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Ainz Ooal Gown

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Everything posted by Ainz Ooal Gown

  1. Ainz Ooal Gown

    Count as high as you can while staff are sleeping!!!

    One hidden number
  2. Ainz Ooal Gown

    Making a skill level up

    Ah yeah total agree with that, but I always have it so a player can see his level and normally keep EXP hidden unless they run a /command EDIT: Wooop! 100th Post!
  3. Ainz Ooal Gown

    Resource Skill Mining

    Nice tutorial mate
  4. Ainz Ooal Gown

    Making a skill level up

    Depends on if he wants a level variable to display to players to show what level they are
  5. Ainz Ooal Gown

    Making a skill level up

    If your using player variables for example "Mining EXP" & "Mining Level" and want the "Mining Level" to increase when "Mining EXP" gets to a certain point you can use a condition for player variable "Mining EXP" is equal to or greater than. Example: Condition: Is Mining EXP => 1000 Then Mining Level = 1 Else Condition: Is Mining EXP => 2000 Then Mining Level = 2 Else Condition: Is Mining EXP => 3000 Then Mining Level = 3 And so on... Hope this helps.
  6. Ainz Ooal Gown

    On/Around Entity

    Thanks. That's a good workaround but it wont work for me as its for a farming event I have, so I copy and paste it across different maps. As well as I have 10 different crops you can grow, so that's 10 different animations and spawn npc's that need set each time I copy and paste So when you have something like this: Its a lot of editing to change the animations and spawn NPCs to the correct position on map / across multiple maps.
  7. Ainz Ooal Gown

    On/Around Entity

    Quick question. When you copy and paste an event that has a animation/spawn NPC, is there a way so the event keeps [THIS EVENT] on the "On/Around Entity" location? As when I copy and paste a lot of events I have to go through each one and set its On/Around Entity to [THIS EVENT], as it holds/stores the original events location for the spawn npc or animation. Thanks in Advance
  8. Ainz Ooal Gown

    Variable Strings

    Not a Bug but a Suggestion Possible to have variables store string values as well as integers? Be good for the likes of showing / writing out a string defined within the variable instead of just a number.
  9. Ainz Ooal Gown

    Free programming books

    Nice! Thanks for the share, some good reads!
  10. Ainz Ooal Gown

    Event - Copy and Paste

    /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// When you copy and paste an event, it also copies the tile / layer you are currently on, so when pasting the event it also pastes the tile / layer. /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// Copy an event and depending on what layer you had selected from tiles tab, it will also copy and paste that tile / layer /////////////////////////////////////////////////// Work Around /////////////////////////////////////////////////// Select a layer not being used when copying event such as fringe 2 as it will have no tile to copy.
  11. Ainz Ooal Gown

    Event - Copy and Paste

    Didn't even know that existed! Thanks for that mate and sorry for reporting a false bug!
  12. Ainz Ooal Gown

    InventoryWindows.json - Close Button Position

    That worked a treat! Sorry I'm still learning Thanks buddy
  13. Hi, I changed the GUI for the Inventory to be bigger and sorted out the alignment for most things, but I cant seem to get the "CloseButton" to change its bounds. When i set the bounds to: "CloseButton": { "Bounds": "378,1,20,20", It does not change it in game, and when I go back to NotePad++ and update the file it has reverted the Bounds to: "CloseButton": { "Bounds": "-10,1,20,20", Any ideas on what will be doing that? Here is what my Inventory looks like: Thanks In Advance
  14. Ainz Ooal Gown

    Target Box Position

    Is their a way to edit the target box to display at the bottom of a entity instead of in the middle? As if you have sprites that are different sizes then it makes the target.png a pain. Cant see anything in the GUI/.json files.
  15. Ainz Ooal Gown

    Animated Sprites - New .json Config

    Is this how animated sprites works now? Just I cant seem to get it working, this should be right for .json? "AnimatedSprites": [ "MOB - Bird1.png", "MOB - Bird2.png", "MOB - Bird3.png", "MOB - Bird4.png", "MOB - Bird5.png", "MOB - Bird6.png" ],
  16. Ainz Ooal Gown

    Animated Sprites - New .json Config

    Yeah are right mate, changed it to just "bird.png" and it worked. Dont think it likes the hyphen Thanks
  17. Ainz Ooal Gown

    Synthwave / Darksynth / Chillwave

    Probs on of the best game soundtracks ever... Blood Dragon OST (if you haven't played the game, well worth it, especially if you like retro 80s/90s heroes):
  18. Ainz Ooal Gown

    Target Box Position

    Thanks for the trick mate, I already tried that and it is the best option for the time being, just I have a lot of sprites at different sizes so NPC name looks decent and set right above NPC, as a chicken is smaller than an orc so the gap above the NPC name for the chicken was large if spritesheet was same across the board, if you get me. Was just thinking if there was a way to get the target.png to render at the base or even top of the sprite, under its name maybe so it would be universal for all my sprites, instead of it being aligned to the center of the sprite. So could have it like this (example): [________] Hope this makes sense
  19. Ainz Ooal Gown

    Formula's / Attack Damage

    Issue resolved! I was being stupid! Didnt notice the scaling on the class was set to 100% Found this which helped me. Please resolve this, as its not a bug (just a bug in my brain!! lol) The following functions can be used: Random(min,max): Returns an integer value between min and max. The following variables can be used: BaseDamage: Base damage of weapon or spell used. ScalingStat: Value of stat that was selected in the item/spell editor to scale with the attack. ScaleFactor: Value set in editors for how spell/weapon should scale off of the scaling stat. CritFactor: Value to multiply potential damage by if the attack is a critical strike. (Server provides 0 is not a crit, and 2 if it is a crit) A_Attack: Attackers attack stat. A_Defense: Attackers defense stat. A_Speed: Attackers speed stat. A_AbilityPwr Attackers ability power stat. A_MagicResist: Attackers magic resist stat. V_Attack: Victims attack stat. V_Defense: Victims defense stat. V_Speed: Victims speed stat. V_AbilityPwr Victims ability power stat. V_MagicResist: Victims magic resist stat.
  20. Ainz Ooal Gown

    Formula's / Attack Damage

    /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// I changed the forumla.json to do some testing, and when I reverted back to the normal formula.json (even got server to re-download file) the combat formula ingame seems messed up. Now when I attack without a weapon equipped it does damage based on the characters "attack", and when I equip a weapon it does damage based on weapons "Base Damage". So if I have 20 character attack and the class is set to have 1 base damage it does 21 damage, then if I equip a weapon that has 5 damage it does 6 damage (including the 1 damage from class base)... Is the formula cached anywhere? Formula (which is original / core): { "ExpFormula": { "Source": "BaseExp * Power(Gain, Level)" }, "PhysicalDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_Defense))", "MagicDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_MagicResist))", "TrueDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025)" } /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// Edited forumla.json file Restart Server Test new formula Revert back to original file (even got server to re-download file) Restart Server Test original formula and it seems to have kept previous edit /////////////////////////////////////////////////// Attach Screenshots/Other media //////////////////////////////////////////////////// None /////////////////////////////////////////////////// Attach Error Logs //////////////////////////////////////////////////// If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  21. Ainz Ooal Gown

    Formula's / Attack Damage

    Thanks for reply. Yeah I know defense is taken in to account, like I said this is a the default formula.json, so the default has defense calculated. Class setup for damage is set to "1". Weapon Damage was set to "5" MOB I was attacking had no defense. I changed the formula to include the players A_Attack so that it would add that to the calculation, but I didn't like it so I removed it and reverted back to original formula.json, but for some reason it seems to still be using the edited one (even after restarting server).
  22. Just an idea to have a tick box (as an option as well keep normal way of attack on animation for every hit) to enable attack animation to only play on critical hits, so it would be like a special hit from the weapon.
  23. Ainz Ooal Gown

    Synthwave / Darksynth / Chillwave

    This on is probs one of my favs, love blasting it while on a drive
  24. Ainz Ooal Gown

    Introduction to cracking

    This is very cool and educational, always had an interest in this type of thing but never got into it. Thanks for the share
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