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Ainz Ooal Gown

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Everything posted by Ainz Ooal Gown

  1. Here you go mate a simple tutorial
  2. Description: This is very simple system, but seen a few people having difficulties replicating this system so thought Id make this tutorial. This system will allow a player to equip an item and have a skill/spell/ability assigned to them, and when item is unquipped the skill/spell/ability will be removed from player. Video: https://www.ascensiongamedev.com/resources/filehost/1f96b965d2b60b167e704b3e87a5a202.mp4 Process: Equip and item (Anything that can be equipped by the player: Weapon, Armour, ect) and give the player a skill based on that item (Can give any skill or any amount of different skills). Unequip the item will remove that skill from the player. Issue: None Addon: None Build:  Create a Item Create a Skill Create a Common Event: Name the common event for what the skill/item is Make the event "Autorun" Set condistion like so: Simple but affective Enjoy
  3. Are you using Intersect version 6.1?
  4. Really cool that Wishy
  5. It’s pretty simple really, it doesn’t replace or add to hot at but replaces the skills/abilities based on the weapon or item equip. As well as makes sure skill can only be used with item equipped. That should be a give away lol. if I get time tomorrow after work I’ll do a tutorial as I’m in a good load for 6.1 released haha
  6. This is possible with events as I have this in my game. Just have to explore event commands and possibilities. If a few people are after this I will do a tutorial.
  7. Looks good, keep it up buddy
  8. Did you set the NPC to agressive? To make a guard: Set NPCs to Agressive (both Guard and Creature NPCs) On Guard NPC: Set a condition for "Player Friendl/Protection" (examples: "Level >= 0", or if you have factions "Var Faction = 1") On Both Guard and creature NPCs: NPC vs NPC is enabled enabled On Guard NPC add all creatures/npcs you want the guard to attack. On all Creatures/NPCs that the guard will attack, add the guard NPC to them.
  9. This is not a project of mine, I just had the idea of how the system can work with Intersects Events. This can be made much more advanced, but thought Id show off the simple pokemon battle system and capture using events:
  10. No, but you can press "F11" to hide UI
  11. Nope, the placement is based on 32x32 blocks (or what size you set in server config, 32x32 is default), so where u put the graphic on the tilesheet based on 32x32 is where it will show when u select it in the map editor
  12. Im not sure about the menu if it pulls paperdoll from extra added slots, probs best for a dev to answer @jcsnider
  13. Not sure about the detail of cape? Editing CharacterWindow.json only adds the slots to the character window.
  14. You have to add them to the game in the GUI/Layouts/Game/CharacterWindow.json Follow the above tutorial
  15. Server side config.json: "Paperdoll": { "Up": [ "Player", "Helmet", "Armor", "Weapon", "Shield", "Boots", "Cape", "Amulet", "Ring", "Gloves" ], "Down": [ "Player", "Helmet", "Armor", "Weapon", "Shield", "Boots", "Cape", "Amulet", "Ring", "Gloves" ], "Left": [ "Player", "Helmet", "Armor", "Weapon", "Shield", "Boots", "Cape", "Amulet", "Ring", "Gloves" ], "Right": [ "Player", "Helmet", "Armor", "Weapon", "Shield", "Boots", "Cape", "Amulet", "Ring", "Gloves" ] }, The order in which you put the items in "Up, Down, Left, Right" depends on the order of drawing onto the player ingame.
  16. Only way I have figured to sort this is make sure all sprites are set to the same size, or very close, which isnt the best. I cant find anything in the .json files to set this but even then I dont it would make a difference too much. Probs have to wait for source and see how the Sprites are drawn and make a condition moving bar and name if a certain size.
  17. Yeah as TheSandersGuy said you have to add a colour to the range overlay, as it is set to transparent as default Set it to black and they try.
  18. Looking awesome. Yeah I agree with Dash, get it fully stable before extra features... then add loads haha
  19. No you would have to wait for the source. You can press "Tab" to target the closest enemy like Taliel said.
  20. Looking good buddy keep it up. Nothing better than a game with custom made graphics.
  21. I have not came across this error before. Can you create a new forum topic in "Answers and Questions" so we dont flood this tutorial topic and upload your full "config.json" file from Server > Resources and "CharacterWindow.json" fom gui\layouts\game and I will have a look. Put a link to new topic in a post below for peoples referrence.
  22. I’m running on the latest build. Hmm I will do so more testing today. When I click sound it shows me the sound files, but when I select any of them nothing happens and field stays blank.
  23. Is the sound option in "Map Properties" no longer working? I am unable to add anytype of sound files to the map. I know now you can add a "Map Attribute" for sound, has this replaced the map properties? Been a while since Ive added a map sound via Map Propertise so thought Id ask the question before raising a bug report or anything. Thanks
  24. You can change them in "client_strings.json" and "editor_strings.json" located in client and editor resources folder. Just open them up in "note pad ++" and do a search/ find and replace them one by one, dont do a replaceall as you only change the wording for the end part like so: "defense": "Defense:", changed to "defense": "Armour:",
  25. Yea I was thinking it’s possibly hard coded but wasn’t too sure. Been through the .jsons and can’t find it. Oh well maybe summit for the devs to add later
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