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Weylon Santana

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Everything posted by Weylon Santana

  1. @PraySword Man I didn't read everything .. but I support you .. I will accompany you when I can.. simply by the title, I love mu online since childhood and I know a lot about .. you have my full support when i have time i will read the topic. but for now I would like to say that I support it simply because it is based on mu. I wish you the best.
  2. For events, the animation of death of monsters could be possible, but there is no way to reproduce this animation away from the player, only near him where the combat must be hand-to-hand, death through projectiles would not be able to reproduce. Since monsters can perform common events, an animation could be performed on the player. Besides, there is no way to reproduce the animation in front of the player (where the monster died), if the area spell is even worse. There is no way to locate on the screen, play animation, where the player is in front. In this case I conclude that: For events it sucks, for players it is even worse. I love events, but I can't imagine anything like that. Source is the way.
  3. In the projectile editor there is an option of collision of spells, I wanted to understand, how does it work? According to this video, as I understand it, when the target is hit by the projectile, is a magic performed on it?
  4. Maybe it can help a lot. I believe that everything depends on the machine. Even if your game doesn’t have a lot of stuff, maps, resources, etc., you may not be able to handle 5 players. But a machine with high ram and processor, will be able to withstand the players and the automatic events running. I have about 30 automatic events running and it doesn't consume much of the machine, nor cause lag in the game.
  5. Bom você tem que seguir a risca o tutorial que foi disponibilizado. Não sei muito sobre programação.. Talvez @BabyLovesresponda melhor. Jc ja fez o tutorial pensando nos iniciantes acredito eu. Se quiser voce pode esperar a proxima versão do intersect onde haverar plugins. Então será só copiar e colar na pasta pra ativar os scripts.
  6. Your welcome. Mark with best answer to close. ^-^
  7. I use the + and - buttons to zoom in and out on map grid. Try it.
  8. This is not a bug report. But it's a mistake that happened to me once, months ago, and now it's happening again. When I try to create a char I get disconnected, the server presents this. What can it be? I tried to create a character named "Heroes" several times and then "123456" does not accept either.
  9. For the guild system, the guild master can send titles to its members, which will have another color than normal members.

    For the mail system, I made one more update so that the player can block messages from all players, so that their gameplay is not interrupted.

     

  10. Online Message and Guild system through events in Heroes Apocalypse

     

  11. if the guy doesn't comment i would never see this message. on the server there is how you choose a base size for the tiles, would that help? just curiosity.
  12. edit 1 added video result
  13. Hello guys, as I am following The Last of Us part 2 on youtube [because I am not rich], I was delighted with their system of spreading letters with passwords [usually numbers] so that safes are opened. So why not bring that to the intersect? Using events we will reproduce this. ATTENTION - To understand this tutorial it is extremely important that you understand the @wishy tutorial on variable strings. [click here] This tutorial is basically a simple example of what can be done with his tutorial, using only 1 variable [essentially] so... both variables must be string (you will understand step 4 of the image above if you see the tutorial I mentioned above.) (correction = price - prize*) step 6 of the image above. when chest empty Wishy said this in his tutorial and I will repeat it here - all events must contain unique names so that there are no conflicts. This is an example of what can be done, much more can be done, such as putting a password in the players' chest, password set by the players, guessing games, among other things. Use your imagination. Any questions can post below. And I would like to thank Wishy, who with that tutorial opened up many possibilities and my knowledge about the variables. I like to learn new things. xD Result ingame Embedded Video Link Edit - The chests will not reset when you restart, probably also when the server restarts, remain open. You can rest easy.
  14. Hello good afternoon. It's all right. This site is outdated and We are redesigning the whole game and site. Even if you download, the server it will not appear online for you. So I would like to ask you to enter our discord server where I post more updates and answer questions, as soon as I finish redesigning the whole game I will come back online for testing and I will warn you here and on the discord. With Regards... https://discord.gg/6e79npC
  15. I know that and used the scripts the way you said, but some stopped working when I changed the variable's place, it worked again. I don't remember if they were all in if or not, but I know, deciding to warn you, it's a small detail, but it can make a difference, since then it's always how I use it.
  16. New Ui Made by me, using a free internet interface base. - v0.7 MAIN MENU INGAME
  17. I would just like to make a correction to your script, the logic of the intersect has changed a little in 6.2. The "Set variable to true" should be the last command, below the message successful in chat. This is because when you set it to true, it goes out of the "if it is false" condition, so it doesn't reproduce the rest of the script. It has been like that in b6.2
  18. I find it a difficult question. Try to create 1 global variable. and 2 common events. In / command the event sets the variable to 1 or on. and the second event in autorun checks if the global variable is 1, and delivers the item and sets the variable to 0.
  19. There was a sparkle in my eyes already but reality is cruel ahah send photos of the events currently
  20. If you change the variable to 2 and 1 player go to the event. 1 monster will be summoned. If 2 players are, 2 monsters will be summoned. As Aisen said, the event runs for each player on the map. So one more variable could be better in this situation to stop multiplication per player. Test my way, if it works you will already have the solution, if not, from there then, start making changes. Let me know if it works, this case is looking like a soap opera where we can participate hahaha
  21. I spent about 5 min writing, but it didn't work, it got a bug and I lost what I was writing. Then go again, it will be more summarized then and simple than I said the first time. 1 - Creates a global variable 2 - creates a conditional branch within '' runic = 1 '' - if this variable is equal to or less than 4. 3 - under each lost imp spawn, add 1 to this global variable and place a 500ms or 1000ms wait 4 - creates another branch for when this global variable is equal to 5 - to spawn npc zei, add 1 too In my mind and from what has already happened to me, from the moment that the variable is no longer in the condition, the event must stop spawning, it must be global variable because it is something common for everyone. I believe that if it does, it can work. Although the editor is translated my way, you can understand. Let me know if it works @CosakiGames
  22. Okay I wait, if works fine.. if not, i can give more ideas.
  23. I had searched and found only a video of kibbelz blocking a projectile, I tried and failed. So that must be it, I am putting your answer as the best.
  24. I thank you, I tried to defend normal attack, attack with someone equipped with a sword, magic projectile, I tried that and failed, and it has always been like that as I remember. It would be nice if there was some function explained or shown how it works.
  25. @SarcasticSloth24 when i saw your question i was in my bed, i got up and came to the computer to try to see better and answer you [and also use google translator for a long text] From what I saw, connecting the global variable interacting with the pillar is right. Global variables are for everyone. Your conditional branch is not wrong. You want the cutscene to happen to everyone on that map, that's fine with me, because it wouldn't happen to everyone who's playing. You have to understand something. Map events will run on the map they are on, regardless of whether they are marked with the '' global '' box. Hence the name '' map events ''. From what I've seen, an autorun map event is also able to target adjacent maps. There is something else about the events as well. Apparently for 1 player to activate an event and another event to start, an intermediate transition event must be passed. For some reason, it is necessary, otherwise events behave differently than we expect. Stays like this 1 - Event that activates the event and turns on the variable 2 - Autorun event that links another variable 3 - Autorun event that has this second variable condition Without event 2, 3 may not work as you imagine. This is not even the strangest thing that makes events behave strangely. I already saw the event crash because I removed 1 '' wait '' command. So get used to things like that. hahah Continuing ... I recommend that you try to make these changes to get started and see if things work differently. Use a global int variable. Event 1 - I set the global variable to 1 Autorun Event 2 - Set to 2 Autorun event 3 - runs the cutscene, if the global variable is 2. If it works fine. If not, I recommend using common events, this is how I do my cutscenes, common events are better to manage and always affect all players. The pillar map event sets the variable event to 1 And the common autorun event, runs the cutscene. If it doesn't work, then also, transition event. Any of these things can work Finally, you don't have to redo everything at the common event. Just copy the branch conditional [the whole cutscene is inside the conditional], and then paste in the common event, and check if everything is ok. I hope this helps.
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