-
Posts
216 -
Joined
-
Last visited
-
Days Won
1
Community Answers
-
Jcy's post in Source code location for event activator Key was marked as the answer
I found:
foreach (MapInstance eventMap in Maps.MapInstance.Lookup.Values) { foreach (var en in eventMap.LocalEntities) { if (en.Value == null) { continue; } if (en.Value.MapId == map && en.Value.X == x && en.Value.Y == y) { if (en.Value is Event) { //Talk to Event PacketSender.SendActivateEvent(en.Key); AttackTimer = Timing.Global.Milliseconds + CalculateAttackTime(); return true; } } } } Â
In Player.cs, this was it, and I managed to do the changes.
-
Jcy's post in Help - Attack while moving makes player invisible was marked as the answer
Fixed it.
If anyone has this issue, make sure "NormalSheetAttackFrame" in your server config is 1 frame less than "AttackFrames".
-
Jcy's post in Multiple Images was marked as the answer
The answer is: No you can't
Â
Though, I found a perfect workaround. If anyone is interested to see, here it is in action
Â
https://s3.us-east-2.amazonaws.com/ascensiongamedev/filehost/50e66709c6aa21630d8cc6b090e97fe1.mp4
-
Jcy's post in AGD Graphic Splitter was marked as the answer
I found the answer in this:Â
If anyone else has the problem, it is because your output folder has to be empty.
-
Jcy's post in Default Settings was marked as the answer
You would need to edit the registry when installing the game. It's possible...
Â
This might help:Â https://www.askvg.com/guide-how-to-create-registry-script-reg-files-in-windows/
-
Jcy's post in Certain NPC despawns after x milliseconds was marked as the answer
When using a common event to spawn an NPC, adding a despawn NPC command right under doesn't affect map NPC's for me
-
Jcy's post in magic in area not working? was marked as the answer
Here is a demonstration:
Â
Â
This is what I understand you want, you can have the animation bigger, add lighting for a cool effect and increase the  hit radius to whatever you want (best to have it about the animation's size).
Â
To achieve this, it is rather simple Â
Here is what your spell setup should look like:
Â
Â
You can modify every other value to your liking of course. Also, you CAN have a cast time, but it will play the animation as a normal cast animation.Â
Â
You can also have a hit animation, it's optional for this but can be actually useful. Let's say your spell is something like "root targets", you may want to have a hit animation with roots coming out of the ground grabbing every single targets and making them unable to move.
Â
In this case the spell freezes targets, you can have the spell deal damage though no problem.
Â
Hope this helps, cheers!
-
Jcy's post in Menu Music Broken was marked as the answer
Edited: Fixed it. There was a problem with my Intersect Client.exe, what I did was switch with the new one and sound works!
