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Coza

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  1. I second this. Definitely would like an additional hotbar ♥
  2. Just tested it there now - yeah Players are unable to but NPC's still rotate mid cast. (This is true for both if the config is set to move cancels cast or not) (Version 0.7.0.123)
  3. Heyya, I was just wondering if there's a way to disable NPC's being able to rotate direction during their cast times? Wasn't sure if this would be a source edit or I'm just missing something. Thanks!
  4. Yeah I figured out how to do that much in events. I'm mostly after a combo/proc based system that kind of builds off of that. In the vein of (Press 1) - Fire 1 - (Press 1) - Fire 2 - (Press 1) - Fire 3 - (Press 1) - Fire 1. If that makes sense ;;
  5. Effectively I'm trying to achieve a system that could be added to the add/remove spell stuff in the event editor. Say you cast 'Fire', and it replaces itself after the cast to become 'Fire 2' - Replacing the hotbar and spellbook slot it originally took up. I'm hoping to learn how to look into this myself but I imagine it's going to be a lot more complicated than I'm likely giving it credit for.
  6. Completely new to C#, only had some small coding knowledge from stuff like Game Maker and Xtremeworlds way back when. Was wondering what you might recommend looking into the source to reverse engineer or add in from scratch that might be a really good learning tool for someone pretty fresh faced to the language. What did you attempt to learn first to help you pick stuff up? Thanks o/
  7. Just come back after a massive break, so I'm not sure if this has already been done. But currently I'm trying to create a system where classes get unique UI to track buffs / or whatever. (Through the show-picture events) But in doing so I can't click anything on the UI, since the image effectively enveloping the whole screen. Was wondering how I'd go about editing this in source (If it even needs it.)
  8. Ah I thought that might be what was happening, no problem, thanks!
  9. As the title says, is it possible? I've been trying to do a variety of things that are set to essentially "Attack does x damage" + Buffs ATK by 10% for 10000ms. But the attack buff doesn't seem to apply. Does the interaction not work this way at all? Or am I missing something? Thanks!
  10. So I was messing around with a prototype Bossfight, in which the second "phase" the boss would transition to a new NPC. And Spawn several 'turret' NPC's for the players to dodge at the same time. However with my current setup, it seems to spawn infinite NPC's in these set locations, causing absolute carnage. How do I go about limiting it to only spawning 1 per designated tile? Thanks!
  11. Yeah I figured out what I was missing, I hadn't also enabled NPCvs.NPC on both the summon and the enemy mobs I was testing on. Thanks for all the help peeps! I can't seem to get healing spells to work from the summon to the player, but I'm fine with what i have thus far.
  12. Hey! less of a flat out question and more of a topic for discussion, I suppose? I was wondering what sort of concepts you had come up with in your project for unique boss designs? Or things you're planning on doing and achieving? I'm mostly just looking for general ideas with the event system and whatnot really. Thanks!
  13. Yeah this is what I have thus far but it doesn't really do anything. I presume that would make it attack other players, though.
  14. Hey! Apologies if this has been asked before, I couldn't really find anything on this topic so I figured I'd ask. So generally the spell I have in mind, summons an NPC, it combats other NPC's with set spells. It looks doable in the options within the NPC/Spell Editor, but nothing seems to happen? I'm curious as to if I'm doing something wrong? I also attempted an NPC summon that was a dedicated healbot, so to speak. But it doesn't do anything, either. Is there specific setups that I need to work with or is the feature currently a Source-Only kind of thing? Thanks!
  15. Your closest next best bet, I imagine, would be to make a Single Target Spell instead. It would have a similar effect.
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