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Solomon

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Solomon last won the day on April 14 2018

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  1. I wonder if it isn't already possible to create a guild system using the events? Seems like you could probably do something like that given how versatile it is. This update is really interesting- many things I didn't even consider were added. I can't help but feel some things are missing though? Even if I can't name those things right now. -edit- Ah, I can name one thing- when I read the on Death event for npcs/resources, I wondered why there wasn't something similar for players. Surely this trigger would work for custom PvP?
  2. Well, I'm not actively making a game because my editor isn't working yet, so I'm just playing around with what I can. I wanted to make a small and quick pvp/permadeath/survival type orpg (using rpgmaker assets) to learn about all the events and see if I could make some type of arena system with it. Also who knows when B5 is going to drop? It could be weeks/months away.
  3. I was messing around with this but was having problems with the main menu, it didn't even occur to me to remove the alignment this explains why the position wasn't changing when I put the coordinates in lol.
  4. I haven't been able to test this myself since my editor won't work for some reason (waiting on an answer in the bugs section) but I've had a chance to briefly look at the event system. So I have a couple of questions. Questions; Is it possible to spawn an extra item on top of a player (like a "Corpse") when they die? Is it possible to grab the player's name and add it to the item? (like "Bob's Corpse") Is it possible to have players force teleported to an area in which they can only leave when X amount of players are killed (like last man standing?) Then could I have more players teleported in when the "round" ends? Is it possible to even randomly choose players to do this? I imagine if it was you could use the same thing to have a Runescape style random event system? Is it possible to track how many players a player has killed? Is it possible to spawn an item in a player's inventory if they reach a specific number? Is it possible to track this through zones? (Like you have an event block at the edges of each "zone" which switches a player variable called "InZone = 1" then have 1-50 be representatives of different "zones.") It's a bit important that the player's killed variable only applies to a single zone, since I'd like to recreate a tower from a certain novel I've been reading that rewards you based on how many kills you get. Is it possible to have the event system create and apply a buff/debuff? (For example, if a player enters a zone which is owned by Bob, when a player enters that territory can I have the event block grab the current zone owner's name and apply a buff so it appears like "Bob's Zone" where normal buffs appear? The type of buff being placed would be selected in Bob's zone control area (like a crystal console only he can use or something), so different zones can either put buffs or debuffs on players.)
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