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  1. Mcadams's post in What's the ideal way to have a quest marker above an NPC or Quest giving event? was marked as the answer   
    I made a tutorial for this some time ago. Not sure if it's the most efficient still but this is how I did it.
  2. Mcadams's post in Default tiles was marked as the answer   
    Click tile type and use "Auto Tile" then click the top left of the 2x3 tiles. It lets you draw roads and lakes and stuff easily.
  3. Mcadams's post in Grief Prevention? was marked as the answer   
    They would also need an admin account's login to use the editor connected to your game.
  4. Mcadams's post in NPC SHOP (or something like this) was marked as the answer   
    You need to make an event that looks like an NPC, by setting the entity for it to a sprite. Then, make the command for the event to open a shop, so when someone goes up and interacts with that "NPC" (event), the shop will open.
  5. Mcadams's post in How to disable player light ? was marked as the answer   
    In the Map Editor, under Map Properties and under Lighting, set the Player Light Size to 0.
  6. Mcadams's post in Scaling amount was marked as the answer   
    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.
  7. Mcadams's post in Change time before regeneration of vitals starts after combat? was marked as the answer   
    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.
  8. Mcadams's post in Play sound when casting? was marked as the answer   
    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.
  9. Mcadams's post in Questions related to "Speed" stat ? - Maybe suggestion(s) too was marked as the answer   
    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.
  10. Mcadams's post in Rearranging the UI? was marked as the answer   
    You can edit the various .XML files in the client to change the appearance of the GUI. Gibier has a tutorial in progress that'll help with a few basic things
  11. Mcadams's post in How to make non-item paperdoll? was marked as the answer   
    I don't think this is possible with the current event system. If conditional branches had an "Is Equipped" system then possibly, but right now I don't think there's a way to differentiate if a player has something equipped or just has something in their inventory. You should put in a suggestion for a conditional branch check that checks if there if the player has an item equipped in a certain slot — that would be useful for something like this, among other things.
  12. Mcadams's post in Request ! was marked as the answer   
    You're better off posting this in the "Bugs & Suggestions" section as a suggestion.
  13. Mcadams's post in Stat Bonus Ranges was marked as the answer   
    Short answer: Sort of and no
    Long answer: Right now without the source I'm pretty sure you can't disable stats. You can take them out of the combat formulas that they're in so they're effectively unused, but I don't think there's anyway to get rid of them entirely. I would suggest just to not let players increase them in anyway, by having stats auto-upgrade when leveling and not adding items that give that stat. However, this method is problematic because there also isn't anyway to stop having the random stat bonus range from adding that stat. I suppose if that stat isn't used in any combat formulas it doesn't actually matter if players have any points in the stat from items because it's unused, but obviously I can see why you'd want to get rid of stats people aren't using/you're trying to deter people from putting points into. So you're going to have to wait til the source is out to do either of those things, but they'd presumably be easy changes to implement.
  14. Mcadams's post in pixel was marked as the answer   
    Spritesheets and tilesets are dynamic, you can make them basically any size you want, just know for spritesheets they'll be split vertically and horizontally 4 ways, you make sure your length/width is a factor of 4
  15. Mcadams's post in making npcs interactable and talk was marked as the answer   
    You're gonna want to make an event to serve as the npc. Then add a command and under "dialogue" do "shows options"
  16. Mcadams's post in help me please was marked as the answer   
    You can set player spawn points for each class using the Class Editors.
  17. Mcadams's post in More slots and paperdolls was marked as the answer   
    Yes, you can edit the xml files to add more slots and change the order in which paperdolls render.
  18. Mcadams's post in Spells and common events was marked as the answer   
    I believe that event spells can be tied to players only and are uncastable by NPCs, I've tried the same thing before.
  19. Mcadams's post in How do I join maps with autotile? was marked as the answer   
    You need to use the same autotile on the same layer and it should automatically continue the autotile for you.
  20. Mcadams's post in Client Auto Update ? was marked as the answer   
    Check this out
  21. Mcadams's post in How can i put bigger mobs in my game? was marked as the answer   
    I believe Intersect supports dynamically sized sprites, so in that case you would add them just like any other sprite.
  22. Mcadams's post in Icons? was marked as the answer   
    @SHAYMEX To change the various icons in your game client, simply replace the existing ones found in Client/resources/gui with your own. Make sure they use the same file names and dimensions and are transparent PNGs.
  23. Mcadams's post in How to do an Event on Player's Death? was marked as the answer   
    You don't need to use a conditional branch, just make a common event that triggers on respawn that teleports the player to where you want them to go. Mine looks like this and works perfectly

  24. Mcadams's post in Healing Spells? was marked as the answer   
    I believe you need to input negative damage for healing, so try making a damage spell that deals -15, which should in turn heal for 15
  25. Mcadams's post in Trying to put some music in my game.. was marked as the answer   
    Make sure you're using .ogg audio formats. Intersect no longer supports mp3 as of Beta 1 i believe
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