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Weylon Santana

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Everything posted by Weylon Santana

  1. It wouldn't work for new types of magic, but it works for a lot of things, plugins works in the pre-release or development version, the pre-release version is what everyone uses. Joice and panda should be expanding even more like this here: https://github.com/AscensionGameDev/Intersect-Engine/pull/924 , a good user explained a lot about how to write plugins, you who should be a programmer will understand the context very well. People have been using the plugins that joyce made(1, 2) for example, so if you intend to sell something in the future, that would be my recommendation, or my focus if i were a professional programmer, because that way, anyone can use it, without modifying the source.
  2. The idea is super interesting, something I'd like in my game too, but the way it's implemented I didn't like it at all, This spell is looking like a combat spell that can deal damage, buffs, etc, and it doesn't seem viable when it comes to just giving exp bonuses. If it's a combat spell, then the stat escalation has become totally useless since you can put damage too. You should have created a new type of magic, like the dash or teleport type, and organized the editor to contain only scalling ammount, stat duration and run the buff as an effect somehow (after all, those who know how to program can do everything) Adding a new effect and leaving it within the combat area makes all the elements very useless why anyone will not use, but would probably still have an effect if used. Maybe it would even be better to avoid bugs also, who knows It could still be single target, like teleport spells to use as gm buff like you said Finally, one last tip, maybe be better to focus on plugins, as there will be few people who will continue to risk modifications to the source without having a fixed programmer to continue fixing them when they broke with new updates Maybe it's better to sell, a simple dll with configurable json, any idiot like me could use it without crashing anything And as I said, the idea is great, I would like to have it in my game, but I will never be able and I will not accept the risks
  3. I just played back your steps, and it's true, events that should activate when variable changes, don't activate when variable is boolean, only activate when variable is int or string I suggest for now change your variable to int and use the good old 1 and 0
  4. @izakt Until now, I would say this topic is a bit outdated, currently you can't use an autorun event as explained above, because that will make your server not support more than 3-5 players online. An autorun event cannot exist without a condition (and a good reason too). Finding a way to constantly update the Server Timestamp variable value without autorun is currently a problem. But for a Daily Reward System, no problems This is correct: And this also: The changes I suggest are: 1 - If player claims daily reward -> "Server Timestamp" = Server Time (ms) "Next Claimable Timestamp" = Server Time (ms) (not = var int value) "Next Claimable Timestamp" + 86,400,000 2 - Commom event with "On login" trigger without conditions "Server Timestamp" = Server Time (ms) If "Next Claimable Timestamp" is less than "Server Timestamp" -> player can claim reward again Did you get the idea? So far I haven't found a good way to keep the Server Timestamp variable constantly updated, so I'm using this command -> "Server Timestamp" = Server Time (ms) <- in all player interactions with events (on respawn, on teleport, on login, on equip, on pvp kill/death, etc), to keep the value updated without weighing on server performance. Even if the event does something simple, like teleport the player when he dies, I update the value before. If you have any questions, feel free to express them.
  5. Isso: "IdleFrames": 4, "NormalFrames": 4, "CastFrames": 4, "AttackFrames": 4, "ShootFrames": 4, "WeaponFrames": 4, Se refere a quantidade de frames que possui cada tipo de animação. Isso: "NormalSheetAttackFrame": 3, Caso você não tenha sprite atacando (_attack), então deve escolher qual frame vai mostrar do sprite dele andando, quando o jogador atacar. Isso: "NormalSheetDashFrame": 1, Mesma coisa que acima, só que em vez de attack, seria no dash "MovingFrameDuration": 100, -> Duração do frame andando "IdleFrameDuration": 200, -> Duração do idle "TimeBeforeIdle": 4000 -> duração de quanto tempo esperar para sair do andando para o idle quando o personagem parar tudo isso em ms, por que em 99% dos lugares o intersect só trabalha com ms, e não segundos ou horas. o frame de attack funciona assim: https://prnt.sc/1qcozns Basta ter dois sprites, o andando e o atacando o andando terá o nome, e se ele tiver animação de attack, o sprite atacando terá o mesmo nome com a adição do "_attack" no final
  6. Frames de ataque já é possivel. Mas frames correndo não, teria que colocar atraves de programação.
  7. If you want to make cutscenes, it's best to hold the player, then release him so he can walk and hold him again, always like that, the player can't control the character if an event is controlling him.
  8. 1- no 2- no 3- https://docs.freemmorpgmaker.com/en-US/developer/
  9. I find it strange that you can't download it, maybe you should see the chrome or antivirus settings, and there are no images of something fixed defined, the program was created for you to look for exactly that, the optimal balance for your game, values that you should put it to test, there is nothing defined, each person has their own way of balancing things, the program helps to "predict" damage, exp, basic things
  10. I believe I have understood, for now I will give the question as answered, I will use the spreadsheet to reach the closest value to continue balancing the game. A small margin of error will not destroy the balance (I hope haha)
  11. But the minimum damage part of the formula, with the data I presented doesn't actually have any non-integer number, (base damage + scaling stat {5+8=13} - attack/4 {8/4=2} = 11} - (v.def/2{0/2=0}. Is it going to round up 11 to 10, with 11 being a int number? And if it's a random between (10, 11, 12), since the engine is considering the value 10 as a minimum, why is 11 never reached?
  12. I changed my game formula to: "PhysicalDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor)) - (A_Attack / 4)) * CritMultiplier, ((BaseDamage + (ScalingStat * ScaleFactor)) - (A_Attack / 7)) * CritMultiplier) - (V_Defense/2)" I went to run some tests on the game The player starts with 1 in attack. I gave him a weapon: https://prnt.sc/1hbolu1 The enemy has 0 def Making the calculation the result should be 11-12 (https://prnt.sc/1hbpqsz, https://prnt.sc/1hbq0r5, https://prnt.sc/1hbrc8n) But in the intersect the damage is 10 or 12 (https://prnt.sc/1hbs2mw, https://prnt.sc/1hbsjke) Is there something I'm doing wrong or is it a bug? All these tests were in version 0.7.0.125/126 clean
  13. I like it, this is a good alternative, I will try to look at how the url property value is obtained and I will try to replicate for position and size, I will do that soon, can I call you in discord if I have any questions, if doesn't bother you?
  14. Are you referring to this plugin code? https://pastebin.com/eQyTJHp1(At the end of the tutorial this is what the main script looks like) or to the official intersect plugin that panda made?
  15. @gooby I finished reading and writing your tutorial today, I loved it, I'm not a programmer and I barely know how to program, I only know very basic concepts and the way you explained I understood everything perfectly well, I could even put the button inside the game (if (lifecycleChangeStateArgs.State == GameStates.Menu || lifecycleChangeStateArgs.State == GameStates.InGame)) ( just to test if it would work and it did). Thanks for your time in doing this. I would like to know (in case you want to add it in your tutorial in the future as an optional thing), how to generate those json files that are generated in the gui so we could change the position of the button through the json file, how does it work for the rest of the interface? It would be possible?
  16. Dude you explained everything about plugins and explained how to create plugins and detailed how the discord button plugin works as if you were talking to monkeys and that was EXACTLY what I needed. Thank you so much for taking the time to create something so (not so anymore) complex. I'm learning C# (when I have time) so as soon as possible I'll follow your tutorial and get back to you if everything went well.
  17. To handle formulas I believe in the formula file on the server. But I'm not a programmer I don't know anything about. I just showed you the solution to your problem, I don't know how to get there
  18. armor penetration and dodge is only possible if you change the source to do, in this file you can only use the basic statuses The critical is calculated when the player manages to hit a critical hit in the game. The formula will take into account the critical multiplier, which by default is 1.5. The multiplier can change for each item or spell when you are setting them
  19. Update - new video added on Videos List. #003 - Upgrading
  20. This is quite new to me hahah for windows any executable is virus. You can download the source, compile it yourself and use the program, it doesn't have many dependencies so it's very simple to compile, any newbie can do it. I believe that opening the solution with visual studio and pressing compile in "release" instead of "debug", you will have the program. Or send me a message in private and I can see another way to send you the program. or the simplest solution, allow the program to run through the antivirus, you can control which program it blocks or not.
  21. Thanks It's really hard, I hope to make it a little easier for newcomers I know, I can't even imagine that I could do something like this, there's still a lot to do, but I'm happy with what I've achieved Me too haha But this way I'll balance it better, when I want to change the formula or the balance in my game I have to spend a few hours modifying and re-modifying the cells, with this program I can make my life easier, export the work and continue in excel whatever I'm missing haha
  22. The intersect can trigger common events when equip/unequip item, using that and some checks just switch classes with the switch class command.
  23. Hi guys, it's me again, so motivated by wanting future changes to my game and not having money to pay, so I've searched and I will seek knowledge about programming, and c# I learned a lot of basic stuff about a lot and sought some knowledge using the source of the intersect also to create a simple program that can help you with balancing (i hope) this is the RPG Balance System Explanation of what I tried to do: 1 - Player Area The maximum level is what will define the amount of rows in the tables, you can increase or decrease as you wish to be in your game. Basic status values (attack, defense, etc) which are the basic values you will put in the Intersect class editor. Base HP and HP Inc by Lvl% - so you can track how much hp the player will have at level x (unfortunately I only did it by percentage, maybe I'll add it by points in the future or or i quit the program here) Exp Base and Exp Factor(%) for you to follow the player's leveling, to know how to distribute exp among your monsters at the player's level x. Points to be distributed at each level and Maximum points so that you do not exceed in the distribution Base damage (I'll always consider unarmed combat because that can already shed light on how much base damage to add to weapons and spells) Scaling Status and Scaling Factor, work like the intersect (I think) Critical Multiplier 2 - Builds Area This here has to do with the distribution of points Balanced - It will take the points gained in each level and distribute it among the 5 stats (for this reason it only works well if you put points per level in multiples of 5) Strong - Will try to simulate a crazy player who takes all his points and puts them in attack, in which case the points will go to where the ScalingStat is selected. Tanker - Will put all points on defense (so if you change the formula, use defense) 3 - Enemy Area Pretty much the same as the player, but the stats are by percentage, when i did this i thought "how many percent do i want the monster at level x to be stronger than the player at the same level" That's why I didn't do it for points too The hp is also in percentage, you choose how many percent will be more than the player's hp 4 - Functions Area Update will update the tables according to the data you entered, add/remove rows and so on. Save will save the 3 tables in an excel file. You choose where to save, the 3 tables will be on different sheets in the file. Information will show this warning: Player/Enemy/Summary will switch between tables 5 - Formulas Area This is for you to change the formula any way you want The critic is not necessary to add to the formula because I calculate separately in the summary table Intersect works with a Random(min,max) value in formulas, which I have separated into 4 formulas Min True - Min value obtained for true damage (no defense interference) Max True - Max value obtained for true damage (no defense interference) Min Real - Min value obtained for real damage (with defense interference) Max Real - Max value obtained for real damage (with defense interference) I called it real damage to differentiate the name. And as the formula (usually) is the same for physical damage or magic damage so I called it real damage. 6 - Summary Grid Well, here is a summary of damage and hits Player level and monster level for you to compare damage and hits of both on the same level True damage and real damage showing minimum deferred and maximum player damage on enemy and vice versa (so in game damage will be between these two values I believe) Critical (min, max) to also monitor what will be the critical Hits True and Hits Real that shows the amount of hits that the player must take on the enemy to kill him I use approximate value because "maybe there is some life left, right?" Here is the download Here is the source: https://github.com/WeylonSantana/RPG-Balance-System Credits: To me - That I almost gave it up a hundred times @Blinkuz - Who solved many doubts for me while I was building this thing My Gf, @Daniele Santana - Program Icon Intersect Engine - Some formulas and functions (like customizing the formula) I took directly from source, studied a little and made it work even without understanding much Anyone who wants to help and improve, feel free. If you find bugs you can report it, but I don't guarantee to fix it because I'm soooo new to programming Thanks <3
  24. Version 1.0.0

    1132 downloads

    I learned a lot of basic stuff about a lot and sought some knowledge using the source of the intersect also to create a simple program that can help you with balancing (i hope) Full explanation in this topic:
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