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Everything posted by Mcadams
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I'm playing and I'm also on Sargeras, small world. Almost 112 but our server just went down. RIP.
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In the Map Editor, under Map Properties and under Lighting, set the Player Light Size to 0.
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As a longtime player of MMOs I go unreasonably hard at the start of new ones to get ahead/make money. Plus it was really fun and I was on summer break not working
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Games pretty fun. Started a few days after it came out and played for around a week + a half. Haven't been on much at all this past week because of the server issues. Content kinda dries up (understandably) after beating the E4 in each region, besides daily bosses to get TMs/berries/money/rares there's not a whole lot to do until they add a better way to fight other players, right now you basically just go up to people and challenge them, most of the time they'll decline as there's no real dedicated pvp zones yet. Here's my stats/party
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The problem with using "FirstMeet" is that switches are by default False, so you'd want to word it like "MetBefore" or something. The naming of your switches doesn't actually matter, it's just for your own organizational sake. So you create an event that is your NPC, and add the command Conditional Branch for the player switch MetBefore. Under false, you'll want to put in commands for what happens the first time the player meets the NPC, and make the last command set the switch MetBefore to true. Under true, you'll add commands for what happens when the player talks to the NPC, but it's not the first time they've talked to them. This way, the first time they talk to the NPC, it will be a unique set of commands, and then every time after that it would be a different set of commands.
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Your best bet is to use the Conditional Branch command and use player variables. Say you want an NPC to teach a player a spell. You have a player switch called HasLearnedFireball or whatever, and then make a Conditional Branch when you make the NPC checking if that switch is true or false. If it's false, you teach them the spell and then set HasLearnedFireball to true, so that next time they talk to the NPC, instead of learning the spell again they do something else.
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It's so that you can have players attacks and abilities scale with them as they level. Say you make a spell and the scaling stat is 100% Attack. When you're level 1 and have 10 attack, it'll do 10 damage. When you're a higher level and you have 200 attack, that same spell will do 200 damage. etc.
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This tutorial is the first in a three part series I'll be doing for my puzzle contest entry. If you want to see these puzzles in practice checkout my post below. This first puzzle is the simplest of the three, only involving two small events, one of which is copy-pasted several times. The goal of this puzzle is to create a path (or paths) that your players must discover using guess-and-check in order to reach the other side of the obstacle. Step 1 — Creating the failure event Step 2 — Creating the completion event Step 3 — Laying out the puzzle events If you did everything correctly, you should wind up with the puzzle displayed at 0:23 in my video. I omitted the attempt tracker because that was specific to part of the fun for the contest and likely wouldn't be wanted for traditional rpg dungeon puzzles that weren't the central focus of the game. Be on the look out for more advanced puzzle tutorials from my submission coming soon. If you have questions or comments about the tutorial, feel free to leave a comment below or shoot me a PM on here or Discord.
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Change time before regeneration of vitals starts after combat?
Mcadams replied to Beefy Kasplant's question in Questions & Answers
You can change the frequency at which you regenerate health in Server\resources\config.xml under RegenTime. By default it's 3 seconds (3000ms). I don't see any options for setting the interval at which regeneration itself starts, as RegenTimer seems to be strictly concerned with the time between each tick of regeneration. I tested all three types of maps and regeneration worked normally on each of them. -
I suggest giving the spell a cast animation that plays a sound. If you don't want to have a cast animation but want a sound upon casting, just make the animation invisible.
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The Intersect GUI .xml currently doesn't support any markdown features it seems for text (bold, italics, underline, outline, etc.) However this could be possibly be an addition down the line of Intersect's development or of your own when it becomes open source. If you're having problems with text visibility in the current version I suggest either choosing a more clear font, text color, or upping the TextScale to something like 1.25 or 1.5.
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According to Chronos' post, "A cliff autotile is just that, a cliff. It uses the 4x4 tile preset from RPG Maker to create cliffs, walls and other such things in an orderly fashion. It has its flaws with having several layers of cliffs next to eachother, but for straight lines it works fine out of the box." I tried it out myself and it's good for making straight walls using cliff tiles that don't divert in multiple directions; it basically takes a box of tiles can make it taller or wider. I wouldn't recommend it for intricate cliffs that go in multiple directions, but it'll save you time on straighter parts.
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Questions related to "Speed" stat ? - Maybe suggestion(s) too
Mcadams replied to RandemGamor's question in Questions & Answers
Yes, your Speed stat increases your character's movement speed as well as their attack speed. On a vanilla intersect server, reaching upwards of 700+ speed began lagging the server because my attacks were so frequent and my speed was exceeding the MaxStat for my server (255), and even one key press of the attack command would result in 10+ attacks. But yes, there is a noticeable increase in attack speed and movement between 700 and 1000 speed, so it seems you can go as fast and attack as fast as you want until the game starts breaking. Your guess about the config is correct, those two numbers manage the minimum and maximum attack speed. However, if your speed exceeds the MaxStat variable for your server, your character will start attacking at warp speed and your server will start breaking. So at 0 speed, your attack speed is your MinAttackRate, and at MaxStat speed, your attack speed is your MaxAttackRate. As for your suggestions, I suggest you make a separate post and tag it as a suggestion. -
I think your initial formula is inherently flawed because the formula that determines the character's level isn't going to account for any gear that they have equipped that gives them stats. In the case that you're attacking the snake unarmed, I would make sure you're not overlooking the base damage of the weapon or the stats that you gave the snake. The math seems to checkout from what I can tell, so your the character attacking must be overtuned in some way.
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Thanks man, woulda been there to watch but I was busy making a vid for those who can't try it. Video
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all setup on JC's server, if you have old client ip: na0.hosting.freemmorpgmaker.com port: 5410 new dl link if youre not on the old client: https://drive.google.com/open?id=1EquFQOmS3jxpLlFf24IryfH2XZ5-vyyP
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@jcsnider yesssssss
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I think I banned the autofilled account cuz it was an admin lmao
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For my puzzle I thought it'd be best if people hopped on and tried them out themselves. JC's hosting my server so it should be up 24/7. Download link: https://drive.google.com/open?id=1EquFQOmS3jxpLlFf24IryfH2XZ5-vyyP See you there! I made a video for those not able to try it. WARNING: this shows the solution to the puzzles.
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Sorry for not directly answering your question, but a useful alternative for wanting to work on the game while not disrupting your players is to have a live server and a dev server. Your live server goes untouched outside of minor map/item hotfixes that don't disrupt the flow of your game, and your dev server is a mirror of the live game that also includes any content updates you're putting on. And when you're ready to push out updates, you take down the live server, transfer the account data over to the dev server, and the dev server becomes the new live server.
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Yeah I was gonna make it and show you as an example but that's basically it. You can separate the event into several events that start every time the event would cross over, and set spawn conditions on those events that are switches that trigger whenever the event is supposed to pass over the maps lines. So when the girl walks into the wall in my gif, you'd have a switch activate that basically makes her invisible and then triggers the event that continues the route on the other map. Even then it wouldn't look good because you wouldn't get the fluid walking motion across the map. So until they add an option for cross-map routes you might be outta luck as far as practical options go
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I fiddled with it for a bit and it looks like the event stops whenever it tries to transition to the next map. So organically at the time no you can't, but I figured out a really convoluted solution to it if you really need it to work. Will edit once i test it.
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I think what you're looking for is the "Spawn Duration" field in the Resource editor. Changing that number will allow you to set the time it takes for a resource to respawn. For example, mine is at 2, so the resource will refill after two seconds of being depleted.
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You can suggest features for Intersect here https://www.ascensiongamedev.com/bug_tracker/intersect/
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Pretty sure it's an unfinished feature that doesn't work properly yet. So right now it'll just do as you said, but in the future I think it's suppose to block attacks / reduce damage.
