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Kibbelz

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Everything posted by Kibbelz

  1. Just an update to state that we now have a private development channel on the discord server. We would like to ask those applying to provide examples of their work and we will either accept or decline applications
  2. @Khaikaa and @Aesthetic. I've created a private channel on the AGD discord and given you roles to talk about this further. Currently only you and the discord moderators can view the channel for moderation purposes as well as those who are interested in contributing (Looking at @panda). Lets talk and get the ball rolling, we'll talk at how best to proceed here and we'll be inviting others ASAP
  3. Truely very beutiful mapping @Aesthetic. Im keeping tabs on this
  4. We don't necessarily need the direct moderation team to run this. Just trusted experienced users. Users such as @Xeno, @Aesthetic and @Khaikaa meet that criteria for me plus a few others. I would happily volenteer if enough people are interested/motivated. I could even setup a channel in the AGD discord with various usergroups.
  5. I have always liked this idea. I've been interested in running one of these for about a year or two. It never came to fruition as I realised it would be hard to maintain constant quality of those contributing towards the project (Due to the large scale size of it). It also is hard to go in a direction that everyone would be happy with, especially due to I assume we are talking of a team of 20+ developers all with different ideas. Also, if the barrier to entry is very easy, its extremely easy for others to troll and delete other users hard earned work (Obviously there would be automated server backups but the concept still applies). Hence I've never put my thoughts into action since I'm still unsure of how to do this right. I am happy contributing to this project but you really need a way of filtering applications and only taking developers with sufficient standards otherwise you'll end up running from a beautiful map to a well rather... badly designed bare map. Perhaps we should elect a team to run this project with other developers applying to join via an application that goes through quality control? This may encourage developers to work on their skills before applying again which as a whole should increase the quality of games we see on the forums as well as a better joint project. Just some food for thoughts .
  6. For the love of god stop multi posting. Its a reportable offence. Use the edit button on previous posts. ScalingStat is defined in the Item editor, Class Editor or Spell Editor when using a spell, item or fighting barehanded. It can be whatever stat you want ScaleFactor is a percentage. You want your spell to do 30% of your magic BaseDamage is a static amount of damage. Say you want your spell to always do 20 damage plus ability scaling. CritMultiplier is a value that multiplies damage if you get a critical hit. For example x2 damage. V_Defense is the targets defence stat. I assume V stands for victim. Honestly, if you don't understand how it all works just leave it alone. Its sufficient to use for your game and it does work. See my previous post where I proved it with Math.
  7. Look at the math (simplified, you may understand it this way): Damage = Attack * (100 / (100 + Defense) So lets say damage is 10 and Defence is 10 Damage = 9 If Defence is 0 Damage is 10. If we then factor in random numbers and other chance based stats the damage can easily be 10+. Lets say the target has 200 Defence Damage: 3 At low numbers of attack defence doesn't do much since its all ratios. Lets make the numbers bigger. Attack = 100 Defence = 200 So plug the numbers into the formula using a magic thing called a calculator and we get 30 damage. This formula does work.
  8. As @Dashplant said its math, Very basic at that. I'm honestly struggling to understand what you actually want help with but this is currently how damage works: There are 3 damage types as you can clearly see: Physical Damage: Damages is calculated from the strength stat of the attacker Resistance is calculated from the defence stat of the target (This decreases the damage dealt to the target) Magic Damage: Damage is calculated from the Ability Power stat of the attacker (Or magic stat whatever you call it) Resistance is calculated from the Magic Resist stat of the target (This decreases the damage dealt to the target) True Damage: Damage is calculated from either the Strength stat of the attacker There is no resistance calculated for True Damage In the Item, class and spell editors you can specify the damage type and even what stat to scale the damage with so you can have some variability there. The random function results in selecting a random number between .975 * the damage and * 1.025 the damage. This results in each attack dealing slightly different damage to not have the same damage each attack. Honestly, if this doesn't make sense don't touch the damage formulas. The default formulas are more than plenty to build your game.
  9. Looking good thanks for your contribution! Tagging @Xeno
  10. Kibbelz

    WIP Veridian

    I like what you've done here but my only pet peeve is that some of your NPC's have names and others don't. Might be a good idea to show the name of all of these NPC's for consistency.
  11. This hits too close to home haha
  12. @jcsnider @panda
  13. 100% possible with events
  14. While all of these are good suggestions I would like to politely remind everyone with more features = a much longer time for open source. So it is very unlikely most of these will be in Intersect 1.0.
  15. @Zetasis @Kyrise @Aesthetic and everyone else is more than welcome to contribute to this community resource. I can facilitate a discord channel if that helps ya'll
  16. No it means your websites can
  17. Its best to just spawn npcs on the map and set their spawn locations. Stick npc avoids around their spawn locations to stop them moving if you want stationary turrets. Honestly I wish I never implemented that spawn npc event as its caused people more hassle and grief than benefit. Because its extremely easy to overflood your maps. If you want to go this way still make a global switch called and set it to true when you spawn npcs. There is a condition that checks if all spawned npcs are destroyed I believe if so set the global switch back to false and then the cycle will repeat and npcs will spawn again. If you want a delay put a delay in etc... But again I'd just personally use default npc spawn timers on the map and just hard code their spawn locations. Hope this helps. Kibz
  18. Kibbelz

    weather

    In the map properties you can select an animation from your animations editor. So if you want rain, make a rain animation, stick it in the animations folder. Create an animation in the animation editor and then add it to the map properties where you can select the horizontal and vertical direction as well as speed.
  19. I've locked your post, if you still require help please make a new post translated into English as this is an English speaking forum.
  20. He wants the dash to ignore unit collision. I'll keep this in mind for future combat improvements but no promises at the moment.
  21. Kibbelz

    Concept Sacred Stones

    I love the idea @Richy but how do you handle players logging off with a stone and never logging back in again? This would destroy the mechanic. Edit: Also what are the rewards for collecting all of the stones?
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