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Melvor Idle - v1.3

This is the official Git repository / issue tracker for the web-based idle game Melvor Idle.

Bug Reports

Please post all bug reports in the "issues" section, so I can easily track and manage the issues in the game. Please use the "Bug Report" template.

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Found some text in the game with "UNDEFINED TRANSLATION"? Please submit a "Translation Error" issue in the "issues" section.

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melvoridle.github.io's Issues

Bank slot padding spread.

image

It would be nice if that padding on the right were to be divided between the cells so there isn't that huge gap.

Equip X

It would be nice to have an Equip X button for when you only want to equip for example 50k arrows in order to prevent losses if you were to die.

Pets

Basically, I want pets. Pets will of course need pet food a couple of times a day. Which can be bought from the store. If you run out of pet food the pet dies. Every pet that you have requires pet food. This would introduce a scaling gold sink.

Pets give a small bonus. For example, a phoenix might give a 5% xp bonus to firemaking. But in my mind pets are mostly just a collection thing.

Bird Nest item notification icon missing

The icon for bird nest is missing during item notifications with the console error assets/media/bank/misc/bird_nest.svg:1 Failed to load resource: the server responded with a status of 404 ()
Even with item notifications turned off it still tries to show the missing picture and fails.

Gold trimmed Mithril gear still has incorrect Melee Defense Bonus Stats

Describe the bug
The Melee Strength for gold trimmed Mithril equips was fixed but the defense remains lower than the previous silver upgrade

To Reproduce
Steps to reproduce the behavior:

  1. Go to a Silver trimmed Mithril item menu
  2. Click on 'Upgrade'
  3. See that the Defense Bonus has (+-#)

Expected behavior
Stats continuing to increase from Silver trimmed equip

Screenshots
https://prnt.sc/pvowsv

Columns in the mastery interface.

Currently the mastery page is just one long list with a lot of dead space. Perhaps having different categories in different columns of even tabs would be a nice way to organize it.

Cooking Progress Bar Animation Bug

Describe the bug
When hitting the button to cook again at the same time the bar fills up. The bar freezes at full while the next cook occurs rather than animating the progress like usual.

To Reproduce
Steps to reproduce the behavior:

  1. Go to Cooking
  2. Choose a fish
  3. Click on Cook (1)
  4. Click on Cook (1) again right when the bar fills up (Might take a few tries to time it right)

Expected behavior
Either cooking cancels completely (which imo shouldn't even be a thing) or the progress bar fills up again to show the progress of the next cooking

Screenshots
https://prnt.sc/pyrj9e

Raids

It would be nice to have world events such as raids in which every player can participate. These could be once a month events that last a couple of days. Ultra hard bosses or huge armies that have to be defeated. Grand feats of architecture to be built. Bronze titans to be erected above harbor entrances. Huge walls of ice to be frozen. You get the gist.

I imagine these events being set up in such a way that periodical updates (like every five minutes with the sync) would be enough.

Types of raids

There could be a variety of types of raids.

  • A large army in which hundreds of thousands of enemies have to be defeated in a set amount of time. (invading demon horde, attack from neighboring country, invading orcs, etc...)
  • A huge boss with millions of HP who has to be killed. (A huge dragon, demigods, litches, arch demons, etc...)
  • An enormous monument that has to be constructed for which huge amounts of resources are needed. (a bronze titan above a harbor entrance, a huge ice wall to fend of a zombie horde, a pyramid for a religious ritual, etc...)

Reward ideas

A simple reward system for raids could be XP boosts for a certain amount of time. I think a tiered system might be a good idea:

  • For participating at all you get say a 5% boost to XP gained for 1 day. Even if the raid is lost.
  • If the raid is won everybody who participated gets 10% boost to XP for 1 day.
  • If you reach bronze tier in participation (I.E. kill 100 of the enemies) you get a 15% boost for 2 days.
  • If you reach silver tier in participation (I.E. kill 1000 of the enemies) you get a 20% boost for 4 days.
  • If you reach gold tier in participation (I.E. kill 10000 of the enemies) you get a 25% boost for 7 days.

These rewards would only be given after the raid is over of course.

Inventory item menu freeze

Describe the bug
When the inventory shifts while an item's menu is open the menu freezes and can't close and interacting with it causes other bugs.

To Reproduce
Steps to reproduce the behavior:

  1. Get 2 and only 2 of some type of fish
  2. Click on Quick Sort Bank
  3. Go to Cooking
  4. Choose the fish with 2
  5. Cook All
  6. Quickly open bank and pull up an item menu (on some gloves for example)
  7. When the inventory moves strange things start to occur

Screenshots
https://photos.app.goo.gl/GgPZ3WqvEKYXD45x6

Change quick sort order

Update the quick sort order to bring related items nearer to each other.

Currently:
image

Would be good to sort by category then id maybe.

Areas disappear after death

Describe the bug
All areas disappear after you die in a dungeon (haven't tested elsewhere)

To Reproduce
Steps to reproduce the behavior:

  1. Run final dungeon
  2. combatData.player.hitpoints = 1; to die quicker
  3. Die
  4. All areas are gone

Expected behavior
All areas should remain accessible.

Screenshots
image

Browser
Windows 10
Chrome Version 78.0.3904.97 (Official Build) (64-bit)

Console output
No console errors.

Desktop Notifications

Would be cool if we could optionally enable desktop notifications.

Would be useful for the following events:

  • Crops are ready to harvest.
  • Run out of items when skilling (stopped skilling)
    • Smithing
    • Fletching
    • Crafting
    • Cooking
    • Firemaking
  • You died
    • Combat
    • Thieving

Active play boost/rewards

Rewards for active play for idle skills, in the form of random events or minigames, maybe a combination of the two.
For example perhaps there could something to "catch" while fishing that gives you bonus fishing XP, a rare fish maybe.
An implementation more directly inspired by runescape random events would be random minigame popups that reward specific XP. Rewards could instead be temporary boosts to certain skills, pushing players to train differently and change the experience for different players or playthroughs.
The appeal of this might most shines in a multiplayer environment, where it of course promotes involvement at all and skill expression for the competitive players.

The last sync time should show local time.

Currently the last sync time in account menu shows the time in New York (where I presume the server is located), instead of the local time. It would in my opinion be better if the menu showed the local time.

Skill xp when mousing over lvl in the sidebar.

It would be nice to get a popup when mousing over a skill in the sidebar with a bit of information. Things I would like to see in the popup:

  • The skill XP
  • Next lvl XP
  • XP till next lvl
  • Current lvl
  • If above 99: virtual lvl

Item stack value

I would like to see the value of an item stack. A way to display this might be hovering over the sell price per item.

image

Upgrading armour doesn't work if you have 0 bars

Describe the bug
If you have 0 bars of the next upgrade in your inventory, the upgrade UI doesn't open when clicking the upgrade button

To Reproduce
Steps to reproduce the behavior:

  1. Have a piece of armour and no bars of the next trim in your inventory.
  2. Press the upgrade button

Expected behavior
The upgrade UI should appear

Screenshots
image

Browser
Chrome

Console output

Melvor Cloud Connection: Failed
save.js?91:40 Loading Save Game...
save.js?91:171 Save Game Loaded...
save.js?91:40 Loading Save Game...
save.js?91:131 Updating bank slots to new formula
save.js?91:142 0 GP refunded for bank slot adjustment
save.js?91:147 Updating bank slots to new new formula
save.js?91:159 No refund required for new bankslot formula
save.js?91:171 Save Game Loaded...
smithing2.js?91:194 Loading Smithing...
mastery.js?91:167 Updating Masteries
mastery.js?91:35 Loading Masteries...
addItemToBank(CONSTANTS.item.Iron_Boots, 1)
true
2bank.js?91:809 Uncaught TypeError: Cannot read property 'qty' of undefined
    at upgradeItem (bank.js?91:809)
    at HTMLButtonElement.onclick ((index):1)
upgradeItem @ bank.js?91:809
onclick @ (index):1
addItemToBank(CONSTANTS.item.Silver_Bar, 1)
true

Farmable hemp for bow strings.

A plant that can be crafted into bow strings. This would allow for the removal of bow strings from the store. I am of the opinion that as few items as possible have to be bought from the store.

Later on hemp can also be used to craft bags.

Skill Capes

Having Skill capes would be nice. This could be another gp sink. For a price I would think somewhere between 1 and 5 mil gp each. And, of course, there could then be trimmed versions which would cost event more to make.

As for what they would do, I think a nice bonus would be a mastery xp bonus while wearing it.

Some quick calculations with the price:

  • If they are 1 mil each: 15 mil
  • If silver trimming costs 2.5 mil each: 37.5 mil
  • If gold trimming costs 10 mil each: 150 mil

Then this would be a gold sink of more than 200 mil and give us some nice collectibles to take up bank slots which we will then have to buy again...

Daily Quests

Here are some of my ideas on daily quests listed.

It would be nice if there was a daily quests every day, which would require skills to complete. I imagine what would be needed to complete them being something like: bring me 1000 yew long bows. Mine 5000 copper ore and give it to me, etc.

This would be nice because it would give an indirect gold sink. Because then players won't sell everything they make and thus they get less gold.

It is also nice because it would give you some more goals as a player.

Titles

It would be nice to have some kind of title system. Titles have to be unlocked by a certain action (reach lvl 99 in a skill, defeat X number of enemies, reach 99 mastery in a certain action, complete a quest) and then have to be bought with gp. This can be another gold sink. Right now I don't think that titles should give bonuses and would be just a collection system.

Mastery info on the stats page.

I think it would be nice to show to total mastery put of maximum mastery on the statistics page. And in the general section the total mastery out of the maximum. This would be nice for very late game players who are going for masteries.

Adventure Log

I would like for there to be an adventure log with the following things:

  • How many times you have defeated each dungeon.
  • How often you have defeated each monster.
  • What you have gotten from chests.
  • What unique drops you have gotten.

A total level count

Right now I use this in the console to get my total level, but it would be nice to have this stat on the stats page.

let totalLevel = 0;
for(let i = 0; i < Object.keys(CONSTANTS.skill).length; i++){
    totalLevel += Math.min(skillLevel[i], 99)
};
console.log(totalLevel);

Custom amount to sell

Pretty basic, just an option to sell a custom amount to not sell all the resource and to control how much you want to sell without excessive clicking :)

unknown

Holiday event quest line

This is where I'll compile my ideas for holiday quest lines. Thoughts and ideas are always welcome so I can flesh out this quest line even more.

Overarching story

In my mind the overarching story line is fairly cliche that some "evil" character is attempting to lower the morale of the lands of Melvor. They are doing this by making sure that holiday events can't occur for one reason or another.

The reason that they are doing this is something that I haven't thought through yet... But a good reason could be that they are a creature that feeds of misery and holiday happiness hurts them in some way.

This story line could then be revealed over the year as event after event the same names keep coming up as the villains in the quests. There could even be this epic redemption arch after the year in which the player finds or builds a way to keep the "Grinch" safe during holidays.

A main goal of this quest line for me is that it has to be playable after the holiday is over. This way the event will provide content after the event and all players will be able to access the content and get their quest count up. This also means that some quests can have a higher skill requirement.

Individual events

I don't have a story written out yet for every event yet, but the ones that I do have some ideas for a listed below. I presume that the first event we'll have is Easter and have written the story line that way. But, a few events could probably be added before Easter if the quest system is added earlier.

0. List of events I want to include

I would like to have one event per month. Below is a list of events. The ones in italics I have written about below.

  1. Easter (April)
  2. Mother's Day (May)
  3. Father's Day (June)
  4. ??? (July)
  5. ??? (August)
  6. ??? (September)
  7. Halloween (October)
  8. Thanksgiving (November)
  9. Christmas (December)
  10. New Year (January)
  11. Valentines Day (February)
  12. St. Patrick's Day? (March)

1. Easter (April)

Easter is a fairly simple event to disturb. In this case the "Easter Bunny"'s usual supplier of chocolate has gone out of business. The player has to supply the chocolate or Easter will be a disaster.

I imagine there being two quests in this event which can both be completed by the player.

The short term solution

The short term solution is that the player has to provide the Easter Bunny with say 10000 chocolate eggs. These are crafted with the cooking skill from cocoa beans and sugar beets. Cocoa beans come from the cocoa tree. Both the tree and sugar beets have to be farmed.

If Easter is the first holiday event that will happen then the update that includes it could also include other confectionery items for the cooking skill.

The long term solution

The long term solution is that the player has to somehow get the chocolate manufacturer back in business. This process would include finding out who the manufacturer was, finding out that a local gang has pressured him into going out of business. The player then has to confront the gang. They have to fight a couple of the gang enforcers and then the gang leader. Once the gang leader has been defeated they "promise" to leave the manufacturer alone.

The gang leader could be a recurring character in other holiday events. He could be one of the main henchmen of the "Grinch."

Next year

I think a good idea for the story line for next year would be the origin of the holiday characters. Where did they come from. How do they get their powers. Why do they do what they do. That kind of thing

A more vertically compact menu.

The menu on the left side of the screen is too tall in my opinion. I think you should be able to see all your levels when you load the page.

This can be easily accomplished on a 1080p screen by setting the vertical padding of the nav-main-link class to 0. This will result in the menu looking like this, which is perfectly reasonable in my opinion.

image

If you dislike the aesthetic of it, perhaps it could be added as an option in the options menu?

Double clicking equip changes equipped item into equipping item.

Describe the bug
If you double click the equip button, the held weapon becomes the equipping weapon and you also keep a copy of the equipping item in your inventory.

To Reproduce
Steps to reproduce the behavior:

  1. Start a fresh game.
  2. Give yourself a bronze dagger and a iron sword:
addItemToBank(CONSTANTS.item.Bronze_Dagger, 1);
addItemToBank(CONSTANTS.item.Iron_2H_Sword, 1);
  1. Equip the bronze dagger.
  2. Double click equip on the iron sword.
  3. Now you have 2 iron 2H swords.

Expected behavior
The bronze dagger goes into the inventory.

Screenshots
image
image

Browser
Chrome.

Console output

Melvor Cloud Connection: Failed
save.js?92:40 Loading Save Game...
save.js?92:171 Save Game Loaded...
smithing2.js?92:194 Loading Smithing...
mastery.js?92:167 Updating Masteries
mastery.js?92:35 Loading Masteries...
account.js?92:25 Username set to: Insubordinate
smithing2.js?92:194 Loading Smithing...
mastery.js?92:167 Updating Masteries
mastery.js?92:35 Loading Masteries...
addItemToBank(CONSTANTS.item.Bronze_Dagger, 1)
true
addItemToBank(CONSTANTS.item.Iron_2H_Sword, 1)
true

Start giving bones soon

If prayer is a planned skill and you plan to implement it like Runescape with bones that need to be buried, it might be a good idea to start having monsters drop bones sooner than the release of the skill so players can start saving them up. Especially with the recent dungeon update this might be a good thing to release soon now that a lot of people are doing combat.

If you die and the lost item is arrows, the arrow count remains

Describe the bug
When dieing, if the lost item is arrows, the arrow count remains what it was before death instead of being set to zero.

To Reproduce
Steps to reproduce the behavior:

  1. Have arrows equipped
  2. Be in combat
  3. Die until the lost item is the arrows
  4. Check the arrow slot

Expected behavior
The arrow count should be set to zero.

Screenshots
image

Sometimes smithing doesn't stop when resources run out.

Describe the bug
When smelting ingots, sometimes the smithing process doesn't stop when amount of ore reaches 0. The user wasn't getting any bars when the ores reached 0.

To Reproduce
Steps to reproduce the behavior:

  1. Smelt ores into bars
  2. ???
  3. Infinite smelting

Expected behavior
Smithing should stop when the amount of ore reaches 0.

Screenshots
image

Console output
No strangeness in console reported.

Notes
The user experienced it when smelting silver, which only requires one ore per, so perhaps a check checks >= 0 instead of > 0...

Give trimming armour a gp cost.

Giving the trim armour action a cost in gp would give you another gold sink. I was thinking on the scale of 250k gp to trim a dragon armour piece and lower pieces of course less.

"Trimming" weapons with gems

As suggested by BurntJoint in the discord.

This would be a nice use for gems. And of course if you implement a gold requirement for trimming another nice gold sink. I would personally suggest something along the lines of 2500 gems per trim.

You can have different gems be required for different types of upgrades.

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