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Ainz Ooal Gown

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Everything posted by Ainz Ooal Gown

  1. Ive had a look and for some reason when setting and image on respawn it stops the continuation of the event... Removing the show image makes the system work. A work around is to hide the player, then show player instead of images. I believe this is a bug so I will report it and see what the devs say.
  2. Looking good wishy! Your good with APIs
  3. Problem with high fantasy sprites (reason why I stopped dev of one of my games) is due to the size of the sprites, it cuases issues with fringe layers and block tiles you place for base of tile. So if you have a lamp post (for example) and it has a 1 tile base, so you put a block on it and everything above is fringe, when the player or npc walks up to the block tile, his head will be under the fringe while his body wont be... If that makes sense, so you have to then do a double block for the bottom 2 tiles for the lamp post which restricts the players and looks really poor. Anything above 64 pixels in hieght will do this. Looking back through my game it makes me want to pick it back up and resize everything lol....
  4. I will have a look but dont think anything has changed that would affect this system.
  5. After further investigation I dont think it is possible with only 1 NPC to have PvP. You could however create a few summons that are unique and only one player could have it for a set time are something like that. But that would be extra work. I think this is best for just PvE for the moment until source is released.
  6. Thanks for that buddy, but I already tried it like this but unfortunatley its not sound proof, as if the player 1 casts the summon them NPCs dont attack him, but if player 2 casts the spell the NPCs wont attack him. Atleast until the spell event hits the wait time and randoms the number again , close but no cup of tea. Still looking for a sound proof way using events but not sure is fully possible for PvP.
  7. I was doing it that way so that it would give a random number to a players var so it would not collide with another players variable so multiple summons can happen across the game with no conflict. I think the solution would be to combine both player and global variables. I will have a look tonight when I get in from work. Sure I will hit you up on Discord
  8. Ah crap! I didnt think of that... hmmm so would need it set as a global variable! EDIT: Nah that wont work either when I think about it, as each time someone uses the global var it will change... hmmm Thanks for the help and guidance buddy
  9. Thanks for the reply JC, but doesnt seem to working that way for me, unless Im doing something wrong. When an aggressive NPC has condition in Player Friend/Protector: Player Variable EQUALS Player Variable, it seems to apply for all players. Example: Player 1 has Player Var = 1 Player 2 has Player Var = 2 NPC has Player Friend/Protector condition as Player Var 1 = Player Var 1, it should not attack player 1 and attack player 2 right? Like this:
  10. Glad you like it buddy
  11. Good idea but it will make it so necromancers cant attack eachover with summons. My game doesnt really use classes as I dont like restrictions. I dont think player variables should work that way so Ive asked the question.
  12. Yeah think it was a fix? Becuase It used to delete every NPC on the map, but when I tried it the other week it didnt so I got excited haha as opens possiblities...
  13. Ah yeah forgot to mention that, I think its a 50/50 if this is a good thing or not. Means players can just use summons all the time to kill stuff. Ive added that to Issues. Thanks
  14. @jcsnider I was wondering about NPC Behaviour conditions. If "Player Firned/Protector" is met by a player variable (so only that player has that variable applied to them, say a random number) does this mean the NPC wont attack the player with the variable or any players at all when condition is met? Also same question for other conditions "Should no attack player on sight" and "Player can attack"? Thanks Bud
  15. Haha thanks. I am hoping to add a lot more. Yeah the hunger/thirst system can be modified to be used loads of different ways. For a underwater system, you just need to change naming and add a variable boolean to trigger when underwater so it starts/stops the system
  16. Thanks yeah the variable is key to the system working as it makes sure that each NPC that is summoned won attack its owner. Despawning NPCs from events now only despawns the NPCs that were spawned by event. So just add a wait command and despawn like this: Follow the player I dont think we can have, not until source and I add a few more functions to the event system. Also I had a message of someone saying that PvP with the system doesnt work, but Im sure it did.
  17. Use wait commands in common events: Condition = Player equips item Wait (60000ms) Take Player Item Farming System is very similar to the above, just with more conditions as such. I will be making a tutorial for my farming system sometime soon, as I dont need to use it anymore.
  18. Updated and added two new tutorials: Equipment Based Skills NPC Summoning
  19. Description: This is very simple(ish) system, but affective way of doing summons for your game using the event system. It also works with PvP but the player must be attacked (Or have met a condition you set), it also works with a criminal system I have so if a player is a criminal the summon will attack. Can set different conditions based on your game. Video: https://www.ascensiongamedev.com/resources/filehost/ac1bd0b14a7dd8123876ca9015247bc8.mp4 Process: Use a spell or Item event to "Summon" your NPC Minions Issue: Player will not get experience when a summon kills a NPC. PvP does not seem to be working anymore... I am investigating to find a solution. Addon: None Note: Below build is for my space game, change naming of variables and such to suit your game style. Build:  1. First we need a two player variables as this is key to the system working correctly and have the NPC not attack the player, PVP, as well as so other players summons do not conflict: 2. Let create the NPC we want to summon. This system utilises NPC vs NPC, so as you add more NPCs to you game you will have to amend this NPC and other NPCs you add so they can attack eachover: 3. Now lets make the common event which will spawn/summon our minions: 4. Lastly we build the spell or item that you want to use to summon your minions: Thats it...simple really using the powerful event system of intersect Enjoy
  20. Check the forum as a few guides/questions on this subject. Also Check Gibiers guide to get a good iadea of how things work:
  21. Yes they will run all the time
  22. All the weapons I created myself. Sorry but I dont wish to share these at the moment
  23. Yes but I had to create them myself (some purchased), and will most likely never part with them. Best way to do it is put a player base sprite down, copy a sprite image as a layer ontop of base (so if sprite has nice armour you want), and then start to strip away copied sprite until you have the image you want, such as the armour. Here is one of my projects that uses these graphics:
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