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Khaikaa

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Everything posted by Khaikaa

  1. You mean the opposite as it currently does(triggering when receiving hits instead of when hitting)?. That could be a cool thing to do as well, I like both options, they give a lot of cool battle possibilities, specially when teamworking(imagine physically fighting woth some wizard, you are sure you're gonna win because his mp are empty but suddenly he hits you and deals you strong magic damage, and then you realize someone else added that onhit spell on your enemy)
  2. There is a Time editor within all the other editors which let you to create time periods(12am to 12pm and 12pm to 12am by default). You can create all the time periods you need. After you finished that, create a map event and, in the spawn conditions, add a "time is between" condition. That way, that event will only run if you are on a certain time period. But I don't think I can help you with the spawn control, you'll need to think about it by yourself unless there is someone else who knows a good way to manage it and has the time to explain it.
  3. I can't think any good solution without source modifications. You could create map events which would only run at night and spawn npcs, but controlling how many npcs have been spawned and how many of them have been defeated won't be an easy task.
  4. the recruitment is closed for now, thank you everyone who applied! will let you know if I'm looking for more artists in the future!
  5. Khaikaa

    WIP Usatsune

    is this still under development? it looks so cool
  6. Khaikaa

    Level Cap

    could you explain your idea a bit more? what do you mean? setting a different max level? making it not possible to level up under certain conditions?
  7. I'm still looking for more artists, if anyone is interested please keep contacting me unless I close the recruitment
  8. if you mean change his current sprite for another then yes it is, you should have that option between the event's commands if you mean editing the file... then no, it is not
  9. feature request is now open (#583) Thinking about what @Blinkuz said, maybe it would be great to log both editor's changes AND moderators/admins ingame/server console/API actions related to upgrading someone's access power or banning/muting/etc.
  10. Hi! I would want to know if there are any plans of making some log system of work done on server's database? It would be very convenient for team working, even if they are not very specific. That way, you could open that logs file and know who worked on what and when, for example: [2021-02-26 12:36] Khaikaa made changes on common event <name/id> I believe it would make intersect a more professional tool, since its not possible use any version control system(or, if it is possible, i bet most of us don't know which one). What do you all think? Do you believe it would be helpfull? Should we ask for/develop that feature?
  11. Thank you Daniele! I'll contact you through discord in a few hours
  12. Hi everyone! I'm gonna start a new Intersect Project and I need someone to do the pixel art. In this project I'm focusing very much in the quality of the music and designs, so I need someone very experienced and/or very talented to do different the pixel art designs(tilesets, spritesheets, animations...). I need more than 1 artist in order to do all the work. I have experience in team working, and I also understand the difficulties of making high quality designs, I already hired pixel artists in the past, so don't worry, you won't have to face stupid arguings about pricing and stuff, I'm willing to pay well, but of course that means I also want high quality orders. If you believe you are a good pixel artist and are available for taking some work, please talk to me here or by private message, I will explain all the project's details and what I'm looking for in terms of design. Thanks for reading! The recruiting is currently closed. Thank you for your interest!
  13. You can use those points as exp, and when gathering enough, level up that skill. If you want it to work the exact way as the normal exp system does, you will need to code those features yourself
  14. Hi @PHENllX , take a look at this guide I did a long time ago, it may give you some ideas to make what you ask. Please notice it may be outdated. I hope it helps.
  15. Muy buen trabajo traduciendo y expandiendo las notas de parche! Sigue así!
  16. @Rales99 the login window looks so good, great job!
  17. Khaikaa

    2x exp?

    Idk if devs added any exp-related feature the past months, I'll asume they didn't. If they did, what I'm about to say may be outdated. There are 2 ways to make exp modifiers: 1. Code it 2. Create an event system-driven exp system For the second one you will increase the amount of work for your project, but it totally works(I did it on one of my projects). First of all you need to set all exp earned by killing npcs etc... to 0. Instead of that, whenever you kill an npc or do any other action which gives exp, call a common event(you will need 2 for every single npc). The first common event will be for the npc killer, the second common event will be for the party members. On those common event create as pages as exp modifiers you need. The page n°1 will be the default exp one, so place a 'give exp to the player' command and that will be it. Now lets say you only want to create 1 exp modifier, the 'weekend 2x exp". Create a new page on those common events. Create the 'spawn conditions' so that page will be triggered only on the weekends. Give the double amount of exp to the 'give exp to the player' command. Et voila, you succesfully created a weekend 2x exp system. You can create as pages as you want with different conditions, such as 'give 1'5x exp when player has this item on his inventory'. But, as I said at the beggining, this will increase the complexity of your project and may be very difficult to deal with in the long term. The 'code it' option should be your only option if you are working on a serious project.
  18. Thats much better than what you showed before in my opinion, could be a bit better in different pages as you would avoid the first if of the event, but I don't believe its a big problem.
  19. Yes, but the way you are doing means all players will be running an event with 30 if conditions(for checking class) and up to 5 extra if conditions(after meeting one of the class conditions, up to 5 variables' check). And all that just for that feature(I assume you have many more common events), that will probably destroy your server with lag if one day you have 20 or even less simultaneous players
  20. I may be wrong but I believe its the same case. It doesnt matter if you are checking player's equipment or player's variable. If the variable condition is true and the player doesnt know the spell, event will run only once. If player forgets that spell, conditions will meet again(since variable condition is true and he doesnt know the spell) and will teach the spell again. And, of course, you will need 1 page for each spell you want to teach/remove. If that feature deserves the work or not is up to you and the kind of project you are working on.
  21. Your problem there probably is that you are constantly running common events with no stop. That means you are calling each of those events for each of the online players at all times. A good practice that could help you to decrease the lag might be using the spawn conditions. Lets say you wanna check if some player wears a certain equipment and give him access to a certain spell while he wears it. On the spawn condition you'll check both things: 1. Has him x item equiped?(true if yes) 2. Does he know x spell?(true if not). With this, the event wont run unless that player has that equipment AND doesnt know that spell. Its senseless to run that event if the player doesnt have the equipment, and also its senseless if the player already know that spell. If the player meet both conditions event will run, but after teaching the spell to the player the conditions won't meet, so event will only run once. If you also want the player to forget the spell when he unequip the item, create another page on that common event wit the conditions 1. Has him x item equiped? (true if not) 2. Does he know x spell? (true if yes). With this, if player doesn't wear that item AND if he knows the spell, the event will run only once as well, because after making him forget the spell conditions won't meet. I hope this help you to reduce the running events in your projects @t0m @Beast Boyz
  22. I'm not sure about it but I would say no, that's not possible. I'm not sure if there is any possibility through API, but I think you can't do that kind of things unless you modify the source
  23. A new dawn for ascension game dev community. A meme died, but a legend was born. Take my powerful like, you deserve it.
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