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jcsnider's post in The size of the NPC was marked as the answer
Ignore how it looks in the Npc editor. Just select the Sprite and see how it looks in-game.Â
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jcsnider's post in How to create a skill healing? was marked as the answer
Health Damage: -20Â (Negative damage heals)
Damage Type: True Damage
Check the Friendly Box
Set the target type to self.
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jcsnider's post in Dynamic Requirements Bug? was marked as the answer
Dynamic Requirements are several lists of different conditions.
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If you want the requirements to pass then all requirements must be met on any 1 list.
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Your example will not work because that is 1 list with multiple requirements that contradict each other:
Must be Class 1
Must be Class 2
Must be Class 3
Must be Class 4
etc
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That will never work because the player can only have 1 class.
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This is intended behavior, and yes, this is harder to setup than what you intended but it also provides a lot more power to developers to do funky stuff like (Class X, and Level 10+, and Gender Male  OR Completed Quest Y, and Switch 257 is true)
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jcsnider's post in Intersect Engine 4.6 crashes when trying to start? was marked as the answer
https://www.ascensiongamedev.com/community/topic/2165-faq-failed-to-create-graphics-device/
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jcsnider's post in Display Character (Image) Next to chat box was marked as the answer
Retracting my original answer since the code required would break stuff.
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This IS possible, but you have to get creative. The first step is making the game engine think that the event window should be a lot bigger. So open event eventdefault.png, increase the height ~300 pixels and move the window to the very bottom so it looks like this.
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My version.
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Everything from this point on happens in Client/Resources/Gui/InGame.xml. Open that file and find
<EventDialogWindow_Max1Response> <Bounds>247,210,530,162</Bounds> The values are (X, Y, Width, and Height). Increase the height by 300 to 462.
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Save the xml and login to the game. You will see this:
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The window is moved downward some, but everything is now outside of it.
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So now you have to find the bounds for the following and set the second value (the Y value) to be 300px greater to shift everything down to the window.
You will want to change:
EventDialogueArea EventDialogueAreaNoFace Response1Button Â
You will end up with this:
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Which is closer to what we want. Next up, though, we need to increase the size of our portrait. This is easy, find the bounds for EventFacePanel and tweak them to your liking. I'm setting mine to <Bounds>22,100,200,200</Bounds>
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More tweaks are then needed, the dialogue text could be moved to the left, and then expanded to fill the whole window.. and this process would need to be repeated for Event windows with 2, 3, and 4 responses.
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There are other changes that could be made.. it will definitely take a lot of tinkering but that's the jist of it. It's POSSIBLE but not intuitive.
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jcsnider's post in Mack/REFMAP Tilesets and other resources was marked as the answer
We actually don't credit them and we really should be doing so. I'd recommend following those instructions and including the file they request.
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In our next release we're actually replacing those graphics with these custom alternatives created by members of our community: (credits within)
https://drive.google.com/drive/folders/0B9ZwewpngPoteS1HYXQ2S2YycWM?usp=sharing
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jcsnider's post in Browsergame was marked as the answer
Nope. No such thing exists or will exist for a very very long time.Â
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jcsnider's post in How to set a declared spawn for a NPC? was marked as the answer
After you click the declared radio button you need to double click the map to set the spawn point. If no spawn point is set then the npc will revert back to random.
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jcsnider's post in disable the download of the resource folder ? was marked as the answer
Oh okay. I didn't realize you were using a custom launcher.Â
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You need to use ProcessStartInfo and set its working directory to the data folder.Â
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https://msdn.microsoft.com/en-us/library/system.diagnostics.processstartinfo.workingdirectory(v=vs.110).aspx
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jcsnider's post in Client Error was marked as the answer
I broke error logging in 4.3. Will release 4.4 in the next few days with a fix and then we will have to get the new logs and reevaluate.
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jcsnider's post in "Invalid Power Level!" Can't access editor after setting poweracc was marked as the answer
poweracc admin 2
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jcsnider's post in Map with no borders was marked as the answer
No. If you don't want borders make sure you have at least a 3x3 grid of maps in an area.Â
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jcsnider's post in Common Events not working ? was marked as the answer
Common events are broken in 4.2. (Including the events attached to quests)
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Fix will be out with 4.3 shortly.Â
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jcsnider's post in how to do it a production logo ? was marked as the answer
Throw the logos you want to use into Client/Resources/Images in .png format
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Then go into Client/Resources/Config.xml and replace the <IntroBG/> line with this:
 <IntroBG>image1.png,image2.png</IntroBG>
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Replace image1.png,image2.png with a comma separated list of the images you want to show.
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jcsnider's post in Quest editor bug was marked as the answer
Beat me by a minute. Was it this?
https://www.freemmorpgmaker.com/docs/en/KnownIssuesAndWorkarounds.html#page_[+Editor]+Text+too+large%2C+text+cut+off+or+items+out+of+place%3F
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jcsnider's post in Universal LPC Sprites was marked as the answer
You asked if it was possible, the answer is not currently at this time.
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If you'd like to make a suggestion here is the correct place to do so.
http://www.ascensiongamedev.com/community/bug_tracker/intersect/
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We will not be implementing this feature anytime soon. We might do this ourselves some point in the future but it's beyond low priority as there are few resources available that could take advantage of it.
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Source will be available and then our system can be ripped out for the one that you favor. Topic locked.
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jcsnider's post in Where to find the " : " of the stats (to erase or change it) was marked as the answer
Sadly this is still hard coded. Those will be removed in 4.3.
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jcsnider's post in Weapon attack speed was marked as the answer
Individual weapon attack speeds will appear in Beta 5
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jcsnider's post in Question about Tilesets was marked as the answer
The default graphics are technically Macks. Everyone at the RPG Maker Community would swear up and down that they are safe to use outside RPG Maker. (I've asked, then mods deleted my thread)
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Macks graphics were released under a free to use commercial license. But I don't think anyone could argue that there are some very close parallels with the RPG Maker RTP, so we recommend finding alternatives. It's a judgement call.Â
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I am personally so conflicted over those graphics that I've been working with several artists here to create a new graphic pack, it's not complete yet, but you're free to use it now and more info will be released publicly soon:
https://drive.google.com/drive/folders/0B9ZwewpngPoteS1HYXQ2S2YycWM?usp=sharing
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As for 4.3 we have no estimated release date. There is, however, a server with that bug fixed SOMEWHERE in our bug section. (I had someone reporting the bug test the fix.) I can't find the fixed link right now but I know it's in there. (Filter by Beta 4, Bug Report, and Fixed)
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jcsnider's post in Hurting / killing entities (Player or NPC) was marked as the answer
Not yet. We will likely add some sort of traps in the future. Eventing might be difficult as events require players to attach to by design. We shall see.
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jcsnider's post in progress saved was marked as the answer
It shouldn't be spamming every 5 seconds. More like every few minutes.Â
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While this text is good for us devs we can see how it can be annoying. We will add an option to hide the message in future versions of Intersect.Â
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jcsnider's post in npc cannot cast projectile spells? was marked as the answer
Ummm... the engine? the caster? you? your pet? your mom? donald trump?
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Can't help without knowing what's actually going on.
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jcsnider's post in Sprites Limites was marked as the answer
Can only read 4 frames until the source is released. There are converters to convert 3 frame to 4 frame in our downloads hub.
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No size limit, but the hit box will always be 32x32, so you can't make monsters too large else they just won't function correctly.
