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Everything posted by Ainz Ooal Gown
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@AisenArvalis Thanks for the shout out buddy
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Might be hardcoded then, in which you will have to wait for source
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I'm not 100% on this as never changed it, but I believe it would be in .json files "EventDialogWindow_#Response.json" (# = 1,2,3,4) under "EventFacePanel": Change bounds: "Bounds": "16,14,80,80", Each part represents: "X,Y,WIDTH,HIEGHT"
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Story Today I did this on my project...
Ainz Ooal Gown replied to SkywardRiver's topic in Design & Creativity
Awesome work wishy! -
Story Today I did this on my project...
Ainz Ooal Gown replied to SkywardRiver's topic in Design & Creativity
Very cool Wishy -
[Minamoto Tutorial] Cooperative Creation
Ainz Ooal Gown replied to Minamoto Yoshitsune's topic in Event Systems
Nice tutorial mate -
I like that idea of giving a NPC a spell that damages it overtime, nice one cheers!
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Cooperative Creation
Ainz Ooal Gown replied to Minamoto Yoshitsune's question in Questions & Answers
Interger... Integer = Holds Number value String = Holds text Boolen = Yes/No (on/Off) -
No tradeskills are trades a player knows: Mining, Fishing, Lumber, ect
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My system for tradeskills is advanced and unique (I think lol), so much so I probs wont share it until source is out and can hardcode it.
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Sounds promising, good luck with your project buddy
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What do you mean NPC activate an event?
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Cooperative Creation
Ainz Ooal Gown replied to Minamoto Yoshitsune's question in Questions & Answers
Ah I understand, you can set wait times on events, but it would be best to use a global var to count, or use system time. You would have to create a new common event that would auto run and would do the counting. For every forge across your maps you would need a count down variable. (forge1 counter, forge2 counter, ect) I havent done much on timers in Intersect so they might be a better way, as in taken the time stamp (in ms) of when the forge was created (page 2) and then watch until the time stamp hits time that it would return to page 1. In events you can set system time (ms) to a global variable like so: So when condition is met to make forge 2, have it run like this: 2 global variables for time: Forge 1 Built Time Forge 1 Expire Time Page 2 auto run (Set/Add Variables): Forge 1 built time = Set Global Variable Built time to Syetem Time (ms) Forge 1 Expire Time = Set Global Variable Built time to Syetem Time (ms) Forge 1 Expire Time = ADD **Time you want in ms** ( so if its 1 day you would add 86400000) EDIT: I think that would be the best way, or you could do a count down, so if server is offline it would not be affected as count down wouldnt be live: Forge Page 2: Set Global Forge Counter = 60 Common Event (Auto Run): Condition to run (Global Forge Counter > 0) Page 1 Wait 60000ms SUB 1 from Forge 1 Counter So this way every 60 seconds 1 will be removed from the global forge counter until it reaches 0, then all you have to do is put a condition on forge page 2 that global forge counter > 0 to run -
Cooperative Creation
Ainz Ooal Gown replied to Minamoto Yoshitsune's question in Questions & Answers
So its actually a player forge, that he is building but can get help from the community, and after its finished being build other players can use it for a specific time period then its locked so only the player who owns it can use? -
Cooperative Creation
Ainz Ooal Gown replied to Minamoto Yoshitsune's question in Questions & Answers
I knew exactly what you meant buddy haha. Just some poeple dont know how to use events at all, so a little push in the right direction sometimes helps people learn. -
Cooperative Creation
Ainz Ooal Gown replied to Minamoto Yoshitsune's question in Questions & Answers
Like Aisen said this is defo possible, you would use the map events and global variable to hold the total tax total: Global Var: Forge Tax Map Event (Forge): Page 1 (Level 1 forge), Page 2 (Level 2 forge) Auto run pages: Page 1 - condition (Forge Tax < 200 gold) Page 2 - condition (Forge Tax = 200 gold) (You could play around with the above conditions if you want more levels then 2) Each page would have adifferent image and would show based on the condition, and could open a different crafting table bases on level so more options are available to players as the forge levels up. Now to pay taxes if the player wants too. Have it so the first condition in the event commands is a text box: Do you want to pay 20 gold in taxes: Yes: Take 20 gold from player and Add 20 to global variable "forge tax" No: Continue down event page and open crafting table. -
No passive skills at the moment, would have to wait for source. You could do sudo passive skills based on items, that you could auto equip and apply to the character. You would have to do this with events.
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Yes with conditions: Current EXP >= Needed EXP THEN ADD 1 to Level Set Current EXP = 0 Add Needed EXP + 20 (or whatever formula you have)
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Is that not "options_dropdown.png"? in GUI folder
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Very nice buddy thanks! Easy to read through and understand
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You got it to work? Im intrigued
