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(discontinued) @telemmo_bot 🌐 An idle MMORPG for Telegram

Home Page: https://t.me/TeleMMO_Bot

License: GNU General Public License v3.0

JavaScript 100.00%
game telegram-bot telegram mmo mmorpg idle

telemmo's Introduction

TeleMMO

Install

If you want to play, just grab Telegram (they have a webclient if you don't want to download) and search for the bot in your "search" box (@telemmo_bot).

Description

TeleMMO is a MMORPG inside a bot made for botting platforms. It's based on Idle games, Ragnarok, Tibia, D&D, and many other games we've played in our lives.

Bots?

Today we have a telegram bot only, but our code architecture allows for using as many platforms as we want. Since the telegram-only approach allows us to guarantee a player will have only one account per phone number, we'll see how to expand platform range without hurting the game balance.

Translations

We've added internationalization to the game. If you want to help us translate to another language, we're preparing a Transifex project.

Bug report

If you found a bug, please open an issue here describing it as much as you can. We hate them as much as you do and we'll try our best to fix it quickly.

Contribute

If you want to help with the code, feel free to send a pull request. Please, check the Contributor Guidelines (TO BE DONE) before doing so. We are very open to any change that makes sense, we are also normally available on Telegram to talk about coding, new features and current features maintenance.

We have issues tagged with "Implement it!" tag, this means that this issue is less complex than other ones that messes up with the game's core. If you are looking forward to help us make the game better, those issues are a nice place to start!

You can also contribute with server hosting costs and/or buy us a beer by donating to the following Bitcoin address:

1EZBdBfezXfBama7AELpwyDShrEqDAazC8

License

This repo is under GPL3 license as of now. You can do whatever you want with it as long as you also open source your product.

Contributors

telemmo's People

Contributors

croebh avatar cyanangel avatar derekstavis avatar haskellcamargo avatar kurzedmetal avatar marcoworms avatar platypusking avatar

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telemmo's Issues

refactor the way we deal with views and handlers

Today our views are inside our handlers. We need to separate this because:handlers have tons of core code that shouldn't be there. Handlers should be stupid simple and only bind a core function with a view. We need to fix this things in our handlers:

  • Move all views to a separate views folder
  • Move all core code that should be in src/game/core
  • Abstract away calls to mongo that could be done in the provider

Swift Dagger has name set as "Silver Dagger"

change the "name: field of swift dagger to Silver Dagger for clarity (so there aren't two silver daggers)

{
id: 'swift_dagger',
name: 'Silver Dagger',
description: 'It's really light.',
type: 'weapon',
tier: 2,
bonus: {
str: 3,
ref: 5,
},
fire: (attacker, defender, rolls) => ({
noCast: rolls.aAim < 17,
defender: {
hp: - ( 4 + attacker.level/10),
},
log: {
type: 'damage',
value: 4 + attacker.level/10,

Lancicle wep

The damage on the wep is fine, its just that the wep rarely casts. At max it will cast 1 time a map(which is less than half the time), when compared to psycho scythes 3 time average your losing out on a pretty big chunk of damage. Even with the decent stat boost i dont think the wep is better than psycho scythe as of now.

Add /ignore route

This route would make the server stop sending messages if player wins and got no relevant loot.

/inventory suggestion

So, today /inventory is really bloated. I would like to hear some suggestions on how you guys imagine a better way to do it.

Use mine as guide and send here how it would be in your version. We also need to add their stats somewhere, so think about that :D

My inventory:

Equiped:
Set: Granite Armor
Weapon: Sharded Club
Token: Golden Beetle

Inventory:
Bronze Armor - Set tier 0
Not quite good... You know... Are you? Don't judge
 /use_equip_bronze_armor

Bronze Blade - Weapon tier 0
The worst weapon, but a weapon, amirite?
 /use_equip_bronze_blade

Feather Clothes - Set tier 3
A lightweight set.
 /use_equip_feather

Leaf Blade - Weapon tier 2
A blade definitely not for smoking
 /use_equip_leaf_blade

Foliage Camouflage - Set tier 2
I'm not repeating the Leaf Dagger joke... No, dammit, get one :|
 /use_equip_foliage

Silver Armor - Set tier 1
You're so totally showing it to them, girlfriend!
 /use_equip_silver_armor

Golden Beetle - Token tier 0
A shiny cute helper very much not a pokedigimedabotmon
 /use_equip_golden_beetle

Precious Ore - Token tier 1
It's mysterious powers won't really improve your math skills
 /use_equip_precious_ore

Silver Dagger - Weapon tier 1
You just threw the fork away and called it dagger
 /use_equip_silver_dagger

Granite Armor - Set tier 3
You can now kill stuff inside a rock, not The Rock unfortunately.
 /use_equip_granite

Sharded Club - Weapon tier 3
A piece of rock as cool as it's impractical
 /use_equip_sharded_club

Mismatch in damage / log output for Merchant

Log only shows damage as 1+level/10 when the actual proc is 20+level/10

id: 'hammer_down',
    name: 'Mirage',
    fire: (attacker, defender, rolls) => ({
      defender: {
        **hp: - (20 + attacker.level/10),**
        acc: - (defender.acc * 0.1),
        ref: - (defender.ref * 0.1),
        str: - (defender.str * 0.1),
        con: - (defender.con * 0.1),
        flow: - (defender.flow * 0.1),
      },
      log: {
        type: 'damage (-ALL STATS)',
        **value: (1 + attacker.level/10),**

Add refinement system

The refinement system gives use to current unused common itens drops and also gives meaning to repeated the gear. The player spends his item in exchange for a +1 modifier on an equip, but the equip may break in the process. The higher the equip's refinement the easier it is to break in the refinement process.

Lvl up message

The bot should show a message when a character increases lvl.

Lancicle wep

The damage on the wep is fine, its just that the wep rarely casts. At max it will cast 1 time a map(which is less than half the time), when compared to psycho scythes 3 time average your losing out on a pretty big chunk of damage. Even with the decent stat boost i dont think the wep is better than psycho scythe as of now.

improve progress bar

Spino Prime:

so small suggestion, the way the progress bar is rendered in the game right now gets the job done since it's easy to tell what it is meant to visualize, but I think it would look a bit better if it looked more like an actual progress bar being filled. I tried showing progress bars using text in a game I built previously, and when doing that discovered the ascii character β–ˆ . Using this solid box instead of | the game could better show a solid bar in text. To illustrate this here is the original design and my suggested alternate progress bar right under it for comparison:
72.32% [||||||| ]
72.32% |β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ---|
I've checked how this looks on both Windows and Android and I think it's an improvement on both platforms

Please correct your file .po

I would like to translate your game into the Russian language, but your .po file does not open more than one processor or service. Please correct your file .po

Refactor combat.js

That file needs to be split in many small ones, and there are lots of little refactors that could be done with ramda.

Negative HPs are sometimes incorrectly calculated

When a battle is finished, it seems that the negative HP of the defeated party is sometimes one point less than the correct value.

For example:

πŸ”ΈπŸŽ― 4 πŸ’’ 17 ✨ 16
Troll dealt 14 damage
ee's hp: 1 / 67

πŸ”ΉπŸŽ― 4 πŸ’’ 7 ✨ 13
ee dealt 6 damage
Troll's hp: 30 / 81

πŸ”ΈπŸŽ― 7 πŸ’’ 6 ✨ 16
Troll dealt 3 damage
ee's hp: -3 / 67

Shouldn't it be -2 / 67?

I haven't been able to reproduce this 100% of the time. It only happens in some battles.

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