friend Masuke and I would like to make a module called Smashformice based off of Nintendo's hit game Smash Bros.We wanted to make this module for the people who love Smash Bros., and might think the idea is pretty cool.The attack button will be "E" and special will be "Space" and I'm going to get some people to make stages,and other cool stuff people would enjoy.I hope you accept this message Tfm i really want this to work out Signed,Toadthegreat,Hiraeth,Masuke,and others |
![]() ![]() « Citoyen » 1444660800000
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I wanted to create a module that the rats could create a character and play with this character created. The name is: Mousebing |
![]() ![]() « Consul » 1445699100000
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It'd be nice to have some kind of proper xpath library instead of having to rely on Lua's pattern matching for XMLs. |
![]() ![]() « Citoyen » 1446814020000
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API suggestion tfm.get.room.xmlMapInfo.reversed type: true/false (or true/nil) true: The map loaded is reversed. false: not reversed. Is anyone in admins really checking this thread?? |
![]() ![]() « Citoyen » 1447353900000
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Seriousely, chatMessage can be great for our tribe. But that's not my suggestion. My suggestion is to include Soopafresh in the lua. Because here I'm on my parents computer, so I don't got Soopafresh font... And It's ugly. Another suggestion is the ability to load lua scripts with links, or to get page content. (The user will load it, not the server, of course). API suggestion : eventChatMessage(playerName, message). For read every rooms messages, (except / commands of course). When we return false, the message is not sended That can be cool for made custom commands prefix, made somebody that can ear deads players, or got a better control of the chat for scripts! (For eg. A remade of the game "Loups Garous de Thiercelieux" (don't got english name, sorry)) What do you think? P.s : neonstrayzer a dit : YEP! GREATEST IDEA EVER! AND FOR TEXTAREAS TOO! Dernière modification le 1447354140000 |
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I would like the pokemon module thing to be an OFFICIAL module. (you can do !random or !poke (pokemon name) |
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vergress a dit : sadly that won't happen since 1. jordynl refuses to share the code and probably will never share it (you can asked them to run it in your utility when he's online) 2. the only thing you can do in this module is to only replace your mouse with a pokemon sprite (i mean, that's all??).. not really interactive enough to become a module 3. the point of this module so that the module team can test the not so new addImage function Dernière modification le 1447678740000 |
![]() « Citoyen » 1448995560000
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http://atelier801.com/topic?f=6&t=812462&p=1#m1 A Transformice RPG / rogue-like / fighting mini game |
![]() « Citoyen » 1449088980000
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Hello~ One of the Halloween event has a very fascinating map with mouse can press space key to swipe magic rot to fight vampires. There are already mini games with no cheese and hole (football, basketball, survivors) and they are still every one's favorite. In spiritual mini game there are scoreboards and such, and for one of the Halloween map with a skeletal horse attacking every 3 or so seconds along with ghosts to attack players have already formed some kind of fighting gameplay. I this this feature when combined with many other features in game can be expanded much more to become one of the best mini game ever that could give Transformice a whole new game play possibility. The basic idea I have is to add a mini game more like an action game such as an RPG game, rogue-like game or even a fighting game with different character (kits). Currently possible I see is by pressing space key, mouse can perform a swipe attacK, and by clicking mouse a mouse can sent out sprit anywhere. I want to expand this to fit more to an action game. Battle system: 1 Melee attacks could combo. After the first swipe, press space again to perform a upward swipe (reverse action) to knock the enemy midair. If possible, if there are other sprites for mouse attacking, it would be great to have attacks according to the direction key while pressing attack key. Such as pressing down while attacking will perform a low attack, pressing up and attack at same time will perform an upward strike. This would also apply for the ability system I will decribe below: 2 special abilities would add much more fun to an action game. Currently possible is that Pressing E will spread colorful papers. To expand it, more particles could be used to represent different type of magical attacks. For example, by holding down E key mouse can perform a close range flamethrower attack; press K key to perform a weak sprit attack made by blue particles (ice attack) that can freeze enemy for 1.5 seconds (key settings will be suggested later). Particles is really useful to create many effects: 3 Particles can be shown in a way to form a pattern such as circles, lasers, explosions, curves, wings, etc, and while them are colored they can represent many type of attacks. A high energy laser - red particles one by one to form a line, a dark energy ball - black particles form a circle and grey in the middle with a little bit white, magic homing missiles - an orb of blue and white particles explodes into red particle, energy shield - several rings of silvery particles surround the mouse etc, the possibility is infinite in my opinion. 4 to make an RPG game, skill tree, level system, dungeons and monsters will be needed. Players can choose their path to become a Elemental Mage, a master swords mouse, a wind enchanted archer and many more. By fighting with other players or mobs, player can gain exp to level up to get new abilities or upgrade them according the path they choices. Players will be first all sent to a big room, and when one of them entered a dungeon from a hole, he can choose to do it solo or teamed. If teamed, he will have to wait others to join, if solo, he will be redirected to a room dedicated to that player with the dungeon that player chooses, after he completed the dungeon by beating the boss of dungeon and claimed the loot, he return to the lobby room. Dungeons are basically multi floor scroll map, mouses all can jump higher and fall faster to be able to reach higher floors without any wall jumping and any feeling of low gravity. Each dungeon has a boss, boss can cast abilities just like players can. After the boss there is loot (cheese). The health bar have to be much more accurate for each damage. 5 If making rogue-like game, the battle systems and everything can be much more simple. Players can choose the path and call their friends to ready before they start. Health bar is on the top left just like we are having now. During gameplay, players have to get through levels with different themed map. They have to find portals that can summon different boss at each themed map, and only get to the next level after beating that boss. Players will have a all 4 skills able to use from start, and leveling up increase damage and health. The monsters gets stronger and tougher each level and their attacks are harder to dodge each time. Players are shown naked apart from only one shop item that represent their kit. They can find equipments during map to increase their chance of surviving, abilities, or even add special effects to them. The equipments are temporary store items that appears in each level, there are many of them scattered in map but effects a little. Once a player get them but touching them, a player will appear to have that shop item on them but not really get them in shop. For example, once a player get "flaming sword of great swords mouse" which adds 2 hearts of damage and chance to apply burning effect (Damage over time on enemy whom will have red particles burning the enemy) he appears to have that mouth item red laser sword, but he don't really have it in store. A leader board can be made to see the players that get the furthest. 6 A fighting game could be hard to make but will be AWESOME. Each attack's stun should be precisely calculated and will have to think about combos. 7 players can select skills by pressing number keys just like shaman can. The skill icons are in bottom right. Players don't have to have too much skills, maximum 5 should be enough (1 weak but short cooldown attack, 2 medium effect + damage with moderate cooldown, 1 strong attack with longer cooldown and a hyper attack only can be used in certain situation (when low health or gained a special item etc.) 8 the key settings I would like is: WSAD move, J for melee (previous space), K for weak attack, L for moderate attack, U for strong attack, I for specials and O for hyper. By pressing direction keys rapidly 2 times a player can run in fast speed. Some skills I can make for example: Lasers, Ice shard, flamethrower, lightning shower (blue particles form several lightning shape from sky to nearest ground around caster), holy sword (yellow particles that form are shape of sword slashing from top to floor), and many more! If you have any questions regarding a certain idea, please ask me! I have all of them in mind but don't know how to describe... To be edited |