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Seshy

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  1. Hi there, I'm looking for somebody who can code a patch for the latest release with the features below: - A way for NPCs to chain spells - With the chained spells, each spell will need to still maintain their own casting animations and cast times - Intuitive way to adjust the spells, i.e. in the GUI or editing a text file Please let me know if you're interested and your proposed cost. Thank you!
  2. Event spells is good but I was hoping to have chained spells for NPCs. The Event spells however do not work for NPCs.
  3. Is anybody able to verify if this patch would work with the latest version of Intersect?
  4. Seshy

    Hold NPC

    ok thanks Push, i'll have to look at the code
  5. Seshy

    Hold NPC

    Is there anybody that might have an idea on how to implement this? Either by coding or with the engine's current features? I'm kind of stuck with my game unless I can get this going
  6. How can I only change the size of the combat text? I've messed around with font sizes with the MonoGame Pipeline Tool but it changes text size for a lot of items. For those that are in need, the required source files are on the AGD Github (including the Content.mcgb) at: https://github.com/AscensionGameDev/Intersect-Assets/tree/main/fonts and shaders/client And you can download the MonoGame Pipeline Tool from: https://community.monogame.net/t/monogame-3-7-1/11173
  7. Bumping this post. Has anybody else been experiencing this issue? E.g. Fireball - Frequency = Often Add new spell: Frostbolt - Frequency = Not Often After having added Frostbolt, Fireball will also change to "Not Often" Thanks!
  8. Seshy

    Hold NPC

    Bumping this post. Just wondering if anybody knows if this is possible without source edit? Thank you
  9. when assigning a new spell to an NPC with a particular frequency, all previously assigned spells adopted the frequency of the newly added spell. am I doing this incorrectly or is this a bug? thanks
  10. Seshy

    Hold NPC

    Hi there, Does anybody know of a way to "hold" the NPC (npc here means monster/creature) in place, much like the "hold player" event? I would like the NPC to cast a spell with a projectile and then remain in place for a moment. Thank you
  11. I'm not sure what I had done wrong here but I moved my work over to a new server/client and it works OK
  12. Hi there, I have made unique cast animations for different abilities. My problem is that the cast animations aren't consistent, e.g.; - Log into the client and cast an ability = no animation - Cast it again = correct animation - Cast a different ability = incorrect animation, same as the previous animation - Cast several different abilities and then back to the one above = correct animation Anybody experienced something similar to this?
  13. I made a mistake in my wording. Instead of "animation be played when casting a projectile", I should have said "after casting a projectile". My plan is to already have a casting animation of the character. Afterwards, a bolt of lightning is projected from the character in a line (but I need the lightning to stay still as it progresses through its animation). If a target is in its path, it will be hit by the invisible projectile. I can do this with casting animations, but my cast time will be about 3 seconds, therefore the lightning animation would need a lot of blank space at the beginning (about 2 seconds worth) whilst the actual lightning animation will be 1 second long... the projectile will then instantly be released after that 1 second. I hope that makes sense... does that seem like a decent approach? It seems like a "hackey" solution but I think the only available.
  14. Has anybody found a way to create a projectile but have it independent of an animation? I.e.: 1. cast spell 2. animation plays 3. invisible projectile is released and has no animation I really am looking for a way to make an animation be played when casting a projectile... but I don't want the animation of the projectile to move.
  15. Is it possible to cast a spell and have it automatically cast another spell after it is finished? Thanks!
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