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Gibier's post in bridges was marked as the answer
Indeed but you have to activate it to use it. Go in your game's server folder (...\Server\resources) and open config.json. Press on Ctrl+F and search "ZDimensionVisible": . Replace false by true and save. (Your server need to be close first.)
Here's a tutorial on how to use it:
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Gibier's post in remove the display of the name of a NPC was marked as the answer
You could be the only way would be by make the npc name hidden by setting the alpha channel to 0 in the color.json (Server\resources\color.json)
Exemple:
"AgressiveNpcName": "argb(255,255,40,0)", -> "AgressiveNpcName": "argb(0,255,40,0)",
"AgressiveNpcNameBorder": "argb(255,0,0,0)", -> "AgressiveNpcNameBorder": "argb(0,0,0,0)",
"AgressiveNpcNameBackground": "argb(180,0,0,0)", -> "AgressiveNpcNameBackground": "argb(0,0,0,0)",
But that change would hide the name of every npc of that type. It would wnt to choose which specific npc name you want to hide from the npc editor you will need to wait until the engine go open source.
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Gibier's post in Hotkey Limit was marked as the answer
Hotkey are dynamic like the rest of the gui. You can partly disable it of fully them. I would suggest you to take a look on my UI tutorial to learn more about it: https://www.ascensiongamedev.com/topic/2298-tutorial-on-intersects-ui/
(In the section How to make modification->How to disable something inside an element)
Also you will have to edit the whole HotbarWindow.json to make it fit with only 4 hotbar. Else you will still have the 6 other hotbar size as empty space. Which will require you to read the 'Change a window's size' part of the same the tutorial's section.
Edit: try to do those change yourself first. But if at the end your not able to make to edit send me both your HotbarWindow.json and your hotbar.png files. I will make the edit for you.
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Gibier's post in Start Animation (EXP and MP) was marked as the answer
Hi sadly no, they both are hard-coded. Even if you would change them in the gui it the exp and life would go in the same direction.
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Gibier's post in Money in UI was marked as the answer
No you will have to wait until the source are release before being able to do that.
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Gibier's post in How i put a sound in Inventory button ? was marked as the answer
Open MenuContainer.json search the line 67 which contain '"ClickSound": null' change null by the name of your sound.
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Gibier's post in How do I make a map that duplicates every time a player makes a base or something? was marked as the answer
You will have to wait for the source.
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Gibier's post in No NPC Condition was marked as the answer
Event dont care about spawned npc from another event. It will only work if every npc of the map is dead. (Declared npc in the map editor)
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Gibier's post in character select was marked as the answer
Open the file config.json in the resources folder of the server and look at line 14 it have '"MaxCharacters": 1,'
Change the 1 to what you want.
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Gibier's post in can i do a single player? was marked as the answer
No the client need a running server to being able to play. You could put the server in the game document. The player will be able to play but than the player will also be able to make their own online server. If you truly want a local game than you will have to edit the source.
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Gibier's post in the object that the enemy released. was marked as the answer
You will have to wait for the source to make that.
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Gibier's post in Item carrying limit was marked as the answer
You could do a autotrigger event with a condition list 'has item' then put the condition 'have 2 or more'. In the event put delete item X and a chatbox message like 'You can't have more than one copy of this item, so you dropped one'
If i don't mistaken, if the player have a third copy of this item the event should relaunch again until the player don't have more than one copy of this item.
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Gibier's post in Upgrading was marked as the answer
Actually the best way to update the current version to another is to read the last download topic. At the end of the topic it will say something like "f you're already using 4.3, 4.4, 4.5, 4.6, 4.7, 4.8, 4.8.1, or 4.9 just download 4.9.1 on the right and overwrite your .pdbs and .exes and run the migration tool!"
If the intersect version that your using is inside the sentence than you can update with the version onthe link else you will need to see at the previous link.
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Gibier's post in Few questions was marked as the answer
Hi so here's your answers to almost all your questions:
click on move: no you will need to edit the source when they will come out.
Auto attack: You will also need to edit the source for that.
NPC drop more than one item: The engine already have that feature. You have a slider where you choose with item the npc will drop and how many different item.
Common event editor commands: Sorry i don't know the answer.
Turn on the spot: You will have to edit the source for that. For now the only way to do that is by event and mouvement key dont trigger event.
Diagonal mouvement: also need source edit.
Only the engine developper can tell if those feature will be added but they are not on the road map so i don't think so.
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Gibier's post in Boss Raid Event was marked as the answer
As @Phenomenal said it will be able with the B5. Just create a global event and a player switch "Is in boss room".
(I would personnally use event on map to teleport the player to the boss room instead of tp. This way you will be able to set the switch to true.)
Set the conditionnal branch to trigger it to if player switch "Is in boss room" is set to true.
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Gibier's post in Ajouter limite de text dans le tchat ? was marked as the answer
La question étant est-ce qu'on peut mettre une limite de caractère? Non il faudra attendre les sources et faire une modification.
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Gibier's post in music and sfx was marked as the answer
The music file content need to be in .ogg and and the sound file content in .wav
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Gibier's post in A smtihs story was marked as the answer
In the event option you have 'start a quest' 'finish a quest' and 'finish task'.
The option end task is to end other task than 'kill npc'
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Gibier's post in Icon Movement was marked as the answer
Those are individual, i already did two lines of 3 icon.
Yo have to change the bound of this button bar and every bound of each button to move them.
Take a look on the InGame.xml section of my tutorial (the "Change the size of a window" part) you will be able to choose where you want to start and where it end.
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Gibier's post in common event was marked as the answer
You could just add two line after "set Player sprite to 330.png" (wait and set player sprite again (will need many conditionnal loop if each class have many sprite) plus a player variable "sprite number".
To be able to answer you correctly we would need more information about your game (number of sprite that we can choose when creating a character (like if each class have more than one sprite). Do you want that the player choose when to disable the spell or if end automaticly after X second.
You cannot put a spell on an event, you can create an event spell by calling an event from a spell (the spell editor have many type of spell) the thing avbout the event spell is that you cannot change the player stat so your spell would be useless except for the sprite setting.
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Gibier's post in Soucis animation avec Spell was marked as the answer
Le système est mal fait, il manque un systeme dedans. Il sera ajouté dans la B5
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Gibier's post in Augmentation des stats avec un event. was marked as the answer
Impossible de up les stats via les event. Il faudra ajouter la fonction lorsque les sources de l'engine seront sortis.
Il est possible de faire des bluff, mais sans pouvoir changer l'animation du joueur.
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Gibier's post in Animation Tiles Eau was marked as the answer
Il te faut des tiles comme ça (format rpg maker)
Ou bien comme ça (rpg maker vx)
Et ensuite choisir le type de tiles que tu veux entre animé rpg maker xp ou vx.
