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Everything posted by Khaikaa
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Hi guys, today I'll teach you something so easy and useful for your game, the ability points(or the "whatever you want" points). The function of these points is letting the player get more especialized. For example, if a player likes using katanas, he could use this points to unlock more powerful katanas while other players use this points to unlock another kind of weapon, armor or ability. This will enhance the variety of game play. Let's begin! First of all we need a player variable. We can create one using the switch and variable editor. I'll name mine "AbilityPoints". Next step is creating a common event. In this case we'll give some ability points to the player when leveling up. For this we'll need to open the common event editor and create a new common event. Its logic is so simple: When leveling up, give ability points to the player. We'll need to set the common event trigger to level up. On the command panel we select the "set variable" command, then select the "player variables" radiobutton and then select the variable you just created. After that you have to decide how many points will the player gain each time he levels up. I decided give him 3 points. Now each time a player levels up will gain 3 ability points. What's the next step? Of curse! Deciding how many categories we'll implement in our game. Again, we'll need to create more player variables. For this example I'm creating only one category, the "katana skills" category. We'll do the same we did when creating the AbilityPoints variable. Great! We now have one category where we can spend our ability points! You can create as many categories as you want, imagination is the only barrier! Well, we have points, we have the mechanics to earn more points, we have a category where spend these points... what we need now? Sure, a katana! Lets open the item editor and create one. I created this one: Now we have the katana too, but everyone can use it! We now need to add some edit usage requirements. You can do this by clicking on the "edit usage requirements" button and adding a condition list. We then need to open than new condition list and add our conditions. I'll add 2 conditions: minimum attack stat points and minimum ability points (as strength isn't everything when using weapons): Ok, so we now have ability points, a category to enhance and a katana to use. Is it all done? Nope, we need one more thing: A way to spend our ability points in our category (so we can finally use our katana). There are so many ways to do this, I simply chose the easiest one, creating a npc. If you talk with him you'll be able to spend the ability points in the KatanaSkills category. We have to open the event tab on the map layers panel and doble-clicking where we want our npc to stand. You should be able to open the event editor doing this. I did a simple one which let you spend your ability points on the katana skills: And there we go! We now can spend our ability points to enhance our katana skills. When we get enough katana skills level and attack stat we will be able to use our katana. If you follow all this steps (and I didn't forget to post any step or didn't make any mistake) all should work correctly. After this you can create a more complex system with more categories and even more new and interesting features. I hope this helps you on your games. Good luck and sorry about my bad english!
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As beefy said, what you show should work correctly. That event should trigger when you type /promocode on the chatbox. If it doesn't work maybe you should record it or explain what happens with more detail.
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Nope, it's not a bug with text but a event triggering bug. I just tried it changing the text message for the exp giving, and works exactly the same, not working when using the events as you said and working with the same patterns when using the events as I said. Yes, this definitelly is a event triggering bug, I'll report them on the bug section. Hope they can fix this.
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The text message event is just an example, what I need to do is some events which filter players by their player switches & variables and then make things with them, such as teleporting them, managing their switches/variables... etc
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That doesn't work, or at least it doesn't work for me, it only shows the message to the one who triggers the event
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Ok, I'm having problems again with this issue. I want events to do things to everyone on the server(or, at least, the online ones), such as changing some player's switches/variables, teleporting... Some time ago I talked about the problems I was having, but now I saw a pattern of behavior. I recorded 2 of them on video so you all can see them, 1 doing strange things and 1 working just fine. What is happening? These are the events I'm using: The global event The common event Anyone knows why is this happening and how coul I make events working fine no matters who and how much consecutive times triggers it?
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Congrats devs! you're doing an amazing work!
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Well, I waited 40 minutes but nothing worked, even disconnecting the character and relogin it, all modifications on the database I make only apply if I do them when the server is off. I though it was weird, but well, if it's the only way... at least it works! Good luck and thank you!
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Hi, I'm testing modifying character's swithes and variables using SQLite Studio, and I have some question about the update of the server database. When a character changes one of his switches value(for example) through an event, the change is automatic, so from that momment the game recognices its new switch value. But, if I open the server database, it has the previous value. But, if I restart the server, now the database shows the new value. ¿When does the database really update? If I overwrite the switch value on the database, the character swithc won't update. But, I do this when de server is off, the switch's value will be the new one. Is it necesary to shut down the server everytime you want to change a character switch or variable value?
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How are you doing? Are you still working on the migration tool? If there is something I can do just tell me Good luck!
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Ok, thank you, will work with different weapons then.
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Not working even through events... what can I do?
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Uhm then... or there is a problem on the item that consumes, or there is any missing menu I don't see (like happens on the quest editor), or maybe I'm missing something or maybe it's bugged. I wrote this configuration on the projectile: This configuration on the weapon: And this configuration on the ammo item: The thing I'm thinking on is creating a event spell which removes 1 arrow of your inventary everytime it hits, but how could I fix this without that? What am I doing wrong? Thank you for your answer
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Hi guys, I'm currently working on some weapons, like bows and some others. How could I do a bow consume arrows when shooting? Of course I can edit usage requirements, so it won't shoot if the player has no arrows on his inventory. Also, I can do the same thing on the projectile editor modifying ammunition requirements, but I don't find any way to "waste" arrows everytime I shoot. Is there any way? Or should I wait until code release? Good luck!
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Really cool, editor's interface looks so familiar for me, rpg maker vx inspirated? Good luck!
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Closed Alpha Testing my game with friends, all went awesome, thx devs
Khaikaa replied to Khaikaa's topic in General Discussion
Thx! I try my best, but I'm not very good at mapping Some other maps I'm currently working on: https://gyazo.com/80af091f744fcba1c2c505685db75149 https://gyazo.com/9832cf4413eb6b09fc9c7f1784f5a739 I think I have the same problem here too(and many others), but well, bit by bit I'll try to improve my mapping skills Good luck! -
In fact I think npcs actually are entities. The issue is that events can't focus them yet(except for the no npcs on map condition I think), so you'll need to wait for that. Good luck!
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Closed Alpha Testing my game with friends, all went awesome, thx devs
Khaikaa replied to Khaikaa's topic in General Discussion
nevermind, my fault, I'll post it in the right place later Edit: Oh, I just saw you moved it, thx! -
Closed Alpha Testing my game with friends, all went awesome, thx devs
Khaikaa replied to Khaikaa's topic in General Discussion
Uhm, I couldn't read this until now My intention was no talking about my game but thanking the devs, but it's ok, maybe I should posted that otherwhere. Good luck! -
Thank you man, I really appreciate it. I'll pm if I need some help (or create a new thread if I think it could help others too). Good luck!
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Thank you for the answer, I was just wondering how big could you make your project. I've never done a mmorpg game before so I don't really know how difficult is holding a bunch of people online without lag. Of course I don't think I'll need to hold more than 20 people online at the same time, just asking. Good luck!
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How many people can the server hold at the same time without problems? I mean, assuming that the host's conection & technical specifications are are optimal. Good luck!
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I started today a unity+c# course, I hope I can help with code if you ask me to soon.
