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Kibbelz's post in Attack and Defens System was marked as the answer
As @Dashplant said its math, Very basic at that.
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I'm honestly struggling to understand what you actually want help with but this is currently how damage works:
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There are 3 damage types as you can clearly see:
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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)
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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)
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True Damage:
Damage is calculated from either the Strength stat of the attacker
There is no resistance calculated for True Damage
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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.
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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.
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Honestly, if this doesn't make sense don't touch the damage formulas. The default formulas are more than plenty to build your game.
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Kibbelz's post in Spawning Set NPC's was marked as the answer
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.
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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...
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But again I'd just personally use default npc spawn timers on the map and just hard code their spawn locations.
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Hope this helps.
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Kibz
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Kibbelz's post in weather was marked as the answer
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.
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Kibbelz's post in Small problem with the ShieldSlot was marked as the answer
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.
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Kibbelz's post in Projectils should push players on safe areas? was marked as the answer
It shouldn't. Please post this in the bug reports section. @Khaikaa
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Kibbelz's post in Arena map type? was marked as the answer
Also was added for the future for ignoring player bounties and player killer systems even though in the end we decided to not add it to the base engine.
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Kibbelz's post in how do i create a jump button was marked as the answer
Its not possible currently until source code is available.
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Kibbelz's post in joint development was marked as the answer
You cant combine files. You can give your friend a copy of the client and editor and he can connect to your server to help edit the game. You may need to portforward if he cannot connect to your server.
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Kibbelz's post in Support on developing was marked as the answer
If you've just started goodluck releasing your game before intersect gets finally released. Nothing to worry about here.
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Kibbelz's post in Is ammo for ranged weapons possible? was marked as the answer
In the projectile editor you can assign an item as ammunition. This item will decrease each projectile fire and the projectile cannot be fired without any of the specified item in your inventory.
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Kibbelz's post in Timer was marked as the answer
I personally would make a loop using conditional branches and labels.
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E.g.
Player variable = 0
Label
Wait 1000ms
Add 1 to player variable
Condition: has quest completed?
 Goto label 2
Condition: is player variable < 300
 Goto label
Output msg  "time ran out"
Exit
Label 2
Output msg "quest completed in time"
Exit
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Kibbelz's post in Way to prevent files from being stolen? was marked as the answer
Right so there are two types of people who steal graphics.
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Type one: kiddies, anything they make with your graphics will never amount to anything. If you need to steal other peoples graphics to make a game your game will be bad anyway.
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Type two: people who will actually rip them and do somthing with them. Trust me, if someone really wanted your graphics they could get them anyway either via decryption or directly ripping them from your game. This is the type of person to be worried about. There is very little you can do to counter act these types of people except for legal action.
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So in the grand scheme of things encryption is nice but doesnt really do all that. I think @panda decrypted lifeforges graphics in under 10 minutes just to prove a point as to why encrypting graphics wont stop these kinds of people. ( all be it their encryption algorithm was extremely simple).Â
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Right now it doesn't warrent development time and you all would want unique encryptions for your games anyway since you wouldn't want the encryption algorithm open source for all to see! So definitely somthing to persue on your own lads!
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Kibbelz's post in Common Event "Set Move Route" Support was marked as the answer
There are already dash spells in the spell editor. If you really want to do move routes you should have an invisible event on the specific map that autoruns with a condition. I really don't see much point to this request as its bad practice to have move routes to a player if you dont know where they will be when the common event is triggered. Due to the nature of how common events work and are integrated it would probably take a lot of time for somthing so niche and bad practice. If you really want this wait until source as I cannot validate the reason to add it to our list of things to do which ultimately just delays source even more at this point.
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Myself and @jcsnider are deliberately not implementing features unless they are a necessity at this point in time otherwise we'll still be saying "source out soon tm" in 2030. (One of the many reasons why it keeps taking so long in the first place)
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Kibbelz's post in walking inside building was marked as the answer
Not possible right now, you could do it with events for each tile however it would be incredibly inefficient.
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Kibbelz's post in New Scripter section was marked as the answer
I'm not @jcsnider however my voice is as equally valid to answer this question. Sure in an ideal world this would be a nice bandage fix however taking the time and effort to develop this will only delay the open source release (soon tm). Which ideally is what everyone wants. So this will not be happening unfortunately.
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Kibbelz's post in new tileset for def intersect tileset was marked as the answer
I assume you are talking about Macks graphics. The official Intersect resources to be released with future iterations of Intersect were based after Macks graphics including tileset locations. You can try using these tiles and roughly 90% of your tiles will be converted but im not sure how accurate the translation between tileset locations is so you might have to make a few manual changes here and there. Anyway, here is our community driven graphics pack:
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Kibbelz's post in Distance between sprite and Name was marked as the answer
Its because the bear cub has a lot of excess space on the sprite. If you filled in each frame a colour you would see that its exactly the same distance away just the bear does not fully fill the entire height of the frame unlike the human sprite.
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Kibbelz's post in Max recommended connected maps? was marked as the answer
Nightmare has over 700 maps 300-400 of said maps are the over world all connected. Works perfectly fine as others have said but that is some sort of indicator that Intersects server can go much further than that.
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Theres also no limit to the total number of maps you can have in your game.Â
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Kibbelz's post in Layering issue was marked as the answer
I added this myself personally for you all in B5 via the server config file
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Kibbelz's post in Where are you, anti-stun effect? was marked as the answer
This is something I would be interested in adding as an extra effect. I'll try and slip this into beta 5 under an extra effect of "clense" aka removing all status effects.
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Kibbelz's post in tiles was marked as the answer
Your sprite is not in the correct format. A quick google for the RPGMAKER VX sprite format will show you how it should look like to be read from Intersect correctly or you could even just refer to the default sprite layout for the default sprites included with the engine. Use paint or some other image editing tool to format your sprite correctly.
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Kibbelz's post in Questions about the Item Editor was marked as the answer
When the item is spawned it has a random chance for each stat to be up to + or - in a given stat. So different equipment give different stats through rng. Say you award all stats of base 5 and set the +- to 3 so the stats generated for an item spawn could be:
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5 + 1 = 6 attack
5 - 3 = 2 def
5 - 1 = 4 magic attack
5 + 2 = 7 magic resist
5 + 0 = 5 speed
