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Everything posted by Ainz Ooal Gown
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Hi sorry I am not 100% on what you are trying to do here. Spell damage are changing when equipping a weapon? Does the weapon increase the player stats? Such as stat the spell is scaling from or using? What are you trying to do overall/make? Weapons can do damage based on scaling or by direct values (or both), this is then applied to the formula logic. When you apply a weapon to scale it scales based on the stat you selected, so: If you have 100% scaling of "Attack" based on how you have the formulas setup, it will calculate the damage. If you have 0% scaling it wont use any stats to add to the calculation. "PhysicalDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_Defense))", What this is doing above is randomising the physical damage between: BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975 and ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_Defense) Base Damage: Setting this will give the weapon a raw base damage value. Crit Chance (%): Setting this will increase the crit chance percentage. Crit Multiplier (Default 1.5x): Setting this will increase the crit damage based on a multiplier of the base damage. Damage Type: Setting this will allow you to select whether the damage is Physical, Magic or True. True damage negates resistance. Scaling Stat: Setting this will link the base damage with the characters stat selected here. Scaling Amount (%): Setting this will scale the scaling stat based on percentage. Example, if the character has 10 Attack and its scaled amount is set at 50%. The base damage will include 5 Attack as base damage before resistances. So lets do an example (I will ignore critMultipler for this): Base Damage = 1 Scaling Stat = Attack Attack Stat = 5 Scaling Amount = 100% 100% of 5 is 5 + 1 base damage = 6 If scaling was set to 0% only the base damage of 1 will be applied. If scaling was set to 100% and the base damage was 0, then the scaling will only be applied doing 5 damage. V_Defense is the defense of the of entity taking damage, which will reduce damage based on formula. I hope this makes sense lol
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Yes and no. Cant apply a spell directly to a weapon, but you can however utilise the event system to achieve this. I have a unique system in my game like this, some of my weapons have a chance to cast a special attack (Spell) on Hit. Simple explanation: Create Spell that does DoT Damage (Bleed) Create a Common Event (Run Bleed) In the event add command: Cast Spell, Select the DoT spell (Bleed) you created before, and set to to "Include Self" = true Create a weapon, and have Event Triggers "On Hit" run the Common Event you created (Run Bleed) Above will trigger the spell to run "on hit" of that weapon and the target will be self (spell target setup). Modify the common event to include chance of the spell triggering and such.
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It all depends on how you have set up your items, and your formulas.json (server side). https://docs.freemmorpgmaker.com/en-US/design/items/#additional-weapon-options You can do damage scaling based on physical, magical and true damage and is all configured in the formulas.json: { "ExpFormula": { "Source": "BaseExp * Power(Gain, Level)" }, "MagicDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_MagicResist))", "PhysicalDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_Defense))", "TrueDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025)" }
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Item Event Trigger: On Drop
Ainz Ooal Gown replied to Ainz Ooal Gown's question in Questions & Answers
Yeah it does work when its not stacked. Ill just have to think of a way around it and hope the functionality gets added -
Item Event Trigger: On Drop
Ainz Ooal Gown replied to Ainz Ooal Gown's question in Questions & Answers
Yeah its for stackable items. So just say I have 10 apples (stacked, as this works one at a time), and each time a player drops an apple he loses karma, if you then try to drop all 10 or any number greater than 1, the event will only trigger once. If that makes sense. Yeah I notice its a new feature, its a great addition -
Hey, its been a while so not used to some of the new features. So want to ask a question regarding the Item On Drop Event Trigger. I have an item that when I drop it, I want to change a variable. Which works fine when I drop 1 item, however if I drop more than one Item it only triggers then event once, so if I drop 10 items, only 1 of the 10 will trigger. The event is simple: Name = SubEvent1 Set Player Variable = Subtract 1 Trigger = None Parallel = Enabled Item: Event Trigger "On Drop" = SubEvent1 Should this be triggering more than once, or am I using this wrong? Thanks
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Story Today I did this on my project...
Ainz Ooal Gown replied to SkywardRiver's topic in Design & Creativity
Looks good buddy. Roofs are spot on now, but its hard to tell building walls from the floor. Also the buildings are copies of each over and looks repetitive, unless that's intentional but overall a nice map. Keep up the good work -
Count as high as you can while staff are sleeping!!!
Ainz Ooal Gown replied to Giligis's topic in Forum Games
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The events system is not the same as true scripting, but a means to get the engine to do some cool stuff without having to do any source edits. I've never noticed any performance issues with the events I have in my game (and I have a few complex ones), but you have to make your events efficient and work correctly, overwise the run the risk of poor performance and a bad game. I'm not an expert on the engine, just ok at doing the events
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Adding variables to text output and performing math in strings.
Ainz Ooal Gown replied to NetSkeleton's question in Questions & Answers
Quick sloppy explanation: Variables hold data to use later. We can call the values that we set to the variables. Example: Type = Integer (number) Name = attackValue Now in an event we can set, add, subtract, ect to an integer variable, then we call that variable to see its value by using \pv{attackValue} in an event. So I would have the event write out like this: Set Variable attackValue to 4 Set display Chat Message to: "Attack has be set to \pv{attackValue}" which would show "Attack has be set to 4" Hope that makes sense but look about the forum, loads of tutorials on how events work. Read some of mine and that will give you an understanding a good one would be Journal/Tradeskills as that shows how variables write out a lot: -
I dont think this is possible, cant think of a way from memory.
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From my understanding it is for all spells in the NPC list, you cant set for each spell I dont think. What I do to get around this is has specific spells for your NPCs (not player spells) and have the cooldowns higher on spells u dont want the NPC to cast as much. Example: Set to Often Fireball (NPC) = cooldown 5 seconds Frostbolt (NPC) = cooldown 20 seconds
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How do I upgrade my server to the latest version?
Ainz Ooal Gown replied to kraliet07's question in Questions & Answers
https://docs.freemmorpgmaker.com/en-US/upgrade/upgrading/ -
That is correct, it is used to hold the direction of the event if it is a sprite select as the entity, if I remember rightly, not used it for a long time. I have just tested and can confirm this isn't working in latest version of Intersect. Raise this as bug.
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I experience this issue for the first time yesterday, an event with a sprite image duplicated itself onto the next map down. I could only fix issue with server restart.
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Health bar does not appear on character (solved)
Ainz Ooal Gown replied to Zerinho's question in Questions & Answers
I am unsure to this issue for announcement. I have not came across it and is not affecting me. Are you able to download a latest vanilla version of Intersect and see if same issue happens for you again? Have you checked your settings for HP bar showing? -
Health bar does not appear on character (solved)
Ainz Ooal Gown replied to Zerinho's question in Questions & Answers
Where are you trying to do an announcement from? Server panel? Health bars show when you hover your mouse over an NPC or Player. Health bars show when you have taken damage or in combat, overwise the bar hides. -
Yeah that's a good idea and it will work.
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Cool way of doing this! Must better than my system. I was planning on re-doing summoning, as it was some time ago I did it, and with new features events has now.
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I don't think anything in the configs would affect events like this. I have tried to replicate this issue but I cant. I would maybe raise it as a bug: https://github.com/AscensionGameDev/Intersect-Engine/issues/new/choose
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I have just tried to replicate your issue but I haven't been able to. What is on the second page? Events are working normally for me. What version of the engine are you using? I am using latest.
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I haven't came across this issue. Can you show us a screenshot of your event? Also do you have any map npc's for Paladina Korea spawning?
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Need help with event variables
Ainz Ooal Gown replied to DeathallaOnline's question in Event Questions
This is very simple but can be greatly improved on and should help you get the basic structure: Variables: InArena (Player Variable) ArenaSize = 2 (set it to size you want arena to be) (Global Variable) ArenaPlayers (Global Variable) This will add a player to the Arena if they are not already in, and ArenaSize is less than 2. Create a event tile on the entrance to arena. TRIGGER: Set it to Player Collide. Condition: If ArenaSize < 2 AND If InArena = 0 Then Set ArenaPlayers + 1 Set InArena = 1 ELSE If InArena = 1 Then Set InArena = 0 Now create a common event from "tools" menu (not a map tile event) TRIGGER: PVP Kill Condition: If InArena = 1 Player Message (You won the battle) Set ArenaPlayers - 1 Warp player to Arena Entrance Set InArena = 0 Now create 2nd common event from "tools" menu (not a map tile event) TRIGGER = PVP Death If InArena = 1 Player Message (You Lost the battle) Set ArenaPlayers - 1 Warp player to Arena Entrance Set InArena = 0 You can take this much further, this is very simple. If you want multiple arena's across your world, just add a extra player variable to define where the arena is located: ArenaLocation = 1 (Northern Arena) ArenaLocation = 2 (Sothern Arena) Ect.. Hope this helps. Thanks -
Yes, you would do this through map events
