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Ainz Ooal Gown

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Everything posted by Ainz Ooal Gown

  1. In the fogs folder. Client and Editor\resources\fogs
  2. English: the summoning doesn't follow me, I mean for now I have managed not to attack other players and to attack the npc, but I don't know how to make it stay at a certain distance from me Please use english in english part of forum. This tutorial event does not have the ability to follow the player character. Its just a once off summon to fight anything that attacks the player within the sight range of the summoned NPC.
  3. Cool that Wishy!
  4. Awesome buddy, proper chuffed works a treat. Thanks man, Wishy's siolution worked for me
  5. No i didnt, github is all new to me sorry. This what I have to do: https://docs.freemmorpgmaker.com/dev/modify/merging.html#merging-with-github-desktop Edit: Ah I get it now! Thanks for pointing me in right direction
  6. Im using a custom version so I placed "radialgradient.xnb" in my client folder/recources/shaders after I built client or does it need to go in source somewhere first before building? As I am getting an error stating that the MGFX effect seems to be newer and wont open client.
  7. This would be a feature request, its not part of the core build. In server/config.json "Player": { "ItemDropChance": 2, Change that to 100 and player will drop everything.
  8. Ah right, yeah I already tried changing the project image but that doesnt work really. As animations for projectiles have to be aimed upwards and have auto rotation on, and when you increase the image height it only changes how far away the image is shown on screen. Has to be in the center otherwise when facing a different direction is flips it if that makes sense. Probs right not to change code for it so wont break future updates. Just cant think of a solution
  9. Thanks for reply buddy. Yeah could move the sprite, it would just mean move everything else (paperdolls an such) as projectiles is the last thing I added and didnt think about position of where it would fire from. Happy for the hit box to stay the same, its just the image I would like to move up by 32px but cant seem to find where its draw in source yet.
  10. Just tried to apply patch on got this which not seen before: E:\Ainz Ooal Gown\Documents\Git Repo\Intersect-Engine>git am --signoff < 45ea9844b7f6130f7f695ab52bfa808e.patch fatal: previous rebase directory .git/rebase-apply still exists but mbox given. any ideas?
  11. Hi All, I have an issue with the draw location of projectiles due to the sprite image size I am using for my player character being a lot larger than default sprite (82x82). Currently when a player fires a projectile it is coming from his feet lol, does anyone know where the draw projectile height can be edited? Thanks
  12. Nice one buddy thanks again
  13. Do you know what handles the draw of player image in top right next to hp, name, lvl and that?
  14. Awesome mate thanks alot
  15. Ah thanks, where abouts is that located and what does it fix?
  16. Yeah suppose that would work aswell as 8*2 is 16. Nice one buddy.
  17. Thanks both @Shenmue and @gooby for help, issue is resolved Changed: destRectangle.X -= texture.GetWidth() / 8; to destRectangle.X -= texture.GetWidth() / (8*2); Didnt need to multiply the "texture.GetWidth() / 8," it seems fine without multipling it by 2. Thanks again
  18. Thanks again it did make the sprite central, but the target and sprite box is will off. I think I did this a pure lazy way after reading what you said. Basically all I did was replace the "texture.GetWidth() / 4" to "texture.GetWidth() / 8" I didnt touch the height ones as they are still 4 frames high... Example: 3 * (int)texture.GetWidth() / 8, d * (int)texture.GetHeight() / 4, (int)texture.GetWidth() / 8, (int)texture.GetHeight() / 4 Im not the best coder, and havent really coded anything in a long time Thats all I did really mate was change the texture.GetWidth() / 4 to 8 Sprites Im using are 8width by 4height
  19. Thanks Buddy will give it a try now
  20. Hi All, I have been messing around with the source to try and add additional frames for sprites. Bare with me as I am new to C# and the source so a bit of a noob. I have managed to add 8 frames for sprite movement, but I am unsure to how to centralise the sprite. At the moment it is off to the left and I cant see where I would make it so its in the center of the entity. With JCs edit with _idle _attack and such I have made the base sprite purly walking animations and used the _idle for the sprite not moving at all and changed "TimeBeforeIdling = 50;" so as soon as the player stops moving it plays idle. I might be going around this the wrong way so any advice will be helpful. Made a gif of issue: I thought it would have been this: protected virtual void CalculateCenterPos() { var pos = new Pointf( LatestMap.GetX() + X * Options.TileWidth + OffsetX + Options.TileWidth / 2, LatestMap.GetY() + Y * Options.TileHeight + OffsetY + Options.TileHeight / 2 ); if (Texture != null) { pos.Y += Options.TileHeight / 2; pos.Y -= Texture.GetHeight() / 8; } mCenterPos = pos; and changing line LatestMap.GetX() + X * Options.TileWidth + OffsetX + Options.TileWidth / 2, to LatestMap.GetX() + X * Options.TileWidth + OffsetX + Options.TileWidth / 4, But above didnt work. Thanks
  21. Thanks for info buddy, dont know much but I will have a look into that so thanks for pointing me in right direction (no pun intended :P)
  22. Ah right I get you now haha thanks, auto attack is summit ive wanted for a while so ill look into it. Another quick question. Can frames be easily added for diagnal movement?
  23. So it doesnt automatically attack NPC when ur within distance? You have to still attack with pressing and holding down attack "Key"?
  24. I have tried with aggressive and non aggressive NPCs. Here is GIF buddy
  25. Thanks for the reply. Yeah I understood that from reading your post. NPC was within range and was facing the NPC, and targeted, but nothing happens. I checked code and all seems correct with the patch being applied and changes made. I will do a GIF for you.
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